mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 19:43:01 +00:00
4c4d0a7a7a
* 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
30 lines
No EOL
791 B
C#
30 lines
No EOL
791 B
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using HeavenStudio.Editor.Track;
|
|
|
|
using TMPro;
|
|
|
|
namespace HeavenStudio.Editor
|
|
{
|
|
public class Dialog : MonoBehaviour
|
|
{
|
|
public bool IsOpen { get { return dialog.activeSelf; } }
|
|
[SerializeField] protected GameObject dialog;
|
|
public void ForceState(bool onoff = false)
|
|
{
|
|
dialog.SetActive(onoff);
|
|
if (Editor.instance == null) return;
|
|
Editor.instance.canSelect = !onoff;
|
|
Editor.instance.inAuthorativeMenu = onoff;
|
|
}
|
|
|
|
public static void ResetAllDialogs()
|
|
{
|
|
foreach(var dialog in FindObjectsOfType<Dialog>())
|
|
{
|
|
dialog.ForceState(false);
|
|
}
|
|
}
|
|
}
|
|
} |