HeavenStudioPlus/Assets/Scripts/TitleManager.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

540 lines
20 KiB
C#

using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.Common;
using HeavenStudio.InputSystem;
using Starpelly;
using System.Linq;
using SFB;
using Jukebox;
using TMPro;
namespace HeavenStudio
{
public class TitleManager : MonoBehaviour
{
[SerializeField] private TMP_Text versionText;
[SerializeField] private Button createButton;
[SerializeField] private Animator logoAnim;
[SerializeField] private List<Animator> starAnims;
[SerializeField] private Animator pressAnyKeyAnim;
[SerializeField] private float bpm = 114f;
[SerializeField] private float offset = 0f;
[SerializeField] private RawImage bg;
[SerializeField] private float bgXSpeed;
[SerializeField] private float bgYSpeed;
[SerializeField] private Collider2D logoHoverCollider;
[SerializeField] private SettingsDialog settingsPanel;
[SerializeField] private GameObject snsPanel;
[SerializeField] private TMP_Text snsVersionText;
[SerializeField] private GameObject playPanel;
[SerializeField] private TMP_Text chartTitleText;
[SerializeField] private TMP_Text chartMapperText;
[SerializeField] private TMP_Text chartDescText;
[SerializeField] private TMP_Text chartStyleText;
[SerializeField] private Selectable[] mainSelectables;
[SerializeField] private Selectable defaultSelectable;
[SerializeField] private RectTransform selectedDisplayRect;
[SerializeField] private GameObject selectedDisplayIcon;
private AudioSource musicSource;
private double songPosBeat;
private double songPos;
private double time;
private double targetBopBeat;
private int loops;
private double lastAbsTime;
private double startTime;
private bool altBop;
private bool logoRevealed;
private bool menuMode, snsRevealed, playMenuRevealed, exiting, firstPress, usingMouse;
private Animator menuAnim, selectedDisplayAnim;
private Selectable currentSelectable, mouseSelectable;
private RectTransform currentSelectableRect, lastSelectableRect;
private float selectableLerpTimer;
private void Start()
{
exiting = false;
menuAnim = GetComponent<Animator>();
musicSource = GetComponent<AudioSource>();
musicSource.PlayScheduled(AudioSettings.dspTime);
startTime = Time.realtimeSinceStartupAsDouble;
var _rand = new System.Random();
starAnims = starAnims.OrderBy(_ => _rand.Next()).ToList();
selectedDisplayRect.gameObject.SetActive(false);
if (selectedDisplayRect.TryGetComponent(out Animator anim))
{
selectedDisplayAnim = anim;
}
#if UNITY_EDITOR
versionText.text = "EDITOR";
#else
versionText.text = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
#endif
}
private void Update()
{
bg.uvRect = new Rect(bg.uvRect.position + (new Vector2(bgXSpeed, bgYSpeed) * Time.deltaTime), bg.uvRect.size);
if (songPos >= musicSource.clip.length)
{
time = 0;
targetBopBeat = 0;
loops++;
}
double absTime = Time.realtimeSinceStartupAsDouble - startTime;
double dt = absTime - lastAbsTime;
lastAbsTime = absTime;
time += dt;
songPos = time + offset;
songPosBeat = SecsToBeats(songPos);
if (selectedDisplayAnim.isActiveAndEnabled)
{
selectedDisplayAnim.DoNormalizedAnimation("Idle", GetPositionFromBeat(0, 2));
}
if (logoRevealed && !menuMode)
{
var controllers = PlayerInput.GetInputControllers();
foreach (var newController in controllers)
{
if (newController.GetLastButtonDown(true) > 0)
{
menuMode = true;
firstPress = true;
currentSelectable = defaultSelectable;
SetSelectableRectTarget(currentSelectable);
selectableLerpTimer = 1;
menuAnim.Play("Revealed", 0, 0);
pressAnyKeyAnim.Play("PressKeyFadeOut", 0, 0);
SoundByte.PlayOneShot("ui/UIEnter");
Debug.Log("Assigning controller: " + newController.GetDeviceName());
var lastController = PlayerInput.GetInputController(1);
if (lastController != newController)
{
lastController.SetPlayer(null);
newController.SetPlayer(1);
PlayerInput.CurrentControlStyle = newController.GetDefaultStyle();
usingMouse = PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch;
selectedDisplayIcon.SetActive(!usingMouse);
if ((lastController as InputJoyshock) != null)
{
(lastController as InputJoyshock)?.UnAssignOtherHalf();
}
if ((newController as InputJoyshock) != null)
{
newController.OnSelected();
(newController as InputJoyshock)?.UnAssignOtherHalf();
}
}
}
}
}
if (loops == 0 && !logoRevealed)
{
float normalizedBeat = GetPositionFromBeat(4, 1);
if (normalizedBeat > 0 && normalizedBeat <= 1f)
{
logoAnim.DoNormalizedAnimation("Reveal", normalizedBeat);
pressAnyKeyAnim.DoNormalizedAnimation("PressKeyFadeIn", normalizedBeat);
}
else if (normalizedBeat < 0)
{
logoAnim.DoNormalizedAnimation("Reveal", 0);
}
else if (normalizedBeat > 1f)
{
logoRevealed = true;
}
}
if (songPosBeat - 1 >= targetBopBeat)
{
if (targetBopBeat <= 3 && loops == 0)
{
starAnims[(int)targetBopBeat].Play("StarAppearBop", 0, 0);
if (targetBopBeat == 3) starAnims[4].Play("StarAppearBop", 0, 0);
for (int i = 0; i < (int)targetBopBeat; i++)
{
starAnims[i].Play("StarBopNoRot", 0, 0);
}
}
else
{
foreach (var star in starAnims)
{
star.Play("StarBop", 0, 0);
}
}
if (targetBopBeat > 3 || loops > 0)
{
logoAnim.Play(altBop ? "LogoBop2" : "LogoBop", 0, 0);
altBop = !altBop;
}
targetBopBeat += 1;
}
if (menuMode && !(exiting || GlobalGameManager.IsShowingDialog))
{
var controller = PlayerInput.GetInputController(1);
if (playMenuRevealed)
{
if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
{
switch (controller.GetLastActionDown())
{
case (int)InputController.ActionsPad.East:
PlayPanelAccept();
break;
case (int)InputController.ActionsPad.South:
PlayPanelBack();
break;
}
}
}
else if (snsRevealed)
{
if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
{
if (controller.GetLastActionDown() == (int)InputController.ActionsPad.South)
{
SocialsClose();
}
}
}
else if (settingsPanel.IsOpen)
{
if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
{
if (controller.GetLastActionDown() == (int)InputController.ActionsPad.South)
{
SettingsClose();
}
}
}
else if (!firstPress)
{
UpdateSelectable(controller);
}
}
if (firstPress) firstPress = false;
}
void UpdateSelectable(InputController controller)
{
selectableLerpTimer += Time.deltaTime;
if (selectableLerpTimer < 0.2f)
{
float prog = Mathf.Clamp01(selectableLerpTimer / 0.2f);
prog = 1f - Mathf.Pow(1f - prog, 3);
selectedDisplayRect.position = Vector3.Lerp(lastSelectableRect.position, currentSelectableRect.position, prog);
selectedDisplayRect.sizeDelta = Vector2.Lerp(lastSelectableRect.sizeDelta, currentSelectableRect.sizeDelta, prog);
}
else
{
selectedDisplayRect.position = currentSelectableRect.position;
selectedDisplayRect.sizeDelta = currentSelectableRect.sizeDelta;
}
if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
{
switch (controller.GetLastActionDown())
{
case (int)InputController.ActionsPad.East:
if (currentSelectable != null)
{
if (usingMouse)
{
usingMouse = false;
selectedDisplayIcon.SetActive(true);
}
currentSelectable.GetComponent<Button>()?.onClick.Invoke();
}
break;
case (int)InputController.ActionsPad.Up:
if (currentSelectable != null)
{
if (currentSelectable.FindSelectableOnUp() != null)
{
usingMouse = false;
selectedDisplayIcon.SetActive(true);
currentSelectable = currentSelectable.FindSelectableOnUp();
currentSelectable.Select();
SetSelectableRectTarget(currentSelectable);
SoundByte.PlayOneShot("ui/UIOption");
}
else
{
// SoundByte.PlayOneShot("ui/UISelect");
}
}
break;
case (int)InputController.ActionsPad.Down:
if (currentSelectable != null)
{
if (currentSelectable.FindSelectableOnDown() != null)
{
usingMouse = false;
selectedDisplayIcon.SetActive(true);
currentSelectable = currentSelectable.FindSelectableOnDown();
currentSelectable.Select();
SetSelectableRectTarget(currentSelectable);
SoundByte.PlayOneShot("ui/UIOption");
}
else
{
// SoundByte.PlayOneShot("ui/UISelect");
}
}
break;
case (int)InputController.ActionsPad.Left:
if (currentSelectable != null)
{
if (currentSelectable.FindSelectableOnLeft() != null)
{
usingMouse = false;
selectedDisplayIcon.SetActive(true);
currentSelectable = currentSelectable.FindSelectableOnLeft();
currentSelectable.Select();
SetSelectableRectTarget(currentSelectable);
SoundByte.PlayOneShot("ui/UIOption");
}
else
{
// SoundByte.PlayOneShot("ui/UISelect");
}
}
break;
case (int)InputController.ActionsPad.Right:
if (currentSelectable != null)
{
if (currentSelectable.FindSelectableOnRight() != null)
{
usingMouse = false;
selectedDisplayIcon.SetActive(true);
currentSelectable = currentSelectable.FindSelectableOnRight();
currentSelectable.Select();
SetSelectableRectTarget(currentSelectable);
SoundByte.PlayOneShot("ui/UIOption");
}
else
{
// SoundByte.PlayOneShot("ui/UISelect");
}
}
break;
}
}
foreach (var selectable in mainSelectables)
{
// get button the mouse is hovering over
if (RectTransformUtility.RectangleContainsScreenPoint(selectable.GetComponent<RectTransform>(), Input.mousePosition, Camera.main))
{
if (mouseSelectable != selectable)
{
mouseSelectable = selectable;
usingMouse = true;
selectedDisplayIcon.SetActive(false);
}
if (currentSelectable != selectable && usingMouse)
{
currentSelectable = selectable;
SetSelectableRectTarget(currentSelectable);
SoundByte.PlayOneShot("ui/UIOption");
break;
}
}
}
}
void SetSelectableRectTarget(Selectable selectable)
{
if (selectable == null)
{
selectedDisplayRect.gameObject.SetActive(false);
return;
}
selectedDisplayRect.gameObject.SetActive(true);
lastSelectableRect = currentSelectableRect;
currentSelectableRect = selectable.GetComponent<RectTransform>();
if (lastSelectableRect == null)
{
lastSelectableRect = currentSelectableRect;
}
selectedDisplayRect.position = lastSelectableRect.position;
selectedDisplayRect.sizeDelta = lastSelectableRect.sizeDelta;
selectableLerpTimer = 0;
}
public double SecsToBeats(double s)
{
return s / 60f * bpm;
}
public double BeatsToSecs(double beats, float bpm)
{
return beats / bpm * 60f;
}
public float GetPositionFromBeat(float startBeat, float length)
{
float a = Mathp.Normalize((float)songPosBeat, startBeat, startBeat + length);
return a;
}
public void CreatePressed()
{
if (exiting) return;
exiting = true;
GlobalGameManager.PlayOpenFile = null;
GlobalGameManager.LoadScene("Editor");
SoundByte.PlayOneShot("ui/UIEnter");
}
public void PlayPressed()
{
SoundByte.PlayOneShot("ui/UISelect");
// temp: open file browser then go into quickplay
OpenQuickplayFileDialog();
// go into the play mode menu
}
void OpenQuickplayFileDialog()
{
var extensions = new[]
{
new ExtensionFilter("Heaven Studio Remix File ", new string[] { "riq" }),
};
StandaloneFileBrowser.OpenFilePanelAsync("Open Remix", "", extensions, false, (string[] paths) =>
{
var path = Path.Combine(paths);
if (path == string.Empty)
{
SoundByte.PlayOneShot("ui/UICancel");
return;
}
try
{
RiqFileHandler.ClearCache();
string tmpDir = RiqFileHandler.ExtractRiq(path);
Debug.Log("Imported RIQ successfully!");
RiqBeatmap beatmap = RiqFileHandler.ReadRiq();
GlobalGameManager.PlayOpenFile = path;
chartTitleText.text = beatmap["remixtitle"];
chartMapperText.text = beatmap["remixauthor"];
chartDescText.text = beatmap["remixdesc"];
chartStyleText.text = $"Recommended Control Style: {beatmap["playstyle"].ToString()}";
playPanel.SetActive(true);
playMenuRevealed = true;
SoundByte.PlayOneShot("ui/UISelect");
}
catch (System.Exception e)
{
Debug.Log($"Error importing RIQ: {e.Message}");
Debug.LogException(e);
GlobalGameManager.ShowErrorMessage("Error Loading RIQ", e.Message + "\n\n" + e.StackTrace);
return;
}
});
}
public void PlayPanelAccept()
{
if (exiting) return;
exiting = true;
SoundByte.PlayOneShot("ui/UIEnter");
GlobalGameManager.LoadScene("Game", 0.35f, -1);
}
public void PlayPanelBack()
{
RiqFileHandler.ClearCache();
SoundByte.PlayOneShot("ui/UICancel");
playPanel.SetActive(false);
playMenuRevealed = false;
}
public void SocialsPressed()
{
snsRevealed = true;
snsVersionText.text = GlobalGameManager.buildTime;
snsPanel.SetActive(true);
SoundByte.PlayOneShot("ui/UISelect");
// show a panel with our SNS links
}
public void SocialsClose()
{
snsRevealed = false;
snsPanel.SetActive(false);
SoundByte.PlayOneShot("ui/UICancel");
}
public void SettingsPressed()
{
if (!settingsPanel.IsOpen)
{
settingsPanel.SwitchSettingsDialog();
SoundByte.PlayOneShot("ui/UISelect");
}
// notes:
// gameplay settings currently don't work due to the overlay preview requiring the screen composition setup from a gameplay prefab
// adding the attract screen will fix this since we'd need to add that prefab for it anyways
}
public void SettingsClose()
{
if (settingsPanel.IsOpen)
{
settingsPanel.SwitchSettingsDialog();
SoundByte.PlayOneShot("ui/UICancel");
}
}
public void QuitPressed()
{
SoundByte.PlayOneShot("ui/PauseQuit");
Application.Quit();
}
}
}