mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 17:45:16 +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>
212 lines
No EOL
7.5 KiB
C#
212 lines
No EOL
7.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using HeavenStudio.Games;
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namespace HeavenStudio
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{
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public class CircleCursor : MonoBehaviour
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{
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static readonly GradientAlphaKey[] cursorAlphaKeys = new GradientAlphaKey[]
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{
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new GradientAlphaKey(0.5f, 0),
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new GradientAlphaKey(0, 1)
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};
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[SerializeField] private bool follow = false;
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[SerializeField] private float mouseMoveSpeed;
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[SerializeField] private float sideChangeTrailTime;
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[Header("DSGuy")]
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[SerializeField] private GameObject DSGuy;
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[SerializeField] private Animator DSGuyAnimator;
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[SerializeField] private float flickCoeff = 0.35f;
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[SerializeField] private float flickInitMul = 1.5f;
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[SerializeField] private TrailRenderer splitTouchSnapEffect;
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public GameObject InnerCircle;
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[SerializeField] private GameObject Circle;
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private bool isOpen;
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private Vector3 vel, flickStart, flickDeltaPos;
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private Color colorMain, colorL, colorR;
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private Gradient gradientL, gradientR;
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private bool lastLeftRightState;
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private float trailEnableTime;
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private SpriteRenderer innerCircleRenderer;
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private void Start()
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{
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// Cursor.visible = false;
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if (splitTouchSnapEffect != null)
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{
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splitTouchSnapEffect.emitting = false;
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}
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if (InnerCircle != null)
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{
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innerCircleRenderer = InnerCircle.GetComponent<SpriteRenderer>();
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}
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}
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private void Open()
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{
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vel = Vector3.zero;
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flickDeltaPos = Vector3.zero;
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DSGuyAnimator.Play("Open", -1);
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Circle.SetActive(false);
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isOpen = true;
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}
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private void Close()
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{
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DSGuyAnimator.Play("Close", -1);
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Circle.SetActive(true && PlayerInput.CurrentControlStyle == InputSystem.InputController.ControlStyles.Touch);
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isOpen = false;
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}
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private void Flick(Vector3 startPos, Vector3 newVel)
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{
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flickStart = startPos;
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vel = newVel;
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DSGuyAnimator.Play("Flick", -1);
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Circle.SetActive(true && PlayerInput.CurrentControlStyle == InputSystem.InputController.ControlStyles.Touch);
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isOpen = false;
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}
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private void Update()
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{
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Vector3 pos = PlayerInput.GetInputController(1).GetPointer();
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Vector3 deltaPos = pos - transform.position;
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if (follow)
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{
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Vector2 direction = (pos - transform.position).normalized;
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this.GetComponent<Rigidbody2D>().velocity = new Vector2(direction.x * mouseMoveSpeed, direction.y * mouseMoveSpeed);
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}
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else
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{
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DSGuy.SetActive(PlayerInput.CurrentControlStyle == InputSystem.InputController.ControlStyles.Touch);
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Circle.SetActive(PlayerInput.CurrentControlStyle == InputSystem.InputController.ControlStyles.Touch);
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if (PlayerInput.CurrentControlStyle != InputSystem.InputController.ControlStyles.Touch) return;
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bool lrState = PlayerInput.GetInputController(1).GetPointerLeftRight();
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if (splitTouchSnapEffect != null && PlayerInput.CurrentControlStyle == InputSystem.InputController.ControlStyles.Touch && (GameManager.instance?.GameHasSplitColours ?? false))
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{
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if (lrState != lastLeftRightState)
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{
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lastLeftRightState = lrState;
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trailEnableTime = sideChangeTrailTime;
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splitTouchSnapEffect.emitting = true;
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innerCircleRenderer.color = lastLeftRightState ? colorR : colorL;
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splitTouchSnapEffect.colorGradient = lastLeftRightState ? gradientR : gradientL;
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}
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if (trailEnableTime <= 0)
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{
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trailEnableTime = 0;
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splitTouchSnapEffect.emitting = false;
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}
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else
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{
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trailEnableTime -= Time.deltaTime;
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}
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}
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else if (splitTouchSnapEffect != null && splitTouchSnapEffect.emitting)
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{
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ClearTrail(false);
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}
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gameObject.transform.position = pos;
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if (vel.magnitude > 0.05f)
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{
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vel -= flickCoeff * Time.deltaTime * vel;
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flickDeltaPos += vel * Time.deltaTime;
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DSGuy.transform.position = flickStart + flickDeltaPos;
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}
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else
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{
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vel = Vector3.zero;
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flickDeltaPos = Vector3.zero;
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DSGuy.transform.position = pos;
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}
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if (PlayerInput.GetIsAction(Minigame.InputAction_BasicPress))
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{
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Open();
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}
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else if (PlayerInput.GetIsAction(Minigame.InputAction_BasicRelease))
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{
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Close();
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}
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else if (PlayerInput.GetIsAction(Minigame.InputAction_FlickRelease))
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{
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Flick(pos, deltaPos * flickInitMul);
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ClearTrail();
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}
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if ((!PlayerInput.PlayerHasControl()) && isOpen)
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{
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Close();
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ClearTrail();
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if (splitTouchSnapEffect != null)
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{
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splitTouchSnapEffect.emitting = false;
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}
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}
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}
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}
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public void LockCursor(bool toggle)
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{
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PlayerInput.GetInputController(1).TogglePointerLock(toggle);
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ClearTrail();
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}
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public void ClearTrail(bool emm = false)
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{
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trailEnableTime = 0;
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if (splitTouchSnapEffect != null)
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{
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splitTouchSnapEffect.Clear();
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}
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splitTouchSnapEffect.emitting = emm;
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}
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public void SetCursorColors(Color main, Color left, Color right)
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{
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if (innerCircleRenderer == null) innerCircleRenderer = InnerCircle.GetComponent<SpriteRenderer>();
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colorMain = main;
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colorL = left;
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colorR = right;
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if (PlayerInput.CurrentControlStyle == InputSystem.InputController.ControlStyles.Touch && (GameManager.instance?.GameHasSplitColours ?? false))
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{
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innerCircleRenderer.color = lastLeftRightState ? colorR : colorL;
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gradientL = new Gradient()
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{
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colorKeys = new GradientColorKey[]
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{
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new GradientColorKey(colorL, 0),
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new GradientColorKey(colorL, 1)
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},
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alphaKeys = cursorAlphaKeys
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};
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gradientR = new Gradient()
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{
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colorKeys = new GradientColorKey[]
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{
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new GradientColorKey(colorR, 0),
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new GradientColorKey(colorR, 1)
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},
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alphaKeys = cursorAlphaKeys
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};
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}
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else
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{
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innerCircleRenderer.color = colorMain;
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}
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}
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}
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} |