HeavenStudioPlus/Assets/Scripts/GlobalGameManager.cs
minenice55 06cb09e64f Game Overlays (#280)
* add accuracy display

* temp BG for show

* separate overlays prefab

make proper shader for star effects

* aim shakiness display

* implement testing skill star

* fully functional skill star

* separate section display from editor

* fully separate chart section display from timeline

* add section to overlays

* fix nullreference issues

* start game layout settings

* add game settings script

* fix nonfunctioning scoring

* invert y position logic on timing bar

* add perfect challenge functionality

* fix section not showing up in editor

add perfect challenge option

* add timing display minimal mode

* Update PerfectAndPractice.png

* show gismo for minigame bounds in editor

* add ability to disable overlays in editor

* prepare medals

add new timing display graphic

* hide screen preview

* per-axis camera control

added per request

* section medals basic functionality

* add medal get animations

* fix bug with perfect icons

* visual enhancements

* adjust look of timing display minmode

address audio ducking issues(?)

* prepare overlay lyt editor

add viewport pan, rotate, scale
adjust audio setting

* add layout editor UI elements

* dynamic overlay creation

* fix default single timing disp

* set up overlay settings controls

* start UI events

* runtime uuid for component reference

* layout editor affects overlay elements

* show overlay element previews while editing

* advanced audio settings

* fix bug in drop-down creation

* fallback defaults for the new stuff

* fix textbox & overlay visibility bugs
2023-03-11 04:51:22 +00:00

231 lines
8.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using DG.Tweening;
using HeavenStudio.Common;
namespace HeavenStudio
{
public class GlobalGameManager : MonoBehaviour
{
public static GlobalGameManager instance { get; set; }
public static string buildTime = "00/00/0000 00:00:00";
public static int loadedScene;
public int lastLoadedScene;
public static float fadeDuration;
public GameObject loadScenePrefab;
public GameObject hourGlass;
public static string levelLocation;
public static bool officialLevel;
public static int CustomScreenWidth = 1280;
public static int CustomScreenHeight = 720;
public static readonly (int width, int height)[] DEFAULT_SCREEN_SIZES = new[] { (1280, 720), (1920, 1080), (2560, 1440), (3840, 2160)};
public static readonly string[] DEFAULT_SCREEN_SIZES_STRING = new[] { "1280x720", "1920x1080", "2560x1440", "3840x2160", "Custom" };
public static int ScreenSizeIndex = 0;
public static float MasterVolume = 0.8f;
public static int currentDspSize = 256;
public static int currentSampleRate = 44100;
public static readonly int[] DSP_BUFFER_SIZES =
{
128, 256, 340, 480, 512, 1024
};
public static readonly int[] SAMPLE_RATES =
{
22050, 44100, 48000, 88200, 96000,
};
public static RenderTexture GameRenderTexture;
public static RenderTexture OverlayRenderTexture;
public enum Scenes : int
{
SplashScreen = 0,
Menu = 1,
Editor = 2,
Game = 3
}
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
public static void Init()
{
BasicCheck();
loadedScene = 0;
fadeDuration = 0;
PersistentDataManager.LoadSettings();
ScreenSizeIndex = PersistentDataManager.gameSettings.resolutionIndex;
CustomScreenWidth = PersistentDataManager.gameSettings.resolutionWidth;
CustomScreenHeight = PersistentDataManager.gameSettings.resolutionHeight;
ChangeMasterVolume(PersistentDataManager.gameSettings.masterVolume);
if (PersistentDataManager.gameSettings.dspSize == 0)
PersistentDataManager.gameSettings.dspSize = 256;
if (PersistentDataManager.gameSettings.sampleRate == 0)
PersistentDataManager.gameSettings.sampleRate = 44100;
currentDspSize = PersistentDataManager.gameSettings.dspSize;
currentSampleRate = PersistentDataManager.gameSettings.sampleRate;
ChangeAudioSettings(currentDspSize, currentSampleRate);
if (PersistentDataManager.gameSettings.isFullscreen)
{
Screen.SetResolution(Display.main.systemWidth, Display.main.systemHeight, FullScreenMode.FullScreenWindow);
Screen.fullScreen = true;
}
else
{
Screen.fullScreen = false;
ChangeScreenSize();
}
}
public void Awake()
{
Init();
DontDestroyOnLoad(this.gameObject);
instance = this;
Starpelly.OS.ChangeWindowTitle("Heaven Studio DEMO");
QualitySettings.maxQueuedFrames = 1;
PlayerInput.InitInputControllers();
#if UNITY_EDITOR
buildTime = "(EDITOR) " + System.DateTime.UtcNow.ToString("dd/MM/yyyy hh:mm:ss");
#else
buildTime = AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
#endif
}
public static GameObject CreateFade()
{
GameObject fade = new GameObject();
DontDestroyOnLoad(fade);
fade.transform.localScale = new Vector3(4000, 4000);
SpriteRenderer sr = fade.AddComponent<SpriteRenderer>();
sr.sprite = Resources.Load<Sprite>("Sprites/GeneralPurpose/Square");
sr.sortingOrder = 20000;
fade.layer = 5;
return fade;
}
public static void BasicCheck()
{
if (FindGGM() == null)
{
GameObject GlobalGameManager = new GameObject("GlobalGameManager");
GlobalGameManager.name = "GlobalGameManager";
GlobalGameManager.AddComponent<GlobalGameManager>();
}
}
public static GameObject FindGGM()
{
if (GameObject.Find("GlobalGameManager") != null)
return GameObject.Find("GlobalGameManager");
else
return null;
}
public static void LoadScene(int sceneIndex, float duration = 0.35f)
{
print("bruh");
BasicCheck();
loadedScene = sceneIndex;
fadeDuration = duration;
// DOTween.Clear(true);
// SceneManager.LoadScene(sceneIndex);
GameObject fade = CreateFade();
fade.GetComponent<SpriteRenderer>().color = new Color(0, 0, 0, 0);
fade.GetComponent<SpriteRenderer>().DOColor(Color.black, fadeDuration).OnComplete(() => { SceneManager.LoadScene(loadedScene); fade.GetComponent<SpriteRenderer>().DOColor(new Color(0, 0, 0, 0), fadeDuration).OnComplete(() => { Destroy(fade); }); });
}
public static void WindowFullScreen()
{
Debug.Log("WindowFullScreen");
if (!Screen.fullScreen)
{
// Set the resolution to the display's current resolution
Screen.SetResolution(Display.main.systemWidth, Display.main.systemHeight, FullScreenMode.FullScreenWindow);
Screen.fullScreen = true;
PersistentDataManager.gameSettings.isFullscreen = true;
}
else
{
Screen.SetResolution(1280, 720, FullScreenMode.Windowed);
Screen.fullScreen = false;
PersistentDataManager.gameSettings.isFullscreen = false;
}
}
public static void ChangeScreenSize()
{
FullScreenMode mode = Screen.fullScreenMode;
if (ScreenSizeIndex == DEFAULT_SCREEN_SIZES_STRING.Length - 1)
{
Screen.SetResolution(CustomScreenWidth, CustomScreenHeight, mode);
PersistentDataManager.gameSettings.resolutionWidth = CustomScreenWidth;
PersistentDataManager.gameSettings.resolutionHeight = CustomScreenHeight;
PersistentDataManager.gameSettings.resolutionIndex = DEFAULT_SCREEN_SIZES_STRING.Length - 1;
}
else
{
Screen.SetResolution(DEFAULT_SCREEN_SIZES[ScreenSizeIndex].width, DEFAULT_SCREEN_SIZES[ScreenSizeIndex].height, mode);
PersistentDataManager.gameSettings.resolutionWidth = DEFAULT_SCREEN_SIZES[ScreenSizeIndex].width;
PersistentDataManager.gameSettings.resolutionHeight = DEFAULT_SCREEN_SIZES[ScreenSizeIndex].height;
PersistentDataManager.gameSettings.resolutionIndex = ScreenSizeIndex;
}
}
public static void ResetGameRenderTexture()
{
GameRenderTexture.width = Screen.width;
GameRenderTexture.height = Screen.height;
OverlayRenderTexture.width = Screen.width;
OverlayRenderTexture.height = Screen.height;
}
public static void ChangeMasterVolume(float value)
{
MasterVolume = value;
AudioListener.volume = MasterVolume;
}
public static void ChangeAudioSettings(int dspSize, int sampleRate)
{
// don't reset audio if no changes are done
AudioConfiguration config = AudioSettings.GetConfiguration();
if (dspSize == config.dspBufferSize && sampleRate == config.sampleRate) return;
currentDspSize = dspSize;
currentSampleRate = sampleRate;
config.dspBufferSize = currentDspSize;
config.sampleRate = currentSampleRate;
AudioSettings.Reset(config);
PersistentDataManager.gameSettings.dspSize = currentDspSize;
PersistentDataManager.gameSettings.sampleRate = currentSampleRate;
}
void OnApplicationQuit()
{
Debug.Log("Disconnecting JoyShocks...");
PlayerInput.DisconnectJoyshocks();
}
}
}