mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-03 06:47:31 +00:00
3984c8353f
* fix game view alpha issues * fix right-clicking on parameter-less entity locking event selection * reduce ram use of rendertextures * fix missing sprite references fix cheer readers sprite masks not working * fix lockstep rendering discrepancy * fix section medal toggle not matching described behaviour in UI * fix game settings masking issue * dj school "Scratchy Music" toggle on by default * import new sheets for fan club, mahou tsukai * make dj school audio FX persist between game change * make one shot sounds not create extra objects when not needed * fix potential issue with new one shots * make string properties apply changes for every keystroke
78 lines
No EOL
2.2 KiB
C#
78 lines
No EOL
2.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using HeavenStudio.Games;
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namespace HeavenStudio.Common
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{
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public class SectionMedalsManager : MonoBehaviour
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{
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public static SectionMedalsManager instance { get; private set; }
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[SerializeField] GameObject MedalsHolder;
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[SerializeField] GameObject MedalOkPrefab;
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[SerializeField] GameObject MedalMissPrefab;
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Conductor cond;
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bool isMedalsStarted = false;
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bool isMedalsEligible = true;
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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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instance = this;
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cond = Conductor.instance;
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GameManager.instance.onSectionChange += OnSectionChange;
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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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}
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public void MakeIneligible()
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{
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isMedalsEligible = false;
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}
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public void Reset()
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{
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isMedalsStarted = false;
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isMedalsEligible = true;
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foreach (Transform child in MedalsHolder.transform)
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{
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Destroy(child.gameObject);
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}
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}
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public void OnSectionChange(DynamicBeatmap.ChartSection section)
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{
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if (section == null) return;
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if (!PersistentDataManager.gameSettings.isMedalOn) return;
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if (PersistentDataManager.gameSettings.isMedalOn && !isMedalsStarted)
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{
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isMedalsStarted = true;
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isMedalsEligible = true;
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}
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else
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{
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GameObject medal = Instantiate(isMedalsEligible ? MedalOkPrefab : MedalMissPrefab, MedalsHolder.transform);
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medal.SetActive(true);
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isMedalsEligible = true;
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}
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}
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public void OnRemixEnd()
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{
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if (!PersistentDataManager.gameSettings.isMedalOn) return;
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if (PersistentDataManager.gameSettings.isMedalOn && isMedalsStarted)
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{
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GameObject medal = Instantiate(isMedalsEligible ? MedalOkPrefab : MedalMissPrefab, MedalsHolder.transform);
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medal.SetActive(true);
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}
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}
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}
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} |