mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-11 12:15:11 +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>
341 lines
No EOL
11 KiB
C#
341 lines
No EOL
11 KiB
C#
using System.IO;
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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 UnityEngine.Networking;
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using Jukebox;
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using TMPro;
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using SFB;
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namespace HeavenStudio.Editor
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{
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public class RatingScreenPropertyDialog : RemixPropertyPrefab
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{
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enum Ranks
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{
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Ng,
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Ok,
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Hi
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}
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[SerializeField] TMP_InputField headerInput;
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[SerializeField] TMP_InputField messageInput;
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[SerializeField] TMP_InputField epilogueInput;
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[SerializeField] Image imagePreview;
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[SerializeField] Image rankPreview;
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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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[SerializeField] Sprite[] rankSprites;
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[SerializeField] Sprite epilogueNg, epilogueOk, epilogueHi;
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Sprite[] rankImages;
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bool initHooks;
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int currentEditingCat = -1;
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List<int> usedCategories;
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RemixPropertiesDialog diag;
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Ranks currentEditingRank;
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new public void InitProperties(RemixPropertiesDialog diag, string propertyName, string caption)
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{
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this.diag = diag;
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currentEditingRank = Ranks.Ok;
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rankImages = new Sprite[3];
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diag.StartCoroutine(LoadRankImages());
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GetUsedCategories();
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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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SetCatEditing(cat);
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});
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}
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headerInput.onValueChanged.AddListener(
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_ =>
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{
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diag.chart["resultcaption"] = headerInput.text;
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}
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);
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epilogueInput.onValueChanged.AddListener(
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_ =>
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{
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string propSuffix = currentEditingRank switch
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{
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Ranks.Ng => "ng",
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Ranks.Hi => "hi",
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_ => "ok",
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};
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diag.chart["epilogue_" + propSuffix] = epilogueInput.text;
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}
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);
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messageInput.onValueChanged.AddListener(DoMessageInput);
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}
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UpdateInfo();
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SetCatEditing(usedCategories[0]);
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}
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void UpdateInfo()
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{
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headerInput.text = (string)diag.chart["resultcaption"];
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if (rankImages[(int)currentEditingRank] != null)
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{
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imagePreview.sprite = rankImages[(int)currentEditingRank];
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}
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else
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{
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imagePreview.sprite = currentEditingRank switch
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{
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Ranks.Ng => epilogueNg,
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Ranks.Hi => epilogueHi,
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_ => epilogueOk,
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};
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}
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imagePreview.preserveAspect = true;
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rankPreview.sprite = rankSprites[(int)currentEditingRank];
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string propSuffix = currentEditingRank switch
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{
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Ranks.Ng => "ng",
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Ranks.Hi => "hi",
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_ => "ok",
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};
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epilogueInput.text = (string)diag.chart["epilogue_" + propSuffix];
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SetCatEditing(currentEditingCat);
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}
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void DoMessageInput(string _)
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{
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string propSuffix = currentEditingRank switch
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{
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Ranks.Ng => "ng",
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Ranks.Hi => "hi",
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_ => "ok",
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};
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if (usedCategories.Count == 1 || currentEditingRank == Ranks.Ok)
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{
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diag.chart["resultcommon_" + propSuffix] = messageInput.text;
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}
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else
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{
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diag.chart["resultcat" + currentEditingCat + "_" + propSuffix] = messageInput.text;
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}
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}
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void SetCatEditing(int cat)
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{
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string propSuffix = currentEditingRank switch
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{
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Ranks.Ng => "ng",
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Ranks.Hi => "hi",
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_ => "ok",
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};
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cat = Mathf.Clamp(cat, 0, catButtons.Length - 1);
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if (usedCategories.Count == 1 || currentEditingRank == Ranks.Ok)
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{
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currentEditingCat = usedCategories[0];
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for (int i = 0; i < catButtons.Length; i++)
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{
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catButtons[i].gameObject.SetActive(false);
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}
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messageInput.text = (string)diag.chart["resultcommon_" + propSuffix];
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}
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else
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{
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currentEditingCat = cat;
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for (int i = 0; i < catButtons.Length; i++)
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{
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catButtons[i].gameObject.SetActive(usedCategories.Contains(i));
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if (i == currentEditingCat)
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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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messageInput.text = (string)diag.chart["resultcat" + currentEditingCat + "_" + propSuffix];
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}
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}
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void GetUsedCategories()
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{
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RiqBeatmap chart = diag.chart;
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usedCategories = new();
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if (chart.data.beatmapSections.Count == 0)
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{
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usedCategories.Add(0);
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return;
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}
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foreach (var section in chart.data.beatmapSections)
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{
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int cat = section["category"];
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if (!usedCategories.Contains(cat))
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{
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usedCategories.Add(cat);
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}
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}
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usedCategories.Sort();
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}
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public void GoPrevRank()
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{
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currentEditingRank--;
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if (currentEditingRank < 0)
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currentEditingRank = Ranks.Hi;
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UpdateInfo();
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}
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public void GoNextRank()
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{
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currentEditingRank++;
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if (currentEditingRank > Ranks.Hi)
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currentEditingRank = Ranks.Ng;
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UpdateInfo();
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}
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public void UploadImage()
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{
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var extensions = new[]
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{
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new ExtensionFilter("Image Files", "png", "jpg", "jpeg" ),
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};
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StandaloneFileBrowser.OpenFilePanelAsync("Open Image", "", extensions, false, (string[] paths) =>
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{
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var path = Path.Combine(paths);
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if (path == string.Empty)
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{
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return;
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}
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try
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{
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// fetch the image using UnityWebRequest
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string resource = currentEditingRank switch
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{
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Ranks.Ng => "Ng",
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Ranks.Hi => "Hi",
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_ => "Ok",
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};
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StartCoroutine(UploadImage(path, currentEditingRank));
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}
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catch (System.Exception e)
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{
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Debug.LogError($"Error uploading image: {e.Message}");
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GlobalGameManager.ShowErrorMessage("Error Uploading Image", e.Message + "\n\n" + e.StackTrace);
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return;
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}
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});
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}
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IEnumerator LoadRankImages()
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{
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for (Ranks i = 0; i <= Ranks.Hi; i++)
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{
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string resource = i switch
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{
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Ranks.Ng => "Ng",
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Ranks.Hi => "Hi",
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_ => "Ok",
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};
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string path;
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try
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{
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path = RiqFileHandler.GetResourcePath(resource, "Images/Epilogue/");
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}
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catch (System.Exception e)
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{
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Debug.Log($"Error loading image: {e.Message}, using fallback");
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rankImages[(int)i] = null;
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continue;
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}
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UnityWebRequest www = UnityWebRequestTexture.GetTexture("file://" + path);
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yield return www.SendWebRequest();
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if (www.result == UnityWebRequest.Result.ConnectionError)
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{
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Debug.Log(www.error);
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rankImages[(int)i] = null;
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}
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else
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{
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Texture2D texture = DownloadHandlerTexture.GetContent(www);
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rankImages[(int)i] = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
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Debug.Log("Uploaded image successfully!");
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}
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}
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if (rankImages[(int)currentEditingRank] != null)
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{
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imagePreview.sprite = rankImages[(int)currentEditingRank];
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}
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else
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{
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imagePreview.sprite = currentEditingRank switch
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{
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Ranks.Ng => epilogueNg,
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Ranks.Hi => epilogueHi,
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_ => epilogueOk,
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};
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}
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imagePreview.preserveAspect = true;
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}
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IEnumerator UploadImage(string path, Ranks rank)
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{
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UnityWebRequest www = UnityWebRequestTexture.GetTexture("file://" + path);
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yield return www.SendWebRequest();
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if (www.result == UnityWebRequest.Result.ConnectionError)
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{
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Debug.Log(www.error);
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rankImages[(int)rank] = null;
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imagePreview.sprite = rank switch
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{
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Ranks.Ng => epilogueNg,
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Ranks.Hi => epilogueHi,
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_ => epilogueOk,
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};
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imagePreview.preserveAspect = true;
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}
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else
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{
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Texture2D texture = DownloadHandlerTexture.GetContent(www);
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rankImages[(int)rank] = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
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imagePreview.sprite = rankImages[(int)rank];
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imagePreview.preserveAspect = true;
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string resource = rank switch
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{
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Ranks.Ng => "Ng",
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Ranks.Hi => "Hi",
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_ => "Ok",
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};
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RiqFileHandler.AddResource(path, resource, "Images/Epilogue/");
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Debug.Log("Uploaded image successfully!");
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}
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}
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}
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} |