mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
06cb09e64f
* add accuracy display * temp BG for show * separate overlays prefab make proper shader for star effects * aim shakiness display * implement testing skill star * fully functional skill star * separate section display from editor * fully separate chart section display from timeline * add section to overlays * fix nullreference issues * start game layout settings * add game settings script * fix nonfunctioning scoring * invert y position logic on timing bar * add perfect challenge functionality * fix section not showing up in editor add perfect challenge option * add timing display minimal mode * Update PerfectAndPractice.png * show gismo for minigame bounds in editor * add ability to disable overlays in editor * prepare medals add new timing display graphic * hide screen preview * per-axis camera control added per request * section medals basic functionality * add medal get animations * fix bug with perfect icons * visual enhancements * adjust look of timing display minmode address audio ducking issues(?) * prepare overlay lyt editor add viewport pan, rotate, scale adjust audio setting * add layout editor UI elements * dynamic overlay creation * fix default single timing disp * set up overlay settings controls * start UI events * runtime uuid for component reference * layout editor affects overlay elements * show overlay element previews while editing * advanced audio settings * fix bug in drop-down creation * fallback defaults for the new stuff * fix textbox & overlay visibility bugs
54 lines
No EOL
1.8 KiB
C#
54 lines
No EOL
1.8 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
using UnityEngine.UI;
|
|
using TMPro;
|
|
|
|
using HeavenStudio.Editor;
|
|
|
|
namespace HeavenStudio.Common
|
|
{
|
|
public class ChartSectionDisplay : MonoBehaviour
|
|
{
|
|
[SerializeField] private TMP_Text SectionText;
|
|
[SerializeField] private Slider SectionProgress;
|
|
|
|
// Start is called before the first frame update
|
|
void Start()
|
|
{
|
|
GameManager.instance.onSectionChange += OnSectionChange;
|
|
GameManager.instance.onBeatChanged += OnBeatChanged;
|
|
gameObject.SetActive(GameManager.instance.currentSection != null);
|
|
}
|
|
|
|
// Update is called once per frame
|
|
void Update()
|
|
{
|
|
SectionProgress.value = GameManager.instance.sectionProgress;
|
|
}
|
|
|
|
public void OnBeatChanged(float beat)
|
|
{
|
|
gameObject.SetActive(GameManager.instance.currentSection != null);
|
|
SectionProgress.value = GameManager.instance.sectionProgress;
|
|
}
|
|
|
|
public void OnSectionChange(DynamicBeatmap.ChartSection section)
|
|
{
|
|
if (section != null)
|
|
{
|
|
gameObject.SetActive(true);
|
|
SectionText.text = section.sectionName;
|
|
SectionProgress.value = GameManager.instance.sectionProgress;
|
|
|
|
if (PersistentDataManager.gameSettings.perfectChallengeType == PersistentDataManager.PerfectChallengeType.Off) return;
|
|
if (!OverlaysManager.OverlaysEnabled) return;
|
|
if (section.startPerfect && GoForAPerfect.instance != null && GoForAPerfect.instance.perfect && !GoForAPerfect.instance.gameObject.activeSelf)
|
|
{
|
|
GoForAPerfect.instance.Enable(section.beat);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |