HeavenStudioPlus/Assets/Scripts/OpeningManager.cs
Rapandrasmus 98835c3936
Title Screen (#454)
* 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>
2023-12-26 05:22:51 +00:00

130 lines
No EOL
4.4 KiB
C#

using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using HeavenStudio.Common;
namespace HeavenStudio
{
public class OpeningManager : MonoBehaviour
{
[SerializeField] AudioSource openingAudio;
[SerializeField] Animator openingAnim;
[SerializeField] TMP_Text buildText;
[SerializeField] TMP_Text versionDisclaimer;
[SerializeField] bool enableSecondDisclaimer;
bool fastBoot = false;
float timer = 0;
void Start()
{
string[] args = System.Environment.GetCommandLineArgs();
for (int i = 1; i < args.Length; i++)
{
// first arg is always this executable
Debug.Log(args[i]);
if (args[i].IndexOfAny(Path.GetInvalidPathChars()) == -1)
{
if (File.Exists(args[i]) && (args[i].EndsWith(".riq") || args[i].EndsWith(".tengoku")))
{
GlobalGameManager.PlayOpenFile = args[i];
}
}
if (args[i] == "--nosplash")
{
fastBoot = true;
}
}
#if UNITY_EDITOR
buildText.text = "EDITOR";
#else
buildText.text = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
#endif
if ((Application.platform is RuntimePlatform.OSXPlayer or RuntimePlatform.OSXEditor) || !enableSecondDisclaimer)
{
versionDisclaimer.text = "";
}
// else
// {
// string ver = "<color=#FFFFCC>If you're coming from an older Heaven Studio build, copy your settings configs over from\n<color=#FFFF00>";
// if (Application.platform is RuntimePlatform.WindowsPlayer or RuntimePlatform.WindowsEditor)
// {
// ver += Environment.GetFolderPath(Environment.SpecialFolder.UserProfile) + "\\AppData\\LocalLow\\Megaminerzero\\Heaven Studio\\";
// ver += "<color=#FFFFCC>\nto\n<color=#FFFF00>";
// ver += Environment.GetFolderPath(Environment.SpecialFolder.UserProfile) + "\\AppData\\LocalLow\\RHeavenStudio\\Heaven Studio\\";
// }
// else if (Application.platform is RuntimePlatform.LinuxPlayer or RuntimePlatform.LinuxEditor)
// {
// ver += "~/.config/unity3d/Megaminerzero/Heaven Studio/";
// ver += "<color=#FFFFCC>\nto\n<color=#FFFF00>";
// ver += "~/.config/unity3d/RHeavenStudio/Heaven Studio/";
// }
// versionDisclaimer.text = ver;
// }
if (!GlobalGameManager.IsFirstBoot && !PersistentDataManager.gameSettings.showSplash)
{
fastBoot = true;
}
if (fastBoot)
{
OnFinishDisclaimer(0.1f);
}
else
{
timer = 0;
openingAnim.Play("FirstOpening", -1, 0);
openingAudio.PlayScheduled(AudioSettings.dspTime + 0.5);
StartCoroutine(WaitAndFinishOpening());
}
}
void Update()
{
if (!fastBoot)
{
timer += Time.deltaTime;
}
}
IEnumerator WaitAndFinishOpening()
{
WaitUntil wait = new WaitUntil(() => CheckForInput() || (timer >= 8));
yield return wait;
OnFinishDisclaimer(0.35f);
}
bool CheckForInput()
{
var controllers = PlayerInput.GetInputControllers();
foreach (var newController in controllers)
{
if (newController.GetLastButtonDown(true) > 0)
{
return true;
}
}
return false;
}
void OnFinishDisclaimer(float fadeDuration = 0)
{
openingAudio.Stop();
if (GlobalGameManager.PlayOpenFile is not null or "")
{
GlobalGameManager.LoadScene("Game", fadeDuration, 0.5f);
}
else
{
GlobalGameManager.LoadScene("Title", fadeDuration, fadeDuration);
}
}
}
}