mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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81384fe7fb
* Integration of Jukebox Library (#451) * 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 * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
195 lines
No EOL
6.2 KiB
C#
195 lines
No EOL
6.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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namespace HeavenStudio.Common
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{
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public class PauseMenu : MonoBehaviour
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{
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public enum Options
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{
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Continue,
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StartOver,
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Settings,
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Quit
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}
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// TODO
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// MAKE OPTIONS ACCEPT MOUSE INPUT
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[SerializeField] float patternSpeed = 1f;
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[SerializeField] SettingsDialog settingsDialog;
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[SerializeField] Animator animator;
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[SerializeField] TMP_Text chartTitleText;
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[SerializeField] TMP_Text chartArtistText;
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[SerializeField] GameObject optionArrow;
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[SerializeField] GameObject optionHolder;
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[SerializeField] RectTransform patternL;
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[SerializeField] RectTransform patternR;
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public static bool IsPaused { get { return isPaused; } }
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private static bool isPaused = false;
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private double pauseBeat;
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private bool canPick = false;
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private bool isQuitting = false;
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private int optionSelected = 0;
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void Pause()
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{
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if (GlobalGameManager.IsShowingDialog) return;
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if (!Conductor.instance.isPlaying) return;
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Conductor.instance.Pause();
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pauseBeat = Conductor.instance.songPositionInBeatsAsDouble;
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chartTitleText.text = GameManager.instance.Beatmap["remixtitle"];
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chartArtistText.text = GameManager.instance.Beatmap["remixauthor"];
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animator.Play("PauseShow");
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SoundByte.PlayOneShot("ui/PauseIn");
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isPaused = true;
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canPick = false;
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optionSelected = 0;
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}
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void UnPause(bool instant = false)
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{
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if ((!instant) && (!Conductor.instance.isPaused)) return;
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Conductor.instance.Play(pauseBeat);
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if (instant)
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{
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animator.Play("NoPose");
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}
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else
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{
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animator.Play("PauseHide");
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SoundByte.PlayOneShot("ui/PauseOut");
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}
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isPaused = false;
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canPick = false;
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}
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// Start is called before the first frame update
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void Start()
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{
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isPaused = false;
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isQuitting = false;
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}
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// Update is called once per frame
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void Update()
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{
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if (isQuitting) return;
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if (PlayerInput.GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadPause))
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{
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if (isPaused)
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{
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UnPause();
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}
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else
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{
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Pause();
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}
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}
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else if (isPaused && canPick && !settingsDialog.IsOpen)
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{
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if (Input.GetKeyDown(KeyCode.UpArrow) || PlayerInput.GetInputController(1).GetButtonDown((int)InputController.ButtonsPad.PadUp))
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{
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optionSelected--;
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if (optionSelected < 0)
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{
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optionSelected = optionHolder.transform.childCount - 1;
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}
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ChooseOption((Options) optionSelected);
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}
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else if (Input.GetKeyDown(KeyCode.DownArrow) || PlayerInput.GetInputController(1).GetButtonDown((int)InputController.ButtonsPad.PadDown))
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{
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optionSelected++;
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if (optionSelected > optionHolder.transform.childCount - 1)
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{
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optionSelected = 0;
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}
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ChooseOption((Options) optionSelected);
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}
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else if (Input.GetKeyDown(KeyCode.Return) || PlayerInput.GetInputController(1).GetButtonDown((int)InputController.ButtonsPad.PadE))
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{
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UseOption((Options) optionSelected);
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}
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}
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if (isPaused)
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{
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patternL.anchoredPosition = new Vector2((Time.realtimeSinceStartup * patternSpeed) % 13, patternL.anchoredPosition.y);
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patternR.anchoredPosition = new Vector2(-(Time.realtimeSinceStartup * patternSpeed) % 13, patternR.anchoredPosition.y);
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}
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}
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public void ChooseCurrentOption()
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{
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ChooseOption((Options) optionSelected, false);
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canPick = true;
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}
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public void ChooseOption(Options option, bool sound = true)
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{
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optionArrow.transform.position = new Vector3(optionArrow.transform.position.x, optionHolder.transform.GetChild((int) option).position.y, optionArrow.transform.position.z);
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foreach (Transform child in optionHolder.transform)
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{
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child.transform.localScale = new Vector3(1f, 1f, 1f);
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}
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optionHolder.transform.GetChild((int) option).transform.localScale = new Vector3(1.2f, 1.2f, 1.2f);
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if (sound)
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SoundByte.PlayOneShot("ui/UIOption");
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}
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void UseOption(Options option)
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{
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switch (option)
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{
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case Options.Continue:
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OnContinue();
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break;
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case Options.StartOver:
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OnRestart();
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break;
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case Options.Settings:
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OnSettings();
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SoundByte.PlayOneShot("ui/UISelect");
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break;
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case Options.Quit:
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OnQuit();
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break;
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}
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}
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void OnContinue()
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{
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UnPause();
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}
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void OnRestart()
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{
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UnPause(true);
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GlobalGameManager.ForceFade(0, 1f, 0.5f);
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GameManager.instance.Stop(0, true, 1.5f);
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SoundByte.PlayOneShot("ui/UIEnter");
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}
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void OnQuit()
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{
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isQuitting = true;
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SoundByte.PlayOneShot("ui/PauseQuit");
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GlobalGameManager.LoadScene("Editor", 0, 0.1f);
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}
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void OnSettings()
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{
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settingsDialog.SwitchSettingsDialog();
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}
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}
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} |