mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-01 13:57:32 +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
293 lines
No EOL
11 KiB
C#
293 lines
No EOL
11 KiB
C#
using System;
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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 UnityEngine.UI;
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namespace HeavenStudio.Common
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{
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public class OverlaysManager : MonoBehaviour
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{
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public static OverlaysManager instance { get; private set; }
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public static bool OverlaysEnabled;
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const float WIDTH_SPAN = 10f;
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const float HEIGHT_SPAN = 10f * (9f / 16f);
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[Header("Prefabs")]
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[SerializeField] GameObject TimingDisplayPrefab;
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[SerializeField] GameObject SkillStarPrefab;
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[SerializeField] GameObject ChartSectionPrefab;
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[SerializeField] SectionMedalsManager SectionMedalsManager;
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[Header("Components")]
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[SerializeField] Transform ComponentHolder;
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List<OverlaysManager.OverlayOption> lytElements = new List<OverlaysManager.OverlayOption>();
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public static bool OverlaysReady {get { return instance != null &&
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TimingAccuracyDisplay.instance != null &&
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SkillStarManager.instance != null &&
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SectionMedalsManager.instance != null &&
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HeavenStudio.Games.Global.Textbox.instance != null;}}
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// Start is called before the first frame update
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public void Start()
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{
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RefreshOverlaysLayout();
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instance = this;
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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 TogleOverlaysVisibility(bool visible)
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{
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OverlaysEnabled = visible;
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RepositionElements();
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}
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public void RefreshOverlaysLayout()
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{
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if (PersistentDataManager.gameSettings.timingDisplayComponents == null || PersistentDataManager.gameSettings.timingDisplayComponents.Count == 0)
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{
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PersistentDataManager.gameSettings.timingDisplayComponents = new List<TimingDisplayComponent>()
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{
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TimingDisplayComponent.CreateDefaultDual()
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};
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}
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if (PersistentDataManager.gameSettings.skillStarComponents == null || PersistentDataManager.gameSettings.skillStarComponents.Count == 0)
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{
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PersistentDataManager.gameSettings.skillStarComponents = new List<SkillStarComponent>()
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{
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SkillStarComponent.CreateDefault()
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};
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}
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if (PersistentDataManager.gameSettings.sectionComponents == null || PersistentDataManager.gameSettings.sectionComponents.Count == 0)
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{
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PersistentDataManager.gameSettings.sectionComponents = new List<SectionComponent>()
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{
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SectionComponent.CreateDefault()
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};
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}
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lytElements = new List<OverlaysManager.OverlayOption>();
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foreach (var c in PersistentDataManager.gameSettings.timingDisplayComponents) { lytElements.Add(c); }
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foreach (var c in PersistentDataManager.gameSettings.skillStarComponents) { lytElements.Add(c); }
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foreach (var c in PersistentDataManager.gameSettings.sectionComponents) { lytElements.Add(c); }
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foreach (Transform child in ComponentHolder.transform)
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{
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Destroy(child.gameObject);
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}
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foreach (var c in lytElements)
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{
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if (c is TimingDisplayComponent) {
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c.CreateElement(TimingDisplayPrefab, ComponentHolder);
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Debug.Log("Create TimingDisplayComponent");
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}
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else if (c is SkillStarComponent) {
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c.CreateElement(SkillStarPrefab, ComponentHolder);
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Debug.Log("Create SkillStarComponent");
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}
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else if (c is SectionComponent) {
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c.CreateElement(ChartSectionPrefab, ComponentHolder);
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Debug.Log("Create SectionComponent");
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}
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c.PositionElement();
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}
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}
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void RepositionElements()
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{
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lytElements = new List<OverlaysManager.OverlayOption>();
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foreach (var c in PersistentDataManager.gameSettings.timingDisplayComponents) { lytElements.Add(c); }
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foreach (var c in PersistentDataManager.gameSettings.skillStarComponents) { lytElements.Add(c); }
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foreach (var c in PersistentDataManager.gameSettings.sectionComponents) { lytElements.Add(c); }
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foreach (var c in lytElements)
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{
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c.PositionElement();
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}
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}
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[Serializable]
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public class TimingDisplayComponent : OverlayOption
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{
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public enum TimingDisplayType
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{
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Dual,
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Single,
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}
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[NonSerialized] GameObject go2;
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[SerializeField] public TimingDisplayType tdType;
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public TimingDisplayComponent(TimingDisplayType type, bool enable, Vector2 position, float scale, float rotation)
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{
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tdType = type;
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this.enable = enable;
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this.position = position;
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this.scale = scale;
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this.rotation = rotation;
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}
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public override void CreateElement(GameObject prefab, Transform holder)
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{
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if (go == null) go = Instantiate(prefab, holder);
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if (go2 == null) go2 = Instantiate(prefab, holder);
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}
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public override void PositionElement()
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{
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if (go != null)
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{
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switch (tdType)
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{
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case TimingDisplayType.Dual:
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go.transform.localPosition = position * new Vector2(WIDTH_SPAN, HEIGHT_SPAN) * new Vector2(-1, 1);
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go.transform.localScale = Vector3.one * scale;
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go.transform.localRotation = Quaternion.Euler(0, 0, -rotation);
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go2.transform.localPosition = position * new Vector2(WIDTH_SPAN, HEIGHT_SPAN);
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go2.transform.localScale = Vector3.one * scale;
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go2.transform.localRotation = Quaternion.Euler(0, 0, rotation);
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go.SetActive(enable && OverlaysManager.OverlaysEnabled);
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go2.SetActive(enable && OverlaysManager.OverlaysEnabled);
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break;
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case TimingDisplayType.Single:
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go.transform.localPosition = position * new Vector2(WIDTH_SPAN, HEIGHT_SPAN);
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go.transform.localScale = Vector3.one * scale;
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go.transform.localRotation = Quaternion.Euler(0, 0, rotation);
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go.SetActive(enable && OverlaysManager.OverlaysEnabled);
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go2.SetActive(false);
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break;
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}
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}
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}
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public override void EnablePreview() {}
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public override void DisablePreview() {}
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public static TimingDisplayComponent CreateDefaultDual()
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{
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return new TimingDisplayComponent(TimingDisplayType.Dual, true, new Vector2(-0.84f, 0), 1f, 0f);
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}
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public static TimingDisplayComponent CreateDefaultSingle()
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{
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return new TimingDisplayComponent(TimingDisplayType.Single, true, new Vector2(0, -0.8f), 1f, 90f);
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}
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}
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[Serializable]
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public class SkillStarComponent : OverlayOption
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{
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public SkillStarComponent(bool enable, Vector2 position, float scale, float rotation)
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{
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this.enable = enable;
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this.position = position;
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this.scale = scale;
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this.rotation = rotation;
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}
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public override void PositionElement()
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{
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if (go != null)
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{
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go.transform.localPosition = position * new Vector2(WIDTH_SPAN, HEIGHT_SPAN);
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go.transform.localScale = Vector3.one * scale;
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go.transform.localRotation = Quaternion.Euler(0, 0, rotation);
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go.SetActive(enable && OverlaysManager.OverlaysEnabled);
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}
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}
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public override void EnablePreview() { SkillStarManager.instance?.DoStarPreview(); }
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public override void DisablePreview() { SkillStarManager.instance.ResetStarPreview(); }
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public static SkillStarComponent CreateDefault()
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{
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return new SkillStarComponent(true, new Vector2(0.75f, -0.7f), 1f, 0f);
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}
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}
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[Serializable]
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public class SectionComponent : OverlayOption
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{
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public SectionComponent(bool enable, Vector2 position, float scale, float rotation)
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{
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this.enable = enable;
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this.position = position;
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this.scale = scale;
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this.rotation = rotation;
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}
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public override void PositionElement()
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{
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if (go != null)
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{
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go.transform.localPosition = position * new Vector2(WIDTH_SPAN, HEIGHT_SPAN);
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go.transform.localScale = Vector3.one * scale;
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go.transform.localRotation = Quaternion.Euler(0, 0, rotation);
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go.SetActive(enable && OverlaysManager.OverlaysEnabled);
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HeavenStudio.Common.SectionMedalsManager.instance?.AnchorToOverlay(go);
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}
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}
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public override void EnablePreview()
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{
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if (go != null)
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{
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go.GetComponent<Image>().enabled = true;
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}
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}
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public override void DisablePreview()
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{
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if (go != null)
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{
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go.GetComponent<Image>().enabled = false;
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}
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}
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public static SectionComponent CreateDefault()
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{
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return new SectionComponent(true, new Vector2(0.7f, 0.765f), 1f, 0f);
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}
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}
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[Serializable]
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public abstract class OverlayOption
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{
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static long uuidCounter = 0;
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[NonSerialized] protected GameObject go;
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[NonSerialized] public long uuid = GenerateUUID();
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[SerializeField] public bool enable;
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[SerializeField] public Vector2 position;
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[SerializeField] public float scale;
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[SerializeField] public float rotation;
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static long GenerateUUID()
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{
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return uuidCounter++;
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}
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public virtual void CreateElement(GameObject prefab, Transform holder)
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{
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if (go == null)
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go = Instantiate(prefab, holder);
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}
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public abstract void PositionElement();
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public abstract void EnablePreview();
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public abstract void DisablePreview();
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}
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}
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} |