mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-12 12:45:12 +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
123 lines
No EOL
3.9 KiB
C#
123 lines
No EOL
3.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using HeavenStudio.Games;
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namespace HeavenStudio.Common
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{
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public class SkillStarManager : MonoBehaviour
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{
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public enum StarState
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{
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None,
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In,
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Collected,
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Out
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}
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public static SkillStarManager instance { get; private set; }
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[SerializeField] private Animator starAnim;
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[SerializeField] private ParticleSystem starParticle;
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public float StarTargetTime { get { return starStart + starLength; } }
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public bool IsEligible { get; private set; }
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float starStart = float.MaxValue;
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float starLength = float.MaxValue;
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StarState state = StarState.None;
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Conductor cond;
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// Start is called before the first frame update
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void Start()
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{
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instance = this;
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cond = Conductor.instance;
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}
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// Update is called once per frame
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void Update()
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{
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if (cond.songPositionInBeatsAsDouble > starStart && state == StarState.In)
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{
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double offset = cond.SecsToBeats(Minigame.AceStartTime()-1, cond.GetBpmAtBeat(StarTargetTime));
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if (cond.songPositionInBeatsAsDouble <= starStart + starLength + offset)
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starAnim.DoScaledAnimation("StarIn", starStart, starLength + (float)offset);
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else
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starAnim.Play("StarIn", -1, 1f);
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offset = cond.SecsToBeats(Minigame.AceEndTime()-1, cond.GetBpmAtBeat(StarTargetTime));
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if (cond.songPositionInBeatsAsDouble > starStart + starLength + offset)
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KillStar();
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}
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}
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public void DoStarPreview()
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{
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if (starAnim == null) return;
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starAnim.Play("StarJust", -1, 0.5f);
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starAnim.speed = 0f;
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}
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public void ResetStarPreview()
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{
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if (starAnim == null) return;
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starAnim.Play("NoPose", -1, 0f);
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starAnim.speed = 1f;
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}
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public void Reset()
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{
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IsEligible = false;
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cond = Conductor.instance;
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state = StarState.None;
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starAnim.Play("NoPose", -1, 0f);
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starAnim.speed = 1f;
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starStart = float.MaxValue;
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starLength = float.MaxValue;
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}
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public void DoStarIn(float beat, float length)
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{
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if (!OverlaysManager.OverlaysEnabled) return;
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IsEligible = true;
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state = StarState.In;
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starStart = beat;
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starLength = length;
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TimingAccuracyDisplay.instance.StartStarFlash();
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starAnim.DoScaledAnimation("StarIn", beat, length);
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}
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public bool DoStarJust()
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{
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if (state == StarState.In &&
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cond.songPositionInBeatsAsDouble >= StarTargetTime + cond.SecsToBeats(Minigame.AceStartTime()-1, cond.GetBpmAtBeat(StarTargetTime)) &&
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cond.songPositionInBeatsAsDouble <= StarTargetTime + cond.SecsToBeats(Minigame.AceEndTime()-1, cond.GetBpmAtBeat(StarTargetTime))
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)
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{
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state = StarState.Collected;
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starAnim.Play("StarJust", -1, 0f);
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starParticle.Play();
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Jukebox.PlayOneShot("skillStar");
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TimingAccuracyDisplay.instance.StopStarFlash();
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return true;
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}
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return false;
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}
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public void KillStar()
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{
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if (state == StarState.In && cond.songPositionInBeatsAsDouble >= starStart + starLength*0.5f || !cond.isPlaying)
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{
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IsEligible = false;
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state = StarState.Out;
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starAnim.Play("NoPose", -1, 0f);
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TimingAccuracyDisplay.instance.StopStarFlash();
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}
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}
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}
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} |