HeavenStudioPlus/Assets/Scripts/GlobalGameManager.cs
Rapandrasmus dd24a96338 Title Screen (#454)
* Barebones title screen prefab added

* logo and stuff

* cool

* Added sfx to title screen

* The logo now bops to the beat

* epic reveal

* Fixed something

* put some of the stuff into the main menu

* other logo bop

* Implemented logobop2 and starbop

* added scrolling bg, tweaked positioning and wip splash text for play button

* more menu

* ooops

* Expand implemented

* cool

* Made stars spawn in in the opening

* make UI elements look nicer on different aspect ratios

* add sound while hovering over logo

* add settings menu to title screen

make the title screen properly play after the opening

* swap out title screen hover sound

remove the old config path warning

* every button works, some play mode fixes

* fix issues with beataction/multisound and pausing

* fix dropdown menus not working in certain screens

* fix particles rotating when camera controls are used

* touch style pause menu items only trigger if cursor is over an item

* various changes

make playback (unpausing) more reliable
only apply changes to advanced audio settings on launch
fix title screen visuals
add opening music
continue past opening by pressing a key
update credits

* almost forgot this

* lol

* initial flow mems

* user-taggable fonts in textboxes

* alt materials for kurokane

* assets prep

* plan out judgement screen layout

change sound encodings

* start sequencing judgement

* judgement screen sequence

* full game loop

* fix major issue with pooled sound objects

rebalance ranking audio
fix issues with some effects in play mode

* new graphics

* particles

* make certain uses of the beat never go below 0

fix loop of superb music

* make markers non clamped

lockstep frees rendertextures when unloading

* lockstep creates its own rendertextures

swapped button order on title screen
added null checks to animation helpers
disabled controller auto-search for now

* enable particles on OK rank

* play mode info panel

* let play mode handle its own fade out

* fix that alignment bug in controller settings

* more safety here

* Update PauseMenu.cs

* settable (one-liner) rating screen text

* address minigame loading crashes

* don't do this twice

* wav converter for mp3

* Update Minigames.cs

* don't double-embed the converted audio

* studio dance bugfixing spree

* import redone sprites for studio dance

* update jukebox

prep epilogue screen

* epilogue screen

* studio dance inkling shuffle test

* new studio dance choreo system

* markers upgrade

* fix deleting volume changes and markers

prep category markers

* Update Editor.unity

* new rating / epilogue settings look

* update to use new tooltip system

mark certain editor components as blocking

* finish category system

* dedicated tempo / volume marker dialogs

* swing prep

* open properties dialog if mapper hasn't opened it prior for this chart

fix memory copy bug when making new chart

* fix ctrl + s

* return to title screen button

* make graphy work everywhere

studio dance selector
membillion mems

* make sure riq cache is clear when loading chart

* lol

* fix the stupid

* bring back tempo and volume change scrolling

* new look for panels

* adjust alignment

* round tooltip

* alignment of chart property prefab

* change scale factor of mem

* adjust open captions material

no dotted BG in results commentary (only epilogue)
bugfix for tempo / volume scroll

* format line 2 of judgement a bit better

update font

* oops

* adjust look of judgement score bar

* new rating bar

* judgement size adjustment

* fix timing window scaling with song pitch

* proper clamping in dialogs

better sync conductor to dsptime (experiment)

* disable timeline pitch change when song is paused

enable perfect challenge if no marker is set to do so

* new app icon

* timing window values are actually double now

* improve deferred timekeep even more

* re-generate font atlases

new app icon in credits

* default epilogue images

* more timing window adjustment

* fix timing display when pitched

* use proper terminology here

* new logo on titlescreen

* remove wip from play

update credits

* adjust spacing of play mode panel

* redo button spacing

* can pass title screen with any controller

fix issues with controller auto-search

* button scale fixes

* controller title screen nav

* remove song genre from properties editor

* disable circle cursor when not using touch style

* proper selection graphic

remove refs
re-add heart to the opening

* controller support in opening

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00

470 lines
16 KiB
C#

using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using DG.Tweening;
using TMPro;
using HeavenStudio.Common;
namespace HeavenStudio
{
public class GlobalGameManager : MonoBehaviour
{
public static GlobalGameManager instance { get; set; }
[Header("Loading Screen")]
[SerializeField] Image fadeImage;
[SerializeField] TMP_Text loadingText;
[SerializeField] GameObject memPanel;
[SerializeField] MemRenderer memRenderer;
[Header("Dialog Box")]
[SerializeField] GameObject messagePanel;
[SerializeField] TMP_Text messageHeader;
[SerializeField] TMP_Text messageBody;
[SerializeField] TMP_Text errorBuild;
[SerializeField] Button errorOkButton;
[SerializeField] Button errorLogButton;
[SerializeField] Slider dialogProgress;
[Header("Debug")]
[SerializeField] private GameObject DebugHolder;
public static bool IsShowingDialog;
public static string PlayOpenFile = null;
public static string buildTime = "00/00/0000 00:00:00";
public static bool HasShutDown = false;
public static bool discordDuringTesting = false;
static string loadedScene;
static string lastLoadedScene;
static AsyncOperation asyncLoad, asyncFree;
public static string levelLocation;
public static bool officialLevel;
public static bool IsFirstBoot = false;
public static int CustomScreenWidth = 1280;
public static int CustomScreenHeight = 720;
public static readonly (int width, int height)[] DEFAULT_SCREEN_SIZES = new[] { (1280, 720), (1920, 1080), (2560, 1440), (3840, 2160) };
public static readonly string[] DEFAULT_SCREEN_SIZES_STRING = new[] { "1280x720", "1920x1080", "2560x1440", "3840x2160", "Custom" };
public static int ScreenSizeIndex = 0;
public static float MasterVolume = 0.8f;
public static int currentDspSize = 512;
public static int currentSampleRate = 44100;
public static readonly int[] DSP_BUFFER_SIZES =
{
128, 256, 340, 480, 512, 1024
};
public static readonly int[] SAMPLE_RATES =
{
22050, 44100, 48000, 88200, 96000,
};
public static RenderTexture GameRenderTexture;
public static RenderTexture OverlayRenderTexture;
public enum Scenes : int
{
SplashScreen = 0,
Menu = 1,
Editor = 2,
Game = 3
}
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
public static void Init()
{
Application.wantsToQuit += WantsToQuit;
Application.quitting += OnQuitting;
BasicCheck();
Minigames.InitPreprocessor();
loadedScene = SceneManager.GetActiveScene().name;
PersistentDataManager.LoadSettings();
ScreenSizeIndex = PersistentDataManager.gameSettings.resolutionIndex;
CustomScreenWidth = PersistentDataManager.gameSettings.resolutionWidth;
CustomScreenHeight = PersistentDataManager.gameSettings.resolutionHeight;
if (PersistentDataManager.gameSettings.dspSize == 0)
PersistentDataManager.gameSettings.dspSize = 512;
if (PersistentDataManager.gameSettings.sampleRate == 0)
PersistentDataManager.gameSettings.sampleRate = 44100;
currentDspSize = PersistentDataManager.gameSettings.dspSize;
currentSampleRate = PersistentDataManager.gameSettings.sampleRate;
// ChangeAudioSettings(currentDspSize, currentSampleRate);
AudioConfiguration config = AudioSettings.GetConfiguration();
if (currentDspSize == config.dspBufferSize && currentSampleRate == config.sampleRate) return;
config.dspBufferSize = currentDspSize;
config.sampleRate = currentSampleRate;
AudioSettings.Reset(config);
Application.targetFrameRate = -1;
QualitySettings.vSyncCount = 0;
QualitySettings.maxQueuedFrames = 1;
if (PersistentDataManager.gameSettings.isFullscreen)
{
Screen.SetResolution(Display.main.systemWidth, Display.main.systemHeight, FullScreenMode.ExclusiveFullScreen);
Screen.fullScreen = true;
}
else
{
Screen.fullScreenMode = FullScreenMode.Windowed;
Screen.fullScreen = false;
ChangeScreenSize();
}
ChangeMasterVolume(PersistentDataManager.gameSettings.masterVolume);
PlayerInput.InitInputControllers();
#if UNITY_EDITOR
Starpelly.OS.ChangeWindowTitle("Heaven Studio UNITYEDITOR ");
buildTime = "(EDITOR) " + System.DateTime.UtcNow.ToString("dd/MM/yyyy hh:mm:ss");
#else
Starpelly.OS.ChangeWindowTitle("Heaven Studio (INDEV) " + Application.buildGUID.Substring(0, 8));
buildTime = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
#endif
}
public void Awake()
{
DontDestroyOnLoad(this.gameObject);
instance = this;
fadeImage.gameObject.SetActive(false);
loadingText.enabled = false;
memPanel.SetActive(false);
messagePanel.SetActive(false);
IsShowingDialog = false;
}
private void Update()
{
PlayerInput.UpdateInputControllers();
}
IEnumerator LoadSceneAsync(string scene, float fadeOut)
{
Application.backgroundLoadingPriority = ThreadPriority.Normal;
asyncFree = Resources.UnloadUnusedAssets();
while (!asyncFree.isDone)
{
yield return null;
}
yield return new WaitForSeconds(0.5f);
asyncLoad = SceneManager.LoadSceneAsync(scene);
while (!asyncLoad.isDone)
{
yield return null;
}
instance.fadeImage.DOKill();
instance.loadingText.enabled = false;
memPanel.SetActive(false);
if (fadeOut < 0)
{
}
else if (fadeOut == 0)
{
instance.fadeImage.color = new Color(0, 0, 0, 0);
instance.fadeImage.gameObject.SetActive(false);
}
else
{
instance.fadeImage.DOFade(0, fadeOut).OnComplete(() =>
{
instance.fadeImage.gameObject.SetActive(false);
});
}
}
IEnumerator ForceFadeAsync(float hold, float fadeOut)
{
if (hold > 0)
{
yield return new WaitForSeconds(hold);
}
instance.fadeImage.DOKill();
instance.loadingText.enabled = false;
memPanel.SetActive(false);
instance.fadeImage.DOFade(0, fadeOut).OnComplete(() =>
{
instance.fadeImage.gameObject.SetActive(false);
});
}
public void HideDialog()
{
Debug.Log("Hiding dialog");
messagePanel.SetActive(false);
IsShowingDialog = false;
}
public void OpenLogFolder()
{
// TODO
}
public static void BasicCheck()
{
if (FindGGM() == null)
{
// load the global game manager prefab
GameObject ggm = Instantiate(Resources.Load("Prefabs/GlobalGameManager") as GameObject);
DontDestroyOnLoad(ggm);
}
}
public static GameObject FindGGM()
{
if (instance != null)
return instance.gameObject;
else
return null;
}
public static void LoadScene(string scene, float fadeIn = 0.35f, float fadeOut = 0.35f)
{
if (scene == loadedScene)
return;
lastLoadedScene = loadedScene;
loadedScene = scene;
instance.fadeImage.DOKill();
instance.fadeImage.gameObject.SetActive(true);
// instance.loadingText.enabled = true;
instance.memPanel.SetActive(true);
instance.memRenderer.ChangeMem();
if (fadeIn <= 0)
{
instance.fadeImage.color = new Color(0, 0, 0, 1);
AssetBundle.UnloadAllAssetBundles(true);
instance.StartCoroutine(instance.LoadSceneAsync(scene, fadeOut));
}
else
{
instance.fadeImage.color = new Color(0, 0, 0, 0);
instance.fadeImage.DOFade(1, fadeIn).OnComplete(() =>
{
AssetBundle.UnloadAllAssetBundles(true);
instance.StartCoroutine(instance.LoadSceneAsync(scene, fadeOut));
});
}
}
public static void ForceFade(float fadeIn, float hold, float fadeOut)
{
instance.fadeImage.DOKill();
instance.fadeImage.gameObject.SetActive(true);
instance.loadingText.enabled = false;
instance.memPanel.SetActive(false);
if (fadeIn > 0)
{
instance.fadeImage.color = new Color(0, 0, 0, 0);
instance.fadeImage.DOFade(1, fadeIn).OnComplete(() =>
{
instance.StartCoroutine(instance.ForceFadeAsync(hold, fadeOut));
});
}
else
{
if (hold > 0 || fadeOut >= 0)
{
instance.fadeImage.color = new Color(0, 0, 0, 1);
instance.StartCoroutine(instance.ForceFadeAsync(hold, fadeOut));
}
else
{
instance.fadeImage.color = new Color(0, 0, 0, 1);
instance.fadeImage.gameObject.SetActive(true);
}
}
}
public static void ShowErrorMessage(string header, string message)
{
IsShowingDialog = true;
if (Conductor.instance != null && Conductor.instance.isPlaying)
Conductor.instance.Pause();
instance.messageHeader.text = header;
instance.messageBody.text = message;
instance.errorOkButton.gameObject.SetActive(true);
// instance.errorLogButton.gameObject.SetActive(true);
instance.dialogProgress.gameObject.SetActive(false);
instance.errorBuild.gameObject.SetActive(true);
#if UNITY_EDITOR
instance.errorBuild.text = "(EDITOR) " + System.DateTime.UtcNow.ToString("dd/MM/yyyy hh:mm:ss");
#else
instance.errorBuild.text = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
#endif
instance.messagePanel.SetActive(true);
}
public static void ShowLoadingMessage(string header, string message, float progress = -1)
{
Debug.Log("ShowLoadingMessage");
IsShowingDialog = true;
if (Conductor.instance != null && Conductor.instance.isPlaying)
Conductor.instance.Pause();
instance.messageHeader.text = header;
instance.messageBody.text = message;
instance.errorOkButton.gameObject.SetActive(false);
instance.errorBuild.gameObject.SetActive(false);
// instance.errorLogButton.gameObject.SetActive(false);
if (progress >= 0)
{
instance.dialogProgress.gameObject.SetActive(true);
instance.dialogProgress.value = progress;
}
instance.messagePanel.SetActive(true);
}
public static void SetLoadingMessageProgress(float progress)
{
if (IsShowingDialog)
{
instance.dialogProgress.gameObject.SetActive(true);
instance.dialogProgress.value = progress;
}
}
public static void WindowFullScreen()
{
if (!Screen.fullScreen)
{
// Set the resolution to the display's current resolution
Screen.SetResolution(Display.main.systemWidth, Display.main.systemHeight, FullScreenMode.FullScreenWindow);
Screen.fullScreen = true;
PersistentDataManager.gameSettings.isFullscreen = true;
}
else
{
Screen.SetResolution(1280, 720, FullScreenMode.Windowed);
Screen.fullScreen = false;
PersistentDataManager.gameSettings.isFullscreen = false;
}
}
public static void ChangeScreenSize()
{
FullScreenMode mode = Screen.fullScreenMode;
if (ScreenSizeIndex == DEFAULT_SCREEN_SIZES_STRING.Length - 1)
{
Screen.SetResolution(CustomScreenWidth, CustomScreenHeight, mode);
PersistentDataManager.gameSettings.resolutionWidth = CustomScreenWidth;
PersistentDataManager.gameSettings.resolutionHeight = CustomScreenHeight;
PersistentDataManager.gameSettings.resolutionIndex = DEFAULT_SCREEN_SIZES_STRING.Length - 1;
}
else
{
Screen.SetResolution(DEFAULT_SCREEN_SIZES[ScreenSizeIndex].width, DEFAULT_SCREEN_SIZES[ScreenSizeIndex].height, mode);
PersistentDataManager.gameSettings.resolutionWidth = DEFAULT_SCREEN_SIZES[ScreenSizeIndex].width;
PersistentDataManager.gameSettings.resolutionHeight = DEFAULT_SCREEN_SIZES[ScreenSizeIndex].height;
PersistentDataManager.gameSettings.resolutionIndex = ScreenSizeIndex;
}
}
public static void ResetGameRenderTexture()
{
// keep 16:9 aspect ratio
int width = Screen.width;
int height = Screen.height;
if (width / 16f > height / 9f)
{
width = (int)(height / 9f * 16f);
}
else
{
height = (int)(width / 16f * 9f);
}
GameRenderTexture.Release();
GameRenderTexture.width = width;
GameRenderTexture.height = height;
GameRenderTexture.Create();
OverlayRenderTexture.Release();
OverlayRenderTexture.width = (int)(width * 1.5f);
OverlayRenderTexture.height = (int)(height * 1.5f);
OverlayRenderTexture.Create();
}
public static void ChangeMasterVolume(float value)
{
MasterVolume = value;
AudioListener.volume = MasterVolume;
}
public static void ChangeAudioSettings(int dspSize, int sampleRate)
{
// this will apply on next boot
PersistentDataManager.gameSettings.dspSize = dspSize;
PersistentDataManager.gameSettings.sampleRate = sampleRate;
}
public static void UpdateDiscordStatus(string details, bool editor = false, bool updateTime = false)
{
if (discordDuringTesting || !Application.isEditor)
{
if (PersistentDataManager.gameSettings.discordRPCEnable)
{
try
{
DiscordRPC.DiscordRPC.UpdateActivity(editor ? "In Editor " : "Playing ", details, updateTime);
Debug.Log("Discord status updated");
}
catch (System.Exception e)
{
Debug.Log("Discord status update failed: " + e.Message);
}
}
}
}
private static void OnQuitting()
{
if (!HasShutDown)
{
Debug.Log("Disconnecting JoyShocks...");
PlayerInput.CleanUp();
Debug.Log("Clearing RIQ Cache...");
Jukebox.RiqFileHandler.ClearCache();
Debug.Log("Closing Discord GameSDK...");
DiscordRPC.DiscordController.instance?.Disconnect();
HasShutDown = true;
}
}
private static bool WantsToQuit()
{
if (SceneManager.GetActiveScene().name != "Editor") return true;
Editor.Editor.instance.ShowQuitPopUp(true);
return Editor.Editor.instance.ShouldQuit;
}
}
}