HeavenStudioPlus/Assets/Scripts/UI/PauseMenu.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

248 lines
No EOL
8.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Common
{
public class PauseMenu : MonoBehaviour
{
public enum Options
{
Continue,
StartOver,
Settings,
Quit
}
// TODO
// MAKE OPTIONS ACCEPT MOUSE INPUT
[SerializeField] float patternSpeed = 1f;
[SerializeField] SettingsDialog settingsDialog;
[SerializeField] Animator animator;
[SerializeField] TMP_Text chartTitleText;
[SerializeField] TMP_Text chartArtistText;
[SerializeField] GameObject optionArrow;
[SerializeField] GameObject optionHolder;
[SerializeField] RectTransform patternL;
[SerializeField] RectTransform patternR;
public static bool IsPaused { get { return isPaused; } }
private static bool isPaused = false;
private double pauseBeat;
private bool canPick = false;
private bool isQuitting = false;
private int optionSelected = 0;
int btPause, btUp, btDown, btConfirm;
void Pause()
{
if (GlobalGameManager.IsShowingDialog) return;
if (!Conductor.instance.isPlaying) return;
GameManager.instance.CircleCursor.LockCursor(true);
Conductor.instance.Pause();
pauseBeat = Conductor.instance.songPositionInBeatsAsDouble;
chartTitleText.text = GameManager.instance.Beatmap["remixtitle"].ToString();
chartArtistText.text = GameManager.instance.Beatmap["remixauthor"].ToString();
animator.Play("PauseShow");
SoundByte.PlayOneShot("ui/PauseIn");
isPaused = true;
canPick = false;
optionSelected = 0;
ChooseCurrentOption();
}
void UnPause(bool instant = false)
{
if ((!instant) && (!Conductor.instance.isPaused)) return;
// GameManager.instance.CircleCursor.LockCursor(true);
Conductor.instance.Play(pauseBeat);
if (instant)
{
animator.Play("NoPose");
}
else
{
animator.Play("PauseHide");
SoundByte.PlayOneShot("ui/PauseOut");
}
isPaused = false;
canPick = false;
}
// Start is called before the first frame update
void Start()
{
isPaused = false;
isQuitting = false;
}
// Update is called once per frame
void Update()
{
switch (PlayerInput.CurrentControlStyle)
{
case InputController.ControlStyles.Touch:
btPause = (int)InputController.ActionsTouch.Pause;
btConfirm = (int)InputController.ActionsTouch.Tap;
btUp = -1;
btDown = -1;
break;
case InputController.ControlStyles.Baton:
btPause = (int)InputController.ActionsBaton.Pause;
btUp = (int)InputController.ActionsBaton.Up;
btDown = (int)InputController.ActionsBaton.Down;
btConfirm = (int)InputController.ActionsBaton.Face;
break;
default:
btPause = (int)InputController.ActionsPad.Pause;
btUp = (int)InputController.ActionsPad.Up;
btDown = (int)InputController.ActionsPad.Down;
btConfirm = (int)InputController.ActionsPad.East;
break;
}
if (isQuitting) return;
if (PlayerInput.GetInputController(1).GetActionDown(PlayerInput.CurrentControlStyle, btPause, out _) && !settingsDialog.IsOpen)
{
if (isPaused)
{
UnPause();
}
else
{
Pause();
}
}
else if (isPaused && canPick && !settingsDialog.IsOpen)
{
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
{
foreach (Transform t in optionHolder.transform)
{
if (t.TryGetComponent<Collider2D>(out Collider2D c) && c.OverlapPoint(PlayerInput.GetInputController(1).GetPointer()))
{
int idx = t.GetSiblingIndex();
ChooseOption((Options)idx, idx != optionSelected);
optionSelected = idx;
break;
}
}
}
if (Input.GetKeyDown(KeyCode.UpArrow) || PlayerInput.GetInputController(1).GetActionDown(PlayerInput.CurrentControlStyle, btUp, out _))
{
optionSelected--;
if (optionSelected < 0)
{
optionSelected = optionHolder.transform.childCount - 1;
}
ChooseOption((Options)optionSelected);
}
else if (Input.GetKeyDown(KeyCode.DownArrow) || PlayerInput.GetInputController(1).GetActionDown(PlayerInput.CurrentControlStyle, btDown, out _))
{
optionSelected++;
if (optionSelected > optionHolder.transform.childCount - 1)
{
optionSelected = 0;
}
ChooseOption((Options)optionSelected);
}
else if (Input.GetKeyDown(KeyCode.Return) || PlayerInput.GetInputController(1).GetActionDown(PlayerInput.CurrentControlStyle, btConfirm, out _))
{
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
{
if (optionHolder.transform.GetChild(optionSelected).GetComponent<Collider2D>().OverlapPoint(PlayerInput.GetInputController(1).GetPointer()))
{
UseOption((Options)optionSelected);
}
}
else
{
UseOption((Options)optionSelected);
}
}
}
if (isPaused)
{
patternL.anchoredPosition = new Vector2((Time.realtimeSinceStartup * patternSpeed) % 13, patternL.anchoredPosition.y);
patternR.anchoredPosition = new Vector2(-(Time.realtimeSinceStartup * patternSpeed) % 13, patternR.anchoredPosition.y);
}
}
public void ChooseCurrentOption()
{
ChooseOption((Options)optionSelected, false);
canPick = true;
}
public void ChooseOption(Options option, bool sound = true)
{
optionArrow.transform.position = new Vector3(optionArrow.transform.position.x, optionHolder.transform.GetChild((int)option).position.y, optionArrow.transform.position.z);
foreach (Transform child in optionHolder.transform)
{
child.transform.localScale = new Vector3(1f, 1f, 1f);
}
optionHolder.transform.GetChild((int)option).transform.localScale = new Vector3(1.2f, 1.2f, 1.2f);
if (sound)
SoundByte.PlayOneShot("ui/UIOption");
}
void UseOption(Options option)
{
switch (option)
{
case Options.Continue:
OnContinue();
break;
case Options.StartOver:
OnRestart();
break;
case Options.Settings:
OnSettings();
SoundByte.PlayOneShot("ui/UISelect");
break;
case Options.Quit:
OnQuit();
break;
}
}
void OnContinue()
{
UnPause();
}
void OnRestart()
{
UnPause(true);
GlobalGameManager.ForceFade(0, 0f, -1f);
GameManager.instance.Stop(0, true, 1f);
SoundByte.PlayOneShot("ui/UIEnter");
}
void OnQuit()
{
isQuitting = true;
SoundByte.PlayOneShot("ui/PauseQuit");
GameManager.instance.CircleCursor.LockCursor(false);
GlobalGameManager.LoadScene("Title", 0, 0.35f);
}
void OnSettings()
{
GameManager.instance.CircleCursor.LockCursor(false);
settingsDialog.SwitchSettingsDialog();
}
}
}