mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +00:00
98835c3936
* 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>
495 lines
No EOL
18 KiB
C#
495 lines
No EOL
18 KiB
C#
using System;
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using System.Linq;
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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 TMPro;
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using System.Threading.Tasks;
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using HeavenStudio;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using static JSL;
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namespace HeavenStudio.Editor
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{
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public class ControllerSettings : TabsContent
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{
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[SerializeField] private TMP_Dropdown stylesDropdown;
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[SerializeField] private TMP_Text numConnectedLabel;
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[SerializeField] private TMP_Text currentControllerLabel;
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[SerializeField] private TMP_Dropdown controllersDropdown;
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[SerializeField] private GameObject pairSearchItem;
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[SerializeField] private GameObject autoSearchLabel;
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[SerializeField] private GameObject pairSearchLabel;
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[SerializeField] private GameObject pairSearchCancelBt;
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[SerializeField] private TMP_Text pairingLabel;
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[SerializeField] private List<GameObject> controllerIcons;
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[SerializeField] private Material controllerMat;
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[SerializeField] private List<GameObject> PadBindingsMenus;
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[SerializeField] private List<GameObject> BatonBindingsMenus;
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[SerializeField] private List<GameObject> TouchBindingsMenus;
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[SerializeField] private List<TMP_Text> PadBindingsTxt;
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[SerializeField] private List<TMP_Text> BatonBindingsTxt;
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[SerializeField] private List<TMP_Text> TouchBindingsTxt;
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[SerializeField] private Slider cursorSensitivitySlider;
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private bool isAutoSearching = false;
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private bool isPairSearching = false;
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private bool pairSelectLR = false; //true = left, false = right
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private bool bindAllMode;
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private int currentBindingBt;
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private void Start()
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{
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numConnectedLabel.text = "Connected: " + PlayerInput.GetNumControllersConnected();
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currentControllerLabel.text = "Current Controller: " + PlayerInput.GetInputController(1).GetDeviceName();
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PopulateControllersDropdown();
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PopulateStylesDropdown();
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pairSearchItem.SetActive(false);
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InputController initController = PlayerInput.GetInputController(1);
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if (!initController.GetCurrentStyleSupported())
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{
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PlayerInput.CurrentControlStyle = initController.GetDefaultStyle();
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stylesDropdown.SetValueWithoutNotify((int)PlayerInput.CurrentControlStyle);
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}
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UpdateControlStyleMapping();
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ShowControllerBinds(initController);
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ShowControllerIcon(initController);
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}
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private void Update()
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{
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InputController currentController = PlayerInput.GetInputController(1);
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if (currentBindingBt >= 0)
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{
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int bt = currentController.GetLastButtonDown();
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if (bt > 0)
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{
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InputController.ControlBindings binds = currentController.GetCurrentBindings();
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switch (PlayerInput.CurrentControlStyle)
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{
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case InputController.ControlStyles.Touch:
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binds.Touch[currentBindingBt] = bt;
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break;
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case InputController.ControlStyles.Baton:
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binds.Baton[currentBindingBt] = bt;
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break;
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default:
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binds.Pad[currentBindingBt] = bt;
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break;
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}
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currentController.SetCurrentBindings(binds);
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currentControllerLabel.text = "Current Controller: " + currentController.GetDeviceName();
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ShowControllerBinds(currentController);
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AdvanceAutoBind(currentController);
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}
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return;
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}
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else
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{
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if (isAutoSearching)
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{
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var controllers = PlayerInput.GetInputControllers();
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foreach (var newController in controllers)
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{
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if (newController.GetLastButtonDown(true) > 0)
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{
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autoSearchLabel.SetActive(false);
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AssignController(newController, currentController);
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controllersDropdown.SetValueWithoutNotify(PlayerInput.GetInputControllerId(1));
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isAutoSearching = false;
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}
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}
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}
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else if (isPairSearching)
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{
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var controllers = PlayerInput.GetInputControllers();
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InputController.InputFeatures lrFlag = pairSelectLR ? InputController.InputFeatures.Extra_SplitControllerLeft : InputController.InputFeatures.Extra_SplitControllerRight;
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foreach (var pairController in controllers)
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{
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if (pairController == currentController) continue;
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InputController.InputFeatures features = pairController.GetFeatures();
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if (!features.HasFlag(lrFlag)) continue;
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if (pairController.GetLastButtonDown() > 0)
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{
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(PlayerInput.GetInputController(1) as InputJoyshock)?.AssignOtherHalf((InputJoyshock)pairController);
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isPairSearching = false;
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pairSearchLabel.SetActive(false);
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currentControllerLabel.text = "Current Controller: " + pairController.GetDeviceName();
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pairingLabel.text = "Joy-Con Pair Selected\nPairing Successful!";
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ShowControllerIcon(pairController);
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currentController.OnSelected();
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pairController.OnSelected();
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}
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}
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}
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}
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}
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void AdvanceAutoBind(InputController currentController)
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{
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int pauseVal;
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Type enumType;
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switch (PlayerInput.CurrentControlStyle)
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{
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case InputController.ControlStyles.Touch:
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enumType = typeof(InputController.ActionsTouch);
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pauseVal = (int)InputController.ActionsTouch.Pause;
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break;
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case InputController.ControlStyles.Baton:
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enumType = typeof(InputController.ActionsBaton);
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pauseVal = (int)InputController.ActionsBaton.Pause;
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break;
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default:
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enumType = typeof(InputController.ActionsPad);
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pauseVal = (int)InputController.ActionsPad.Pause;
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break;
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}
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if (bindAllMode)
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{
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currentBindingBt++;
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Debug.Log("Binding: " + currentBindingBt);
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while (currentController.GetIsActionUnbindable(currentBindingBt, PlayerInput.CurrentControlStyle) && currentBindingBt < pauseVal)
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{
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currentBindingBt++;
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Debug.Log("Unbindable, binding: " + currentBindingBt);
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}
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if (currentBindingBt > pauseVal)
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{
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currentController.SaveBindings();
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CancelBind();
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return;
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}
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currentControllerLabel.text = $"Now Binding: {enumType.GetEnumName(currentBindingBt)}";
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}
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else
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{
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currentController.SaveBindings();
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CancelBind();
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}
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}
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void AssignController(InputController newController, InputController lastController)
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{
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Debug.Log("Assigning controller: " + newController.GetDeviceName());
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lastController.SetPlayer(null);
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newController.SetPlayer(1);
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if ((lastController as InputJoyshock) != null)
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{
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(lastController as InputJoyshock)?.UnAssignOtherHalf();
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}
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if ((newController as InputJoyshock) != null)
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{
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newController.OnSelected();
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(newController as InputJoyshock)?.UnAssignOtherHalf();
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}
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currentControllerLabel.text = "Current Controller: " + newController.GetDeviceName();
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if (!newController.GetCurrentStyleSupported())
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{
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PlayerInput.CurrentControlStyle = newController.GetDefaultStyle();
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stylesDropdown.SetValueWithoutNotify((int)PlayerInput.CurrentControlStyle);
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}
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UpdateControlStyleMapping();
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ShowControllerBinds(newController);
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ShowControllerIcon(newController);
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InputController.InputFeatures features = newController.GetFeatures();
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if (features.HasFlag(InputController.InputFeatures.Extra_SplitControllerLeft))
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{
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pairingLabel.text = "Joy-Con (L) Selected\nPress any button on Joy-Con (R) to pair.";
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pairSelectLR = !features.HasFlag(InputController.InputFeatures.Extra_SplitControllerLeft);
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pairSearchItem.SetActive(true);
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StartPairSearch();
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}
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else if (features.HasFlag(InputController.InputFeatures.Extra_SplitControllerRight))
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{
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pairingLabel.text = "Joy-Con (R) Selected\nPress any button on Joy-Con (L) to pair.";
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pairSelectLR = !features.HasFlag(InputController.InputFeatures.Extra_SplitControllerLeft);
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pairSearchItem.SetActive(true);
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StartPairSearch();
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}
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else
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{
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CancelPairSearch();
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pairSearchItem.SetActive(false);
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}
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}
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public void ControllerDropdownChange()
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{
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CancelBind();
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InputController lastController = PlayerInput.GetInputController(1);
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lastController.SaveBindings();
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InputController newController = PlayerInput.GetInputControllers()[controllersDropdown.value];
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AssignController(newController, lastController);
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}
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public void StartBindSingle(int bt)
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{
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CancelBind();
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if (PlayerInput.GetInputController(1).GetIsActionUnbindable(bt, PlayerInput.CurrentControlStyle))
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{
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return;
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}
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currentBindingBt = bt;
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switch (PlayerInput.CurrentControlStyle)
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{
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case InputController.ControlStyles.Touch:
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currentControllerLabel.text = $"Now Binding: {(InputController.ActionsTouch)bt}";
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break;
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case InputController.ControlStyles.Baton:
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currentControllerLabel.text = $"Now Binding: {(InputController.ActionsBaton)bt}";
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break;
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default:
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currentControllerLabel.text = $"Now Binding: {(InputController.ActionsPad)bt}";
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break;
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}
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}
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public void StartBindAll()
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{
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CancelBind();
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bindAllMode = true;
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currentBindingBt = -1;
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AdvanceAutoBind(PlayerInput.GetInputController(1));
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}
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public void CancelBind()
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{
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bindAllMode = false;
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currentBindingBt = -1;
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currentControllerLabel.text = "Current Controller: " + PlayerInput.GetInputController(1).GetDeviceName();
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}
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public void ResetBindings()
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{
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CancelBind();
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InputController controller = PlayerInput.GetInputController(1);
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controller.ResetBindings();
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ShowControllerBinds(controller);
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controller.SaveBindings();
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}
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public void StartAutoSearch()
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{
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CancelBind();
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if (!isPairSearching)
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{
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autoSearchLabel.SetActive(true);
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isAutoSearching = true;
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}
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}
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public void StartPairSearch()
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{
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CancelBind();
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if (!isAutoSearching)
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{
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pairSearchLabel.SetActive(true);
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pairSearchCancelBt.SetActive(true);
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isPairSearching = true;
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}
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}
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public void CancelPairSearch()
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{
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CancelBind();
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if (isPairSearching)
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{
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pairSearchLabel.SetActive(false);
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pairSearchCancelBt.SetActive(false);
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isPairSearching = false;
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pairingLabel.text = "Joy-Con Selected\nPairing was cancelled.";
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}
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}
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public void SearchAndConnectControllers()
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{
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int connected = PlayerInput.RefreshInputControllers();
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numConnectedLabel.text = "Connected: " + connected;
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currentControllerLabel.text = "Current Controller: " + PlayerInput.GetInputController(1).GetDeviceName();
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PopulateControllersDropdown();
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}
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public void PopulateStylesDropdown()
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{
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List<TMP_Dropdown.OptionData> dropDownData = new List<TMP_Dropdown.OptionData>();
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var enumNames = Enum.GetNames(typeof(InputController.ControlStyles)).ToList();
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stylesDropdown.ClearOptions();
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stylesDropdown.AddOptions(enumNames);
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stylesDropdown.SetValueWithoutNotify((int)PlayerInput.CurrentControlStyle);
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}
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public void PopulateControllersDropdown()
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{
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List<TMP_Dropdown.OptionData> dropDownData = new List<TMP_Dropdown.OptionData>();
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var vals = PlayerInput.GetInputControllers();
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for (int i = 0; i < vals.Count; i++)
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{
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TMP_Dropdown.OptionData optionData = new TMP_Dropdown.OptionData();
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optionData.text = vals[i].GetDeviceName();
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dropDownData.Add(optionData);
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}
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controllersDropdown.ClearOptions();
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controllersDropdown.AddOptions(dropDownData);
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controllersDropdown.SetValueWithoutNotify(PlayerInput.GetInputControllerId(1));
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}
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public void ChangeControlStyle()
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{
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CancelBind();
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PlayerInput.CurrentControlStyle = (InputController.ControlStyles)stylesDropdown.value;
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}
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public void UpdateControlStyleMapping()
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{
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switch (PlayerInput.CurrentControlStyle)
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{
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case InputController.ControlStyles.Touch:
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PadBindingsMenus.ForEach(x => x.SetActive(false));
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BatonBindingsMenus.ForEach(x => x.SetActive(false));
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TouchBindingsMenus.ForEach(x => x.SetActive(true));
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break;
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case InputController.ControlStyles.Baton:
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PadBindingsMenus.ForEach(x => x.SetActive(false));
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BatonBindingsMenus.ForEach(x => x.SetActive(true));
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TouchBindingsMenus.ForEach(x => x.SetActive(false));
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break;
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default:
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PadBindingsMenus.ForEach(x => x.SetActive(true));
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BatonBindingsMenus.ForEach(x => x.SetActive(false));
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TouchBindingsMenus.ForEach(x => x.SetActive(false));
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break;
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}
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if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
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{
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cursorSensitivitySlider.gameObject.SetActive(true);
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}
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else
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{
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cursorSensitivitySlider.gameObject.SetActive(false);
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}
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}
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public void ShowControllerBinds(InputController controller)
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{
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string[] buttons = controller.GetButtonNames();
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List<TMP_Text> bindsTxt;
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int[] binds;
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InputController.ControlBindings ctrlBinds = controller.GetCurrentBindings();
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switch (PlayerInput.CurrentControlStyle)
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{
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case InputController.ControlStyles.Touch:
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bindsTxt = TouchBindingsTxt;
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binds = ctrlBinds.Touch;
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break;
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case InputController.ControlStyles.Baton:
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bindsTxt = BatonBindingsTxt;
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binds = ctrlBinds.Baton;
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break;
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default:
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bindsTxt = PadBindingsTxt;
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binds = ctrlBinds.Pad;
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break;
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}
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//show binds
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int ac = 0;
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foreach (int i in binds)
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{
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if (ac >= bindsTxt.Count) break;
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if (bindsTxt[ac] == null)
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{
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ac++;
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continue;
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}
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if (i == -1)
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{
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bindsTxt[ac].text = "NOT BOUND";
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}
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else if (buttons[i] == null)
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{
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bindsTxt[ac].text = "UNKNOWN";
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}
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else
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{
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bindsTxt[ac].text = buttons[i];
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}
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ac++;
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}
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cursorSensitivitySlider.value = ctrlBinds.PointerSensitivity;
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}
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public void ShowControllerIcon(InputController controller)
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{
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string name = controller.GetDeviceName();
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//show icon
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foreach (var icon in controllerIcons)
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{
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if (icon.name == name)
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{
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icon.SetActive(true);
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}
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else
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{
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icon.SetActive(false);
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}
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}
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//setup material
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controller.SetMaterialProperties(controllerMat);
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}
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public void SetCursorSensitivity()
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{
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var currentController = PlayerInput.GetInputController(1);
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InputController.ControlBindings binds = currentController.GetCurrentBindings();
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binds.PointerSensitivity = cursorSensitivitySlider.value;
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currentController.SetCurrentBindings(binds);
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}
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public override void OnOpenTab()
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{
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CancelBind();
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}
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public override void OnCloseTab()
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{
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CancelBind();
|
|
}
|
|
}
|
|
} |