HeavenStudioPlus/Assets/Scripts/UI/Overlays/SectionMedalsManager.cs
minenice55 b1fab52ad9
Integration of Jukebox Library (#451) (#457)
* add Jukebox library

todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol

* make sound, input scheduling, and super curve use double precision

* successfully load charts

* editor works again

v1 riqs can be saved and loaded

* first tempo and volume markers are unmovable

fix loading of charts' easing values

* use gsync / freesync

* update Jukebox refs to SoundByte

* game events use double part 1

Air Rally - Glee Club converted

* don't load song if chart load fails

* finish conversion of all minigames

* remove editor waveform toggle

* timeline now respects added song offset length

clear cache files on app close
prepped notes for dsp sync

* update timeline length when offset changed

* update to latest Jukebox

* make error panel object in global game manager

* improve conductor music scheduling

* added error message box

fix first game events sometimes not playing
2023-06-10 19:17:06 +00:00

93 lines
No EOL
2.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.Games;
using Jukebox;
using Jukebox.Legacy;
namespace HeavenStudio.Common
{
public class SectionMedalsManager : MonoBehaviour
{
public static SectionMedalsManager instance { get; private set; }
[SerializeField] GameObject MedalsHolder;
[SerializeField] GameObject MedalOkPrefab;
[SerializeField] GameObject MedalMissPrefab;
Conductor cond;
bool isMedalsStarted = false;
bool isMedalsEligible = true;
// Start is called before the first frame update
public void Awake()
{
instance = this;
}
public void Start()
{
cond = Conductor.instance;
GameManager.instance.onSectionChange += OnSectionChange;
}
// Update is called once per frame
void Update()
{
}
public void AnchorToOverlay(GameObject overlay)
{
transform.position = overlay.transform.position;
transform.rotation = overlay.transform.rotation;
transform.localScale = overlay.transform.localScale;
}
public void MakeIneligible()
{
isMedalsEligible = false;
}
public void Reset()
{
isMedalsStarted = false;
isMedalsEligible = true;
foreach (Transform child in MedalsHolder?.transform)
{
Destroy(child.gameObject);
}
}
public void OnSectionChange(RiqEntity section)
{
if (section == null) return;
if (!PersistentDataManager.gameSettings.isMedalOn) return;
if (PersistentDataManager.gameSettings.isMedalOn && !isMedalsStarted)
{
isMedalsStarted = true;
isMedalsEligible = true;
}
else
{
GameManager.instance.ClearedSection = isMedalsEligible;
GameObject medal = Instantiate(isMedalsEligible ? MedalOkPrefab : MedalMissPrefab, MedalsHolder.transform);
medal.SetActive(true);
isMedalsEligible = true;
}
}
public void OnRemixEnd()
{
if (!PersistentDataManager.gameSettings.isMedalOn) return;
if (PersistentDataManager.gameSettings.isMedalOn && isMedalsStarted)
{
GameManager.instance.ClearedSection = isMedalsEligible;
GameObject medal = Instantiate(isMedalsEligible ? MedalOkPrefab : MedalMissPrefab, MedalsHolder.transform);
medal.SetActive(true);
}
}
}
}