mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
dd24a96338
* 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>
540 lines
20 KiB
C#
540 lines
20 KiB
C#
using System.IO;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.UI;
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using UnityEngine;
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using HeavenStudio.Util;
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using HeavenStudio.Common;
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using HeavenStudio.InputSystem;
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using Starpelly;
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using System.Linq;
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using SFB;
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using Jukebox;
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using TMPro;
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namespace HeavenStudio
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{
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public class TitleManager : MonoBehaviour
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{
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[SerializeField] private TMP_Text versionText;
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[SerializeField] private Button createButton;
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[SerializeField] private Animator logoAnim;
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[SerializeField] private List<Animator> starAnims;
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[SerializeField] private Animator pressAnyKeyAnim;
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[SerializeField] private float bpm = 114f;
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[SerializeField] private float offset = 0f;
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[SerializeField] private RawImage bg;
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[SerializeField] private float bgXSpeed;
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[SerializeField] private float bgYSpeed;
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[SerializeField] private Collider2D logoHoverCollider;
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[SerializeField] private SettingsDialog settingsPanel;
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[SerializeField] private GameObject snsPanel;
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[SerializeField] private TMP_Text snsVersionText;
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[SerializeField] private GameObject playPanel;
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[SerializeField] private TMP_Text chartTitleText;
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[SerializeField] private TMP_Text chartMapperText;
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[SerializeField] private TMP_Text chartDescText;
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[SerializeField] private TMP_Text chartStyleText;
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[SerializeField] private Selectable[] mainSelectables;
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[SerializeField] private Selectable defaultSelectable;
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[SerializeField] private RectTransform selectedDisplayRect;
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[SerializeField] private GameObject selectedDisplayIcon;
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private AudioSource musicSource;
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private double songPosBeat;
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private double songPos;
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private double time;
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private double targetBopBeat;
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private int loops;
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private double lastAbsTime;
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private double startTime;
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private bool altBop;
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private bool logoRevealed;
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private bool menuMode, snsRevealed, playMenuRevealed, exiting, firstPress, usingMouse;
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private Animator menuAnim, selectedDisplayAnim;
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private Selectable currentSelectable, mouseSelectable;
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private RectTransform currentSelectableRect, lastSelectableRect;
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private float selectableLerpTimer;
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private void Start()
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{
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exiting = false;
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menuAnim = GetComponent<Animator>();
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musicSource = GetComponent<AudioSource>();
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musicSource.PlayScheduled(AudioSettings.dspTime);
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startTime = Time.realtimeSinceStartupAsDouble;
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var _rand = new System.Random();
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starAnims = starAnims.OrderBy(_ => _rand.Next()).ToList();
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selectedDisplayRect.gameObject.SetActive(false);
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if (selectedDisplayRect.TryGetComponent(out Animator anim))
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{
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selectedDisplayAnim = anim;
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}
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#if UNITY_EDITOR
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versionText.text = "EDITOR";
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#else
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versionText.text = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
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#endif
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}
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private void Update()
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{
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bg.uvRect = new Rect(bg.uvRect.position + (new Vector2(bgXSpeed, bgYSpeed) * Time.deltaTime), bg.uvRect.size);
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if (songPos >= musicSource.clip.length)
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{
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time = 0;
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targetBopBeat = 0;
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loops++;
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}
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double absTime = Time.realtimeSinceStartupAsDouble - startTime;
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double dt = absTime - lastAbsTime;
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lastAbsTime = absTime;
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time += dt;
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songPos = time + offset;
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songPosBeat = SecsToBeats(songPos);
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if (selectedDisplayAnim.isActiveAndEnabled)
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{
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selectedDisplayAnim.DoNormalizedAnimation("Idle", GetPositionFromBeat(0, 2));
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}
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if (logoRevealed && !menuMode)
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{
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var controllers = PlayerInput.GetInputControllers();
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foreach (var newController in controllers)
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{
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if (newController.GetLastButtonDown(true) > 0)
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{
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menuMode = true;
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firstPress = true;
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currentSelectable = defaultSelectable;
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SetSelectableRectTarget(currentSelectable);
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selectableLerpTimer = 1;
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menuAnim.Play("Revealed", 0, 0);
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pressAnyKeyAnim.Play("PressKeyFadeOut", 0, 0);
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SoundByte.PlayOneShot("ui/UIEnter");
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Debug.Log("Assigning controller: " + newController.GetDeviceName());
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var lastController = PlayerInput.GetInputController(1);
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if (lastController != newController)
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{
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lastController.SetPlayer(null);
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newController.SetPlayer(1);
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PlayerInput.CurrentControlStyle = newController.GetDefaultStyle();
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usingMouse = PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch;
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selectedDisplayIcon.SetActive(!usingMouse);
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if ((lastController as InputJoyshock) != null)
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{
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(lastController as InputJoyshock)?.UnAssignOtherHalf();
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}
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if ((newController as InputJoyshock) != null)
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{
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newController.OnSelected();
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(newController as InputJoyshock)?.UnAssignOtherHalf();
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}
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}
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}
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}
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}
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if (loops == 0 && !logoRevealed)
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{
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float normalizedBeat = GetPositionFromBeat(4, 1);
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if (normalizedBeat > 0 && normalizedBeat <= 1f)
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{
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logoAnim.DoNormalizedAnimation("Reveal", normalizedBeat);
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pressAnyKeyAnim.DoNormalizedAnimation("PressKeyFadeIn", normalizedBeat);
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}
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else if (normalizedBeat < 0)
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{
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logoAnim.DoNormalizedAnimation("Reveal", 0);
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}
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else if (normalizedBeat > 1f)
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{
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logoRevealed = true;
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}
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}
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if (songPosBeat - 1 >= targetBopBeat)
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{
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if (targetBopBeat <= 3 && loops == 0)
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{
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starAnims[(int)targetBopBeat].Play("StarAppearBop", 0, 0);
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if (targetBopBeat == 3) starAnims[4].Play("StarAppearBop", 0, 0);
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for (int i = 0; i < (int)targetBopBeat; i++)
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{
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starAnims[i].Play("StarBopNoRot", 0, 0);
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}
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}
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else
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{
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foreach (var star in starAnims)
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{
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star.Play("StarBop", 0, 0);
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}
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}
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if (targetBopBeat > 3 || loops > 0)
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{
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logoAnim.Play(altBop ? "LogoBop2" : "LogoBop", 0, 0);
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altBop = !altBop;
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}
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targetBopBeat += 1;
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}
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if (menuMode && !(exiting || GlobalGameManager.IsShowingDialog))
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{
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var controller = PlayerInput.GetInputController(1);
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if (playMenuRevealed)
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{
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if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
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{
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switch (controller.GetLastActionDown())
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{
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case (int)InputController.ActionsPad.East:
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PlayPanelAccept();
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break;
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case (int)InputController.ActionsPad.South:
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PlayPanelBack();
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break;
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}
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}
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}
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else if (snsRevealed)
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{
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if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
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{
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if (controller.GetLastActionDown() == (int)InputController.ActionsPad.South)
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{
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SocialsClose();
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}
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}
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}
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else if (settingsPanel.IsOpen)
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{
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if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
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{
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if (controller.GetLastActionDown() == (int)InputController.ActionsPad.South)
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{
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SettingsClose();
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}
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}
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}
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else if (!firstPress)
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{
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UpdateSelectable(controller);
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}
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}
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if (firstPress) firstPress = false;
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}
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void UpdateSelectable(InputController controller)
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{
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selectableLerpTimer += Time.deltaTime;
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if (selectableLerpTimer < 0.2f)
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{
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float prog = Mathf.Clamp01(selectableLerpTimer / 0.2f);
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prog = 1f - Mathf.Pow(1f - prog, 3);
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selectedDisplayRect.position = Vector3.Lerp(lastSelectableRect.position, currentSelectableRect.position, prog);
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selectedDisplayRect.sizeDelta = Vector2.Lerp(lastSelectableRect.sizeDelta, currentSelectableRect.sizeDelta, prog);
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}
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else
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{
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selectedDisplayRect.position = currentSelectableRect.position;
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selectedDisplayRect.sizeDelta = currentSelectableRect.sizeDelta;
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}
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if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
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{
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switch (controller.GetLastActionDown())
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{
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case (int)InputController.ActionsPad.East:
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if (currentSelectable != null)
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{
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if (usingMouse)
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{
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usingMouse = false;
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selectedDisplayIcon.SetActive(true);
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}
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currentSelectable.GetComponent<Button>()?.onClick.Invoke();
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}
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break;
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case (int)InputController.ActionsPad.Up:
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if (currentSelectable != null)
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{
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if (currentSelectable.FindSelectableOnUp() != null)
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{
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usingMouse = false;
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selectedDisplayIcon.SetActive(true);
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currentSelectable = currentSelectable.FindSelectableOnUp();
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currentSelectable.Select();
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SetSelectableRectTarget(currentSelectable);
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SoundByte.PlayOneShot("ui/UIOption");
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}
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else
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{
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// SoundByte.PlayOneShot("ui/UISelect");
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}
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}
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break;
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case (int)InputController.ActionsPad.Down:
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if (currentSelectable != null)
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{
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if (currentSelectable.FindSelectableOnDown() != null)
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{
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usingMouse = false;
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selectedDisplayIcon.SetActive(true);
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currentSelectable = currentSelectable.FindSelectableOnDown();
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currentSelectable.Select();
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SetSelectableRectTarget(currentSelectable);
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SoundByte.PlayOneShot("ui/UIOption");
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}
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else
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{
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// SoundByte.PlayOneShot("ui/UISelect");
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}
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}
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break;
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case (int)InputController.ActionsPad.Left:
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if (currentSelectable != null)
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{
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if (currentSelectable.FindSelectableOnLeft() != null)
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{
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usingMouse = false;
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selectedDisplayIcon.SetActive(true);
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currentSelectable = currentSelectable.FindSelectableOnLeft();
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currentSelectable.Select();
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SetSelectableRectTarget(currentSelectable);
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SoundByte.PlayOneShot("ui/UIOption");
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}
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else
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{
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// SoundByte.PlayOneShot("ui/UISelect");
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}
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}
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break;
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case (int)InputController.ActionsPad.Right:
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if (currentSelectable != null)
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{
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if (currentSelectable.FindSelectableOnRight() != null)
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{
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usingMouse = false;
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selectedDisplayIcon.SetActive(true);
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currentSelectable = currentSelectable.FindSelectableOnRight();
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currentSelectable.Select();
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SetSelectableRectTarget(currentSelectable);
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SoundByte.PlayOneShot("ui/UIOption");
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}
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else
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{
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// SoundByte.PlayOneShot("ui/UISelect");
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}
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}
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break;
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}
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}
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foreach (var selectable in mainSelectables)
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{
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// get button the mouse is hovering over
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if (RectTransformUtility.RectangleContainsScreenPoint(selectable.GetComponent<RectTransform>(), Input.mousePosition, Camera.main))
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{
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if (mouseSelectable != selectable)
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{
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mouseSelectable = selectable;
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usingMouse = true;
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selectedDisplayIcon.SetActive(false);
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}
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if (currentSelectable != selectable && usingMouse)
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{
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currentSelectable = selectable;
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SetSelectableRectTarget(currentSelectable);
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SoundByte.PlayOneShot("ui/UIOption");
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break;
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}
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}
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}
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}
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void SetSelectableRectTarget(Selectable selectable)
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{
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if (selectable == null)
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{
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selectedDisplayRect.gameObject.SetActive(false);
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return;
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}
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selectedDisplayRect.gameObject.SetActive(true);
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lastSelectableRect = currentSelectableRect;
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currentSelectableRect = selectable.GetComponent<RectTransform>();
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if (lastSelectableRect == null)
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{
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lastSelectableRect = currentSelectableRect;
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}
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selectedDisplayRect.position = lastSelectableRect.position;
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selectedDisplayRect.sizeDelta = lastSelectableRect.sizeDelta;
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selectableLerpTimer = 0;
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}
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public double SecsToBeats(double s)
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{
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return s / 60f * bpm;
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}
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public double BeatsToSecs(double beats, float bpm)
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{
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return beats / bpm * 60f;
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}
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public float GetPositionFromBeat(float startBeat, float length)
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{
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float a = Mathp.Normalize((float)songPosBeat, startBeat, startBeat + length);
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return a;
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}
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public void CreatePressed()
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{
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if (exiting) return;
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exiting = true;
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GlobalGameManager.PlayOpenFile = null;
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GlobalGameManager.LoadScene("Editor");
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SoundByte.PlayOneShot("ui/UIEnter");
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}
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public void PlayPressed()
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{
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SoundByte.PlayOneShot("ui/UISelect");
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// temp: open file browser then go into quickplay
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OpenQuickplayFileDialog();
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// go into the play mode menu
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}
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void OpenQuickplayFileDialog()
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{
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var extensions = new[]
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{
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new ExtensionFilter("Heaven Studio Remix File ", new string[] { "riq" }),
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};
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StandaloneFileBrowser.OpenFilePanelAsync("Open Remix", "", extensions, false, (string[] paths) =>
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{
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var path = Path.Combine(paths);
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if (path == string.Empty)
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{
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SoundByte.PlayOneShot("ui/UICancel");
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return;
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}
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try
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{
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RiqFileHandler.ClearCache();
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string tmpDir = RiqFileHandler.ExtractRiq(path);
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Debug.Log("Imported RIQ successfully!");
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RiqBeatmap beatmap = RiqFileHandler.ReadRiq();
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GlobalGameManager.PlayOpenFile = path;
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chartTitleText.text = beatmap["remixtitle"];
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chartMapperText.text = beatmap["remixauthor"];
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chartDescText.text = beatmap["remixdesc"];
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chartStyleText.text = $"Recommended Control Style: {beatmap["playstyle"].ToString()}";
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playPanel.SetActive(true);
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playMenuRevealed = true;
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SoundByte.PlayOneShot("ui/UISelect");
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}
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catch (System.Exception e)
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{
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Debug.Log($"Error importing RIQ: {e.Message}");
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Debug.LogException(e);
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GlobalGameManager.ShowErrorMessage("Error Loading RIQ", e.Message + "\n\n" + e.StackTrace);
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return;
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}
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});
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}
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public void PlayPanelAccept()
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{
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if (exiting) return;
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exiting = true;
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SoundByte.PlayOneShot("ui/UIEnter");
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GlobalGameManager.LoadScene("Game", 0.35f, -1);
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}
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public void PlayPanelBack()
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{
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RiqFileHandler.ClearCache();
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SoundByte.PlayOneShot("ui/UICancel");
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playPanel.SetActive(false);
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playMenuRevealed = false;
|
|
}
|
|
|
|
public void SocialsPressed()
|
|
{
|
|
snsRevealed = true;
|
|
snsVersionText.text = GlobalGameManager.buildTime;
|
|
snsPanel.SetActive(true);
|
|
SoundByte.PlayOneShot("ui/UISelect");
|
|
// show a panel with our SNS links
|
|
}
|
|
|
|
public void SocialsClose()
|
|
{
|
|
snsRevealed = false;
|
|
snsPanel.SetActive(false);
|
|
SoundByte.PlayOneShot("ui/UICancel");
|
|
}
|
|
|
|
public void SettingsPressed()
|
|
{
|
|
if (!settingsPanel.IsOpen)
|
|
{
|
|
settingsPanel.SwitchSettingsDialog();
|
|
SoundByte.PlayOneShot("ui/UISelect");
|
|
}
|
|
// notes:
|
|
// gameplay settings currently don't work due to the overlay preview requiring the screen composition setup from a gameplay prefab
|
|
// adding the attract screen will fix this since we'd need to add that prefab for it anyways
|
|
}
|
|
|
|
public void SettingsClose()
|
|
{
|
|
if (settingsPanel.IsOpen)
|
|
{
|
|
settingsPanel.SwitchSettingsDialog();
|
|
SoundByte.PlayOneShot("ui/UICancel");
|
|
}
|
|
}
|
|
|
|
public void QuitPressed()
|
|
{
|
|
SoundByte.PlayOneShot("ui/PauseQuit");
|
|
Application.Quit();
|
|
}
|
|
}
|
|
}
|
|
|