mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 19:55:09 +00:00
caf7d9465f
* 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
295 lines
11 KiB
C#
295 lines
11 KiB
C#
using System.IO;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using DG.Tweening;
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using TMPro;
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using HeavenStudio.Common;
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namespace HeavenStudio
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{
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public class GlobalGameManager : MonoBehaviour
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{
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public static GlobalGameManager instance { get; set; }
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[SerializeField] Image fadeImage;
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[SerializeField] TMP_Text loadingText;
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public static string buildTime = "00/00/0000 00:00:00";
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public static bool discordDuringTesting = false;
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static string loadedScene;
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static string lastLoadedScene;
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static AsyncOperation asyncLoad;
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public static string levelLocation;
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public static bool officialLevel;
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public static bool IsFirstBoot = false;
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public static int CustomScreenWidth = 1280;
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public static int CustomScreenHeight = 720;
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public static readonly (int width, int height)[] DEFAULT_SCREEN_SIZES = new[] { (1280, 720), (1920, 1080), (2560, 1440), (3840, 2160)};
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public static readonly string[] DEFAULT_SCREEN_SIZES_STRING = new[] { "1280x720", "1920x1080", "2560x1440", "3840x2160", "Custom" };
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public static int ScreenSizeIndex = 0;
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public static float MasterVolume = 0.8f;
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public static int currentDspSize = 512;
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public static int currentSampleRate = 44100;
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public static readonly int[] DSP_BUFFER_SIZES =
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{
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128, 256, 340, 480, 512, 1024
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};
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public static readonly int[] SAMPLE_RATES =
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{
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22050, 44100, 48000, 88200, 96000,
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};
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public static RenderTexture GameRenderTexture;
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public static RenderTexture OverlayRenderTexture;
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public enum Scenes : int
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{
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SplashScreen = 0,
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Menu = 1,
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Editor = 2,
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Game = 3
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}
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
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public static void Init()
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{
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BasicCheck();
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loadedScene = SceneManager.GetActiveScene().name;
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PersistentDataManager.LoadSettings();
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ScreenSizeIndex = PersistentDataManager.gameSettings.resolutionIndex;
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CustomScreenWidth = PersistentDataManager.gameSettings.resolutionWidth;
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CustomScreenHeight = PersistentDataManager.gameSettings.resolutionHeight;
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ChangeMasterVolume(PersistentDataManager.gameSettings.masterVolume);
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if (PersistentDataManager.gameSettings.dspSize == 0)
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PersistentDataManager.gameSettings.dspSize = 512;
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if (PersistentDataManager.gameSettings.sampleRate == 0)
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PersistentDataManager.gameSettings.sampleRate = 44100;
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currentDspSize = PersistentDataManager.gameSettings.dspSize;
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currentSampleRate = PersistentDataManager.gameSettings.sampleRate;
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ChangeAudioSettings(currentDspSize, currentSampleRate);
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if (PersistentDataManager.gameSettings.isFullscreen)
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{
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Screen.SetResolution(Display.main.systemWidth, Display.main.systemHeight, FullScreenMode.FullScreenWindow);
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Screen.fullScreen = true;
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}
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else
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{
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Screen.fullScreen = false;
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ChangeScreenSize();
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}
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QualitySettings.maxQueuedFrames = 1;
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PlayerInput.InitInputControllers();
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#if UNITY_EDITOR
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Starpelly.OS.ChangeWindowTitle("Heaven Studio UNITYEDITOR ");
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buildTime = "(EDITOR) " + System.DateTime.UtcNow.ToString("dd/MM/yyyy hh:mm:ss");
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#else
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Starpelly.OS.ChangeWindowTitle("Heaven Studio (INDEV) " + Application.buildGUID.Substring(0, 8));
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buildTime = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
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#endif
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}
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public void Awake()
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{
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DontDestroyOnLoad(this.gameObject);
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instance = this;
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fadeImage.gameObject.SetActive(false);
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loadingText.enabled = false;
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}
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private void Update()
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{
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PlayerInput.UpdateInputControllers();
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}
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IEnumerator LoadSceneAsync(string scene, float fadeOut)
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{
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//TODO: create flow mem loading icon
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asyncLoad = SceneManager.LoadSceneAsync(scene);
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while (!asyncLoad.isDone)
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{
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yield return null;
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}
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//TODO: fade out flow mem loading icon
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instance.fadeImage.DOKill();
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instance.loadingText.enabled = false;
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instance.fadeImage.DOFade(0, fadeOut).OnComplete(() =>
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{
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instance.fadeImage.gameObject.SetActive(false);
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});
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}
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IEnumerator ForceFadeAsync(float hold, float fadeOut)
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{
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yield return new WaitForSeconds(hold);
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instance.fadeImage.DOKill();
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instance.loadingText.enabled = false;
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instance.fadeImage.DOFade(0, fadeOut).OnComplete(() =>
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{
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instance.fadeImage.gameObject.SetActive(false);
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});
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}
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public static void BasicCheck()
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{
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if (FindGGM() == null)
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{
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// load the global game manager prefab
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GameObject ggm = Instantiate(Resources.Load("Prefabs/GlobalGameManager") as GameObject);
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DontDestroyOnLoad(ggm);
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}
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}
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public static GameObject FindGGM()
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{
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if (instance != null)
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return instance.gameObject;
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else
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return null;
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}
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public static void LoadScene(string scene, float fadeIn = 0.35f, float fadeOut = 0.35f)
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{
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if (scene == loadedScene)
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return;
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lastLoadedScene = loadedScene;
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loadedScene = scene;
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instance.fadeImage.DOKill();
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instance.fadeImage.gameObject.SetActive(true);
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instance.fadeImage.color = new Color(0, 0, 0, 0);
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instance.fadeImage.DOFade(1, fadeIn).OnComplete(() =>
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{
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instance.StartCoroutine(instance.LoadSceneAsync(scene, fadeOut));
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instance.loadingText.enabled = true;
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});
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}
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public static void ForceFade(float fadeIn, float hold, float fadeOut)
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{
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instance.fadeImage.DOKill();
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instance.fadeImage.gameObject.SetActive(true);
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instance.fadeImage.color = new Color(0, 0, 0, 0);
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instance.loadingText.enabled = false;
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instance.fadeImage.DOFade(1, fadeIn).OnComplete(() =>
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{
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instance.StartCoroutine(instance.ForceFadeAsync(hold, fadeOut));
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});
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}
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public static void WindowFullScreen()
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{
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if (!Screen.fullScreen)
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{
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// Set the resolution to the display's current resolution
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Screen.SetResolution(Display.main.systemWidth, Display.main.systemHeight, FullScreenMode.FullScreenWindow);
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Screen.fullScreen = true;
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PersistentDataManager.gameSettings.isFullscreen = true;
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}
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else
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{
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Screen.SetResolution(1280, 720, FullScreenMode.Windowed);
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Screen.fullScreen = false;
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PersistentDataManager.gameSettings.isFullscreen = false;
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}
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}
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public static void ChangeScreenSize()
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{
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FullScreenMode mode = Screen.fullScreenMode;
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if (ScreenSizeIndex == DEFAULT_SCREEN_SIZES_STRING.Length - 1)
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{
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Screen.SetResolution(CustomScreenWidth, CustomScreenHeight, mode);
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PersistentDataManager.gameSettings.resolutionWidth = CustomScreenWidth;
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PersistentDataManager.gameSettings.resolutionHeight = CustomScreenHeight;
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PersistentDataManager.gameSettings.resolutionIndex = DEFAULT_SCREEN_SIZES_STRING.Length - 1;
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}
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else
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{
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Screen.SetResolution(DEFAULT_SCREEN_SIZES[ScreenSizeIndex].width, DEFAULT_SCREEN_SIZES[ScreenSizeIndex].height, mode);
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PersistentDataManager.gameSettings.resolutionWidth = DEFAULT_SCREEN_SIZES[ScreenSizeIndex].width;
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PersistentDataManager.gameSettings.resolutionHeight = DEFAULT_SCREEN_SIZES[ScreenSizeIndex].height;
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PersistentDataManager.gameSettings.resolutionIndex = ScreenSizeIndex;
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}
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}
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public static void ResetGameRenderTexture()
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{
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// keep 16:9 aspect ratio
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int width = Screen.width;
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int height = Screen.height;
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if (width / 16f > height / 9f)
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{
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width = (int)(height / 9f * 16f);
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}
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else
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{
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height = (int)(width / 16f * 9f);
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}
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GameRenderTexture.width = width;
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GameRenderTexture.height = height;
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OverlayRenderTexture.width = (int)(width * 1.5f);
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OverlayRenderTexture.height = (int)(height * 1.5f);
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}
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public static void ChangeMasterVolume(float value)
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{
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MasterVolume = value;
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AudioListener.volume = MasterVolume;
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}
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public static void ChangeAudioSettings(int dspSize, int sampleRate)
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{
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// don't reset audio if no changes are done
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AudioConfiguration config = AudioSettings.GetConfiguration();
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if (dspSize == config.dspBufferSize && sampleRate == config.sampleRate) return;
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currentDspSize = dspSize;
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currentSampleRate = sampleRate;
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config.dspBufferSize = currentDspSize;
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config.sampleRate = currentSampleRate;
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AudioSettings.Reset(config);
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PersistentDataManager.gameSettings.dspSize = currentDspSize;
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PersistentDataManager.gameSettings.sampleRate = currentSampleRate;
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}
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public static void UpdateDiscordStatus(string details, bool editor = false, bool updateTime = false)
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{
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if (discordDuringTesting || !Application.isEditor)
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{
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if (PersistentDataManager.gameSettings.discordRPCEnable)
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{
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DiscordRPC.DiscordRPC.UpdateActivity(editor ? "In Editor " : "Playing ", details, updateTime);
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Debug.Log("Discord status updated");
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}
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}
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}
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void OnApplicationQuit()
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{
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Debug.Log("Disconnecting JoyShocks...");
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PlayerInput.DisconnectJoyshocks();
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}
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}
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}
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