mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
4c4d0a7a7a
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
91 lines
No EOL
2.7 KiB
C#
91 lines
No EOL
2.7 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
using HeavenStudio.Util;
|
|
using HeavenStudio.Games;
|
|
|
|
namespace HeavenStudio.Common
|
|
{
|
|
public class SectionMedalsManager : MonoBehaviour
|
|
{
|
|
public static SectionMedalsManager instance { get; private set; }
|
|
|
|
[SerializeField] GameObject MedalsHolder;
|
|
[SerializeField] GameObject MedalOkPrefab;
|
|
[SerializeField] GameObject MedalMissPrefab;
|
|
|
|
Conductor cond;
|
|
bool isMedalsStarted = false;
|
|
bool isMedalsEligible = true;
|
|
|
|
// Start is called before the first frame update
|
|
public void Awake()
|
|
{
|
|
instance = this;
|
|
}
|
|
|
|
public void Start()
|
|
{
|
|
cond = Conductor.instance;
|
|
GameManager.instance.onSectionChange += OnSectionChange;
|
|
}
|
|
|
|
// Update is called once per frame
|
|
void Update()
|
|
{
|
|
|
|
}
|
|
|
|
public void AnchorToOverlay(GameObject overlay)
|
|
{
|
|
transform.position = overlay.transform.position;
|
|
transform.rotation = overlay.transform.rotation;
|
|
transform.localScale = overlay.transform.localScale;
|
|
}
|
|
|
|
public void MakeIneligible()
|
|
{
|
|
isMedalsEligible = false;
|
|
}
|
|
|
|
public void Reset()
|
|
{
|
|
isMedalsStarted = false;
|
|
isMedalsEligible = true;
|
|
foreach (Transform child in MedalsHolder?.transform)
|
|
{
|
|
Destroy(child.gameObject);
|
|
}
|
|
}
|
|
|
|
public void OnSectionChange(DynamicBeatmap.ChartSection section)
|
|
{
|
|
if (section == null) return;
|
|
if (!PersistentDataManager.gameSettings.isMedalOn) return;
|
|
if (PersistentDataManager.gameSettings.isMedalOn && !isMedalsStarted)
|
|
{
|
|
isMedalsStarted = true;
|
|
isMedalsEligible = true;
|
|
}
|
|
else
|
|
{
|
|
GameManager.instance.ClearedSection = isMedalsEligible;
|
|
GameObject medal = Instantiate(isMedalsEligible ? MedalOkPrefab : MedalMissPrefab, MedalsHolder.transform);
|
|
medal.SetActive(true);
|
|
isMedalsEligible = true;
|
|
}
|
|
}
|
|
|
|
public void OnRemixEnd()
|
|
{
|
|
if (!PersistentDataManager.gameSettings.isMedalOn) return;
|
|
if (PersistentDataManager.gameSettings.isMedalOn && isMedalsStarted)
|
|
{
|
|
GameManager.instance.ClearedSection = isMedalsEligible;
|
|
GameObject medal = Instantiate(isMedalsEligible ? MedalOkPrefab : MedalMissPrefab, MedalsHolder.transform);
|
|
medal.SetActive(true);
|
|
}
|
|
}
|
|
}
|
|
} |