mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 13:45:10 +00:00
4c4d0a7a7a
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
185 lines
No EOL
6.6 KiB
C#
185 lines
No EOL
6.6 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using Newtonsoft.Json;
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namespace HeavenStudio.Common
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{
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public static class PersistentDataManager
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{
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public enum PerfectChallengeType
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{
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Off, // no perfect challenge
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Arcade, // "arcade rule"
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Legacy, // "legacy rule"
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On // "megamix rule"
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}
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[NonSerialized] public static GameSettings gameSettings;
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public static void CreateDefaultSettings()
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{
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gameSettings = new GameSettings(
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true,
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false,
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1,
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GlobalGameManager.DEFAULT_SCREEN_SIZES[1].width,
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GlobalGameManager.DEFAULT_SCREEN_SIZES[1].height,
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0.8f,
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512,
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44100,
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true,
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true,
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PerfectChallengeType.On,
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true,
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false,
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true,
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true
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);
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// disable if platform is mac
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if (Application.platform == RuntimePlatform.OSXPlayer || Application.platform == RuntimePlatform.OSXEditor)
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gameSettings.discordRPCEnable = false;
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else
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gameSettings.discordRPCEnable = true;
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gameSettings.timingDisplayComponents = new List<OverlaysManager.TimingDisplayComponent>()
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{
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OverlaysManager.TimingDisplayComponent.CreateDefaultDual()
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};
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gameSettings.skillStarComponents = new List<OverlaysManager.SkillStarComponent>()
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{
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OverlaysManager.SkillStarComponent.CreateDefault()
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};
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gameSettings.sectionComponents = new List<OverlaysManager.SectionComponent>()
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{
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OverlaysManager.SectionComponent.CreateDefault()
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};
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SaveSettings();
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}
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public static void LoadSettings()
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{
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if (File.Exists(Application.persistentDataPath + "/settings.json"))
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{
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string json = File.ReadAllText(Application.persistentDataPath + "/settings.json");
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gameSettings = JsonUtility.FromJson<GameSettings>(json);
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}
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else
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{
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GlobalGameManager.IsFirstBoot = true;
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CreateDefaultSettings();
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}
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}
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public static void SaveSettings()
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{
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string json = JsonUtility.ToJson(gameSettings);
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// save json to persistentDataPath
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FileStream file = File.Create(Application.persistentDataPath + "/settings.json");
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file.Write(System.Text.Encoding.ASCII.GetBytes(json), 0, json.Length);
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file.Close();
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}
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public static void SaveTheme(string json)
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{
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// save json to persistentDataPath
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FileStream file = File.Create(Application.persistentDataPath + "/editorTheme.json");
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file.Write(System.Text.Encoding.ASCII.GetBytes(json), 0, json.Length);
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file.Close();
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}
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[Serializable]
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public struct GameSettings
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{
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// default settings constructor
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public GameSettings(
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bool showSplash = false,
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bool isFullscreen = false,
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int resolutionIndex = 0,
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int resolutionWidth = 1280,
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int resolutionHeight = 720,
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float masterVolume = 0.8f,
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int dspSize = 512,
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int sampleRate = 44100,
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bool editorCursorEnable = true,
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bool discordRPCEnable = true,
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PerfectChallengeType perfectChallengeType = PerfectChallengeType.On,
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bool isMedalOn = true,
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bool timingDisplayMinMode = false,
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bool overlaysInEditor = true,
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bool letterboxBgEnable = true,
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bool letterboxFxEnable = true
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)
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{
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this.showSplash = showSplash;
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this.isFullscreen = isFullscreen;
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this.resolutionIndex = resolutionIndex;
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this.resolutionWidth = resolutionWidth;
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this.resolutionHeight = resolutionHeight;
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this.masterVolume = masterVolume;
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this.dspSize = dspSize;
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this.sampleRate = sampleRate;
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this.editorCursorEnable = editorCursorEnable;
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if (Application.platform == RuntimePlatform.OSXPlayer || Application.platform == RuntimePlatform.OSXEditor)
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this.discordRPCEnable = false;
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else
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this.discordRPCEnable = true;
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this.perfectChallengeType = perfectChallengeType;
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this.isMedalOn = isMedalOn;
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this.timingDisplayMinMode = timingDisplayMinMode;
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this.overlaysInEditor = overlaysInEditor;
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this.letterboxBgEnable = true;
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this.letterboxFxEnable = true;
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this.timingDisplayComponents = new List<OverlaysManager.TimingDisplayComponent>()
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{
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OverlaysManager.TimingDisplayComponent.CreateDefaultDual()
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};
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this.skillStarComponents = new List<OverlaysManager.SkillStarComponent>()
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{
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OverlaysManager.SkillStarComponent.CreateDefault()
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};
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this.sectionComponents = new List<OverlaysManager.SectionComponent>()
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{
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OverlaysManager.SectionComponent.CreateDefault()
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};
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}
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// Display / Audio Settings
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public bool showSplash;
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public bool isFullscreen;
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public int resolutionIndex;
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public int resolutionWidth;
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public int resolutionHeight;
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public float masterVolume;
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public int dspSize;
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public int sampleRate;
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// Editor Settings
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public bool editorCursorEnable;
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public bool discordRPCEnable;
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// Gameplay Settings
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public PerfectChallengeType perfectChallengeType;
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public bool isMedalOn;
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public bool timingDisplayMinMode;
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public bool overlaysInEditor;
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public bool letterboxBgEnable;
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public bool letterboxFxEnable;
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public List<OverlaysManager.TimingDisplayComponent> timingDisplayComponents;
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public List<OverlaysManager.SkillStarComponent> skillStarComponents;
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public List<OverlaysManager.SectionComponent> sectionComponents;
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}
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}
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} |