mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-13 21:25:09 +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
172 lines
No EOL
6.1 KiB
C#
172 lines
No EOL
6.1 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using Newtonsoft.Json;
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namespace HeavenStudio.Common
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{
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public static class PersistentDataManager
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{
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public enum PerfectChallengeType
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{
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Off, // no perfect challenge
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Arcade, // "arcade rule"
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Legacy, // "legacy rule"
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On // "megamix rule"
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}
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[NonSerialized] public static GameSettings gameSettings;
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public static void CreateDefaultSettings()
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{
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gameSettings = new GameSettings(
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false,
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1,
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GlobalGameManager.DEFAULT_SCREEN_SIZES[1].width,
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GlobalGameManager.DEFAULT_SCREEN_SIZES[1].height,
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0.8f,
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256,
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44100,
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true,
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true,
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PerfectChallengeType.On,
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true,
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false
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);
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// disable if platform is mac
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if (Application.platform == RuntimePlatform.OSXPlayer || Application.platform == RuntimePlatform.OSXEditor)
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gameSettings.discordRPCEnable = false;
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else
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gameSettings.discordRPCEnable = true;
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gameSettings.timingDisplayComponents = new List<OverlaysManager.TimingDisplayComponent>()
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{
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OverlaysManager.TimingDisplayComponent.CreateDefaultDual()
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};
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gameSettings.skillStarComponents = new List<OverlaysManager.SkillStarComponent>()
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{
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OverlaysManager.SkillStarComponent.CreateDefault()
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};
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gameSettings.sectionComponents = new List<OverlaysManager.SectionComponent>()
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{
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OverlaysManager.SectionComponent.CreateDefault()
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};
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SaveSettings();
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}
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public static void LoadSettings()
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{
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if (File.Exists(Application.persistentDataPath + "/settings.json"))
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{
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string json = File.ReadAllText(Application.persistentDataPath + "/settings.json");
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gameSettings = JsonUtility.FromJson<GameSettings>(json);
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}
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else
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{
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CreateDefaultSettings();
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}
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}
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public static void SaveSettings()
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{
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string json = JsonUtility.ToJson(gameSettings);
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// save json to persistentDataPath
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FileStream file = File.Create(Application.persistentDataPath + "/settings.json");
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file.Write(System.Text.Encoding.ASCII.GetBytes(json), 0, json.Length);
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file.Close();
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}
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public static void SaveTheme(string json)
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{
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// save json to persistentDataPath
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FileStream file = File.Create(Application.persistentDataPath + "/editorTheme.json");
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file.Write(System.Text.Encoding.ASCII.GetBytes(json), 0, json.Length);
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file.Close();
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}
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[Serializable]
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public struct GameSettings
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{
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// default settings constructor
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public GameSettings(
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bool isFullscreen = false,
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int resolutionIndex = 0,
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int resolutionWidth = 1280,
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int resolutionHeight = 720,
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float masterVolume = 0.8f,
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int dspSize = 256,
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int sampleRate = 44100,
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bool editorCursorEnable = true,
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bool discordRPCEnable = true,
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PerfectChallengeType perfectChallengeType = PerfectChallengeType.On,
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bool isMedalOn = true,
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bool timingDisplayMinMode = false,
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bool overlaysInEditor = true
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)
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{
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this.isFullscreen = isFullscreen;
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this.resolutionIndex = resolutionIndex;
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this.resolutionWidth = resolutionWidth;
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this.resolutionHeight = resolutionHeight;
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this.masterVolume = masterVolume;
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this.dspSize = dspSize;
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this.sampleRate = sampleRate;
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this.editorCursorEnable = editorCursorEnable;
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if (Application.platform == RuntimePlatform.OSXPlayer || Application.platform == RuntimePlatform.OSXEditor)
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this.discordRPCEnable = false;
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else
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this.discordRPCEnable = true;
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this.perfectChallengeType = perfectChallengeType;
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this.isMedalOn = isMedalOn;
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this.timingDisplayMinMode = timingDisplayMinMode;
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this.overlaysInEditor = overlaysInEditor;
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this.timingDisplayComponents = new List<OverlaysManager.TimingDisplayComponent>()
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{
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OverlaysManager.TimingDisplayComponent.CreateDefaultDual()
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};
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this.skillStarComponents = new List<OverlaysManager.SkillStarComponent>()
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{
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OverlaysManager.SkillStarComponent.CreateDefault()
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};
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this.sectionComponents = new List<OverlaysManager.SectionComponent>()
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{
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OverlaysManager.SectionComponent.CreateDefault()
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};
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}
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// Display / Audio Settings
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public bool isFullscreen;
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public int resolutionIndex;
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public int resolutionWidth;
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public int resolutionHeight;
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public float masterVolume;
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public int dspSize;
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public int sampleRate;
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// Editor Settings
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public bool editorCursorEnable;
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public bool discordRPCEnable;
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// Gameplay Settings
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public PerfectChallengeType perfectChallengeType;
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public bool isMedalOn;
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public bool timingDisplayMinMode;
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public bool overlaysInEditor;
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public List<OverlaysManager.TimingDisplayComponent> timingDisplayComponents;
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public List<OverlaysManager.SkillStarComponent> skillStarComponents;
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public List<OverlaysManager.SectionComponent> sectionComponents;
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}
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}
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} |