HeavenStudioPlus/Assets/Scripts/AppInfo.cs
Rapandrasmus dd24a96338 Title Screen (#454)
* Barebones title screen prefab added

* logo and stuff

* cool

* Added sfx to title screen

* The logo now bops to the beat

* epic reveal

* Fixed something

* put some of the stuff into the main menu

* other logo bop

* Implemented logobop2 and starbop

* added scrolling bg, tweaked positioning and wip splash text for play button

* more menu

* ooops

* Expand implemented

* cool

* Made stars spawn in in the opening

* make UI elements look nicer on different aspect ratios

* add sound while hovering over logo

* add settings menu to title screen

make the title screen properly play after the opening

* swap out title screen hover sound

remove the old config path warning

* every button works, some play mode fixes

* fix issues with beataction/multisound and pausing

* fix dropdown menus not working in certain screens

* fix particles rotating when camera controls are used

* touch style pause menu items only trigger if cursor is over an item

* various changes

make playback (unpausing) more reliable
only apply changes to advanced audio settings on launch
fix title screen visuals
add opening music
continue past opening by pressing a key
update credits

* almost forgot this

* lol

* initial flow mems

* user-taggable fonts in textboxes

* alt materials for kurokane

* assets prep

* plan out judgement screen layout

change sound encodings

* start sequencing judgement

* judgement screen sequence

* full game loop

* fix major issue with pooled sound objects

rebalance ranking audio
fix issues with some effects in play mode

* new graphics

* particles

* make certain uses of the beat never go below 0

fix loop of superb music

* make markers non clamped

lockstep frees rendertextures when unloading

* lockstep creates its own rendertextures

swapped button order on title screen
added null checks to animation helpers
disabled controller auto-search for now

* enable particles on OK rank

* play mode info panel

* let play mode handle its own fade out

* fix that alignment bug in controller settings

* more safety here

* Update PauseMenu.cs

* settable (one-liner) rating screen text

* address minigame loading crashes

* don't do this twice

* wav converter for mp3

* Update Minigames.cs

* don't double-embed the converted audio

* studio dance bugfixing spree

* import redone sprites for studio dance

* update jukebox

prep epilogue screen

* epilogue screen

* studio dance inkling shuffle test

* new studio dance choreo system

* markers upgrade

* fix deleting volume changes and markers

prep category markers

* Update Editor.unity

* new rating / epilogue settings look

* update to use new tooltip system

mark certain editor components as blocking

* finish category system

* dedicated tempo / volume marker dialogs

* swing prep

* open properties dialog if mapper hasn't opened it prior for this chart

fix memory copy bug when making new chart

* fix ctrl + s

* return to title screen button

* make graphy work everywhere

studio dance selector
membillion mems

* make sure riq cache is clear when loading chart

* lol

* fix the stupid

* bring back tempo and volume change scrolling

* new look for panels

* adjust alignment

* round tooltip

* alignment of chart property prefab

* change scale factor of mem

* adjust open captions material

no dotted BG in results commentary (only epilogue)
bugfix for tempo / volume scroll

* format line 2 of judgement a bit better

update font

* oops

* adjust look of judgement score bar

* new rating bar

* judgement size adjustment

* fix timing window scaling with song pitch

* proper clamping in dialogs

better sync conductor to dsptime (experiment)

* disable timeline pitch change when song is paused

enable perfect challenge if no marker is set to do so

* new app icon

* timing window values are actually double now

* improve deferred timekeep even more

* re-generate font atlases

new app icon in credits

* default epilogue images

* more timing window adjustment

* fix timing display when pitched

* use proper terminology here

* new logo on titlescreen

* remove wip from play

update credits

* adjust spacing of play mode panel

* redo button spacing

* can pass title screen with any controller

fix issues with controller auto-search

* button scale fixes

* controller title screen nav

* remove song genre from properties editor

* disable circle cursor when not using touch style

* proper selection graphic

remove refs
re-add heart to the opening

* controller support in opening

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00

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3.3 KiB
C#

using System;
public static class AppInfo {
public const string Version = "0.0.1018";
public static readonly DateTime Date = new DateTime(2023, 12, 21, 03, 53, 15, 934, DateTimeKind.Utc);
}
#if UNITY_EDITOR
/// <summary>
/// Increase Build Number Automatically
/// </summary>
public class BuildNumberUpdater : UnityEditor.Build.IPreprocessBuild
{
private static readonly char[] LineDelimiter = {'\n', '\r'};
/// <summary> File name where info is stored </summary>
private const string AppInfoFileName = "AppInfo.cs";
public int callbackOrder {
get { return 1; }
}
void UnityEditor.Build.IPreprocessBuild.OnPreprocessBuild(UnityEditor.BuildTarget target, string path) {
var scriptPath = GetScriptPath(AppInfoFileName);
var version = IncVersion();
var time = DateTime.UtcNow;
string date = "new DateTime(" + time.ToString("yyyy, MM, dd, HH, mm, ss, fff") + ", DateTimeKind.Utc)";
UnityEngine.Debug.LogFormat(
"OnPreprocessBuild. Modify AppInfo in file={0}, set version={1} and current DateTime",
scriptPath, version);
var text = System.IO.File.ReadAllText(scriptPath);
text = ReplaceText(text, " Version = ", "\"" + version + "\";");
text = ReplaceText(text, " Date = ", date + ";");
System.IO.File.WriteAllText(scriptPath, text);
}
private static string ReplaceText(string text, string field, string newValue) {
int v1 = text.IndexOf(field, StringComparison.Ordinal);
int v2 = text.IndexOfAny(LineDelimiter, v1);
if (v1 < 0 || v2 < 0)
throw new Exception("Undefined field=" + field);
return text.Substring(0, v1 + field.Length) + newValue + text.Substring(v2);
}
private static string IncVersion() {
var bundleVersionSplit = UnityEditor.PlayerSettings.bundleVersion.Split('.');
int major = 0;
int minor = 0;
int subVersion = 0;
if (bundleVersionSplit.Length >= 1)
int.TryParse(bundleVersionSplit[0], out major);
if (bundleVersionSplit.Length >= 2)
int.TryParse(bundleVersionSplit[1], out minor);
if (bundleVersionSplit.Length >= 3)
int.TryParse(bundleVersionSplit[2], out subVersion);
++subVersion;
string version = string.Format("{0}.{1}.{2}", major, minor, subVersion);
var bundleVersionCode = (major * 100000) + (minor * 1000) + subVersion;
UnityEditor.PlayerSettings.bundleVersion = version;
UnityEditor.PlayerSettings.Android.bundleVersionCode = bundleVersionCode;
UnityEditor.PlayerSettings.macOS.buildNumber = bundleVersionCode.ToString();
return version;
}
private static string GetScriptPath(string fileName) {
var assets = UnityEditor.AssetDatabase.FindAssets(System.IO.Path.GetFileNameWithoutExtension(fileName));
string scriptPath = null;
foreach (var asset in assets) {
var path = UnityEditor.AssetDatabase.GUIDToAssetPath(asset);
if (path.EndsWith(".cs")) {
scriptPath = path;
break;
}
}
if (string.IsNullOrEmpty(scriptPath))
throw new Exception("No asset file with name '" + AppInfoFileName + "' found");
return scriptPath;
}
}
#endif