mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
dd24a96338
* 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>
281 lines
No EOL
6.4 KiB
C#
281 lines
No EOL
6.4 KiB
C#
using UnityEngine;
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using UnityEngine.Events;
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namespace Rellac.Windows
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{
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/// <summary>
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/// Script to handle pull handles to expand the windows
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/// </summary>
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public class GUIWindowHandle : GUIPointerObject
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{
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/// <summary>
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/// Window to apply pull effect to
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/// </summary>
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[Tooltip("Window to apply pull effect to")]
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[SerializeField] private RectTransform parentWindow = null;
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/// <summary>
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/// Handle is locked and unusable
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/// </summary>
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[Tooltip("Handle is locked and unusable")]
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[SerializeField] private bool isLocked = false;
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/// <summary>
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/// Minimum width parent window can be set to
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/// </summary>
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[Tooltip("Minimum width parent window can be set to")]
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[SerializeField] private float minWidth = 50;
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/// <summary>
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/// Minimum height parent window can be set to
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/// </summary>
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[Tooltip("Minimum height parent window can be set to")]
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[SerializeField] private float minHeight = 50;
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/// <summary>
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/// Sprite to show for cursor when this handle is highlighted
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/// </summary>
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[Tooltip("Sprite to show for cursor when this handle is highlighted")]
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[SerializeField] private Texture2D cursor = null;
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/// <summary>
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/// Directional axis to pull window with this handle
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/// </summary>
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[Tooltip("Directional axis to pull window with this handle")]
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[SerializeField] private Axis axis = Axis.Horizontal;
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/// <summary>
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/// Fired when user pulls on the handle
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/// </summary>
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public UnityEvent onWindowPulled = null;
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Direction direction;
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private bool isGrabbed = false;
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private Vector2 initialMousePos;
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private Vector2 initialSize;
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private Vector2 initialPivot;
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void Start()
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{
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//register to pointer events
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onPointerDown.AddListener(SetIsGrabbed);
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onPointerDown.AddListener(parentWindow.SetAsLastSibling);
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onPointerEnter.AddListener(ShowCursor);
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onPointerExit.AddListener(ResetCursor);
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// find what direction we're pulling with this handle
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switch (axis)
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{
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case Axis.Horizontal:
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if (transform.position.x > parentWindow.position.x)
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{
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direction = Direction.Right;
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}
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else
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{
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direction = Direction.Left;
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}
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break;
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case Axis.Vertical:
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if (transform.position.y > parentWindow.position.y)
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{
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direction = Direction.Up;
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}
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else
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{
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direction = Direction.Down;
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}
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break;
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case Axis.Diagonal:
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if (transform.position.y > parentWindow.position.y)
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{
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if (transform.position.x > parentWindow.position.x)
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{
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direction = Direction.UpRight;
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}
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else
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{
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direction = Direction.UpLeft;
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}
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}
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else
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{
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if (transform.position.x > parentWindow.position.x)
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{
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direction = Direction.DownRight;
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}
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else
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{
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direction = Direction.DownLeft;
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}
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}
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break;
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}
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}
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void Update()
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{
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if (!isGrabbed)
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return;
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if (Input.GetMouseButtonUp(0))
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{
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isGrabbed = false;
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parentWindow.SetPivot(initialPivot);
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if (onWindowPulled != null)
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{
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onWindowPulled.Invoke();
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}
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return;
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}
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Vector2 scaleOffset = (Vector2.one - (Vector2)transform.lossyScale) + Vector2.one;
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Vector3 anchoredPosition = Input.mousePosition;
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anchoredPosition.z = 0;
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Vector2 mouseDelta = Vector2.Scale((Vector2)anchoredPosition - initialMousePos, scaleOffset) * 0.5f;
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Vector2 size = initialSize;
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switch (direction)
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{
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case Direction.Up:
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size += new Vector2(0, mouseDelta.y);
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break;
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case Direction.Down:
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size -= new Vector2(0, mouseDelta.y);
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break;
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case Direction.Left:
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size -= new Vector2(mouseDelta.x, 0);
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break;
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case Direction.Right:
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size += new Vector2(mouseDelta.x, 0);
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break;
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case Direction.UpRight:
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size += new Vector2(mouseDelta.x, mouseDelta.y);
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break;
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case Direction.UpLeft:
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size += new Vector2(-mouseDelta.x, mouseDelta.y);
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break;
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case Direction.DownRight:
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size += new Vector2(mouseDelta.x, -mouseDelta.y);
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break;
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case Direction.DownLeft:
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size += new Vector2(-mouseDelta.x, -mouseDelta.y);
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break;
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}
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// Keep Window within minimum size
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if (size.x < minWidth || size.y < minHeight)
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{
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Vector2 newsize = size;
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if (size.x < minWidth)
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{
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newsize.x = minWidth;
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}
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if (size.y < minHeight)
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{
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newsize.y = minHeight;
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}
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parentWindow.sizeDelta = newsize;
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return;
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}
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// set position & size
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parentWindow.sizeDelta = size;
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}
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/// <summary>
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/// Toggle interactivity of handle
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/// </summary>
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/// <param name="input">is interactive</param>
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public void SetIsLocked(bool input)
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{
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isLocked = input;
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parentWindow.SetAsLastSibling();
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}
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/// <summary>
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/// Trigger that this handle has been grabbed
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/// </summary>
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public void SetIsGrabbed()
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{
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if (isLocked) return;
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isGrabbed = true;
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Vector3 anchoredPosition = Input.mousePosition;
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anchoredPosition.z = 0;
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initialMousePos = anchoredPosition;
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initialSize = parentWindow.sizeDelta;
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initialPivot = parentWindow.pivot;
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// Set Pivot to correct value based on direction so we don't need to offset movement
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switch (direction)
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{
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case Direction.Up:
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parentWindow.SetPivot(new Vector2(0.5f, 0));
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break;
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case Direction.Down:
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parentWindow.SetPivot(new Vector2(0.5f, 1));
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break;
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case Direction.Left:
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parentWindow.SetPivot(new Vector2(1, 0.5f));
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break;
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case Direction.Right:
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parentWindow.SetPivot(new Vector2(0, 0.5f));
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break;
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case Direction.UpRight:
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parentWindow.SetPivot(new Vector2(0, 0));
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break;
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case Direction.UpLeft:
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parentWindow.SetPivot(new Vector2(1, 0));
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break;
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case Direction.DownRight:
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parentWindow.SetPivot(new Vector2(0, 1));
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break;
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case Direction.DownLeft:
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parentWindow.SetPivot(new Vector2(1, 1));
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break;
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}
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parentWindow.SetAsLastSibling();
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}
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/// <summary>
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/// Show the changed cursor when this handle is highlighted
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/// </summary>
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public void ShowCursor()
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{
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if (!isLocked && cursor != null)
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{
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Cursor.SetCursor(cursor, new Vector2(16, 16), CursorMode.Auto);
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}
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}
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/// <summary>
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/// Return the cursor to the default state
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/// </summary>
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public void ResetCursor()
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{
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if (cursor != null)
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{
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Cursor.SetCursor(null, Vector2.zero, CursorMode.Auto);
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}
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}
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private enum Axis
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{
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Horizontal,
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Vertical,
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Diagonal
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}
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private enum Direction
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{
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Up,
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Down,
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Left,
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Right,
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UpLeft,
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UpRight,
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DownLeft,
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DownRight
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}
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}
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} |