mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +00:00
98835c3936
* Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
129 lines
3.7 KiB
C#
129 lines
3.7 KiB
C#
using System;
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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.UI;
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using HeavenStudio;
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using HeavenStudio.Editor;
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using HeavenStudio.Editor.Track;
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using TMPro;
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public class SectionDialog : Dialog
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{
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const float MIN_WEIGHT = 0, MAX_WEIGHT = 10;
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SectionTimelineObj sectionObj;
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[SerializeField] TMP_InputField sectionName;
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[SerializeField] Toggle challengeEnable;
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[SerializeField] Slider markerWeight;
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[SerializeField] TMP_InputField markerWeightManual;
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[SerializeField] Sprite catOff;
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[SerializeField] Button[] catButtons;
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[SerializeField] Sprite[] catSprites;
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bool initHooks;
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public void SwitchSectionDialog()
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{
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if (dialog.activeSelf)
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{
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sectionObj = null;
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dialog.SetActive(false);
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Editor.instance.inAuthorativeMenu = false;
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}
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else
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{
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Editor.instance.inAuthorativeMenu = true;
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ResetAllDialogs();
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dialog.SetActive(true);
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markerWeight.maxValue = MAX_WEIGHT;
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markerWeight.minValue = MIN_WEIGHT;
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markerWeight.wholeNumbers = true;
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if (!initHooks)
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{
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initHooks = true;
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for (int i = 0; i < catButtons.Length; i++)
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{
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int cat = i;
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catButtons[i].onClick.AddListener(() =>
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{
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if (sectionObj == null) return;
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sectionObj.chartEntity["category"] = cat;
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UpdateCatButtonState();
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});
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}
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}
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}
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}
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public void SetSectionObj(SectionTimelineObj sectionObj)
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{
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this.sectionObj = sectionObj;
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sectionName.text = sectionObj.chartEntity["sectionName"];
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challengeEnable.isOn = sectionObj.chartEntity["startPerfect"];
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markerWeight.value = sectionObj.chartEntity["weight"];
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markerWeight.maxValue = MAX_WEIGHT;
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markerWeight.minValue = MIN_WEIGHT;
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markerWeight.wholeNumbers = true;
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UpdateCatButtonState();
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}
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public void DeleteSection()
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{
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if (sectionObj != null)
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{
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sectionObj.Remove();
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}
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if (dialog.activeSelf)
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{
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SwitchSectionDialog();
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}
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}
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public void ChangeSectionName()
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{
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if (sectionObj == null) return;
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string name = sectionName.text;
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if (string.IsNullOrWhiteSpace(name)) name = string.Empty;
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sectionObj.chartEntity["sectionName"] = name;
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sectionObj.UpdateLabel();
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}
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public void SetSectionChallenge()
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{
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if (sectionObj == null) return;
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sectionObj.chartEntity["startPerfect"] = challengeEnable.isOn;
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}
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public void SetSectionWeight()
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{
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if (sectionObj == null) return;
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sectionObj.chartEntity["weight"] = markerWeight.value;
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markerWeightManual.text = ((float) sectionObj.chartEntity["weight"]).ToString("G");
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}
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public void SetSectionWeightManual()
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{
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if (sectionObj == null) return;
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sectionObj.chartEntity["weight"] = Mathf.Round((float)Math.Clamp(Convert.ToSingle(markerWeightManual.text), MIN_WEIGHT, MAX_WEIGHT));
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markerWeight.value = sectionObj.chartEntity["weight"];
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markerWeightManual.text = ((float) sectionObj.chartEntity["weight"]).ToString("G");
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}
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void UpdateCatButtonState()
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{
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if (sectionObj == null) return;
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for (int i = 0; i < catButtons.Length; i++)
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{
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if (i == (int) sectionObj.chartEntity["category"])
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catButtons[i].GetComponent<Image>().sprite = catSprites[i];
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else
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catButtons[i].GetComponent<Image>().sprite = catOff;
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}
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}
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}
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