mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +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>
69 lines
No EOL
2 KiB
C#
69 lines
No EOL
2 KiB
C#
using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Rellac.Windows
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{
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public static class GUIWindowUtils
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{
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#if UNITY_EDITOR
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[MenuItem("GameObject/UI/Window")]
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public static void InstantiateWindow()
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{
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NewWindow();
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}
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#endif
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public static GameObject NewWindow()
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{
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Object prefab = Resources.Load("WindowUIComponent");
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Canvas canvas = GameObject.FindObjectOfType<Canvas>();
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if (canvas == null)
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{
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// Create default canvas
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GameObject newCanvas = new GameObject("Canvas");
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canvas = newCanvas.AddComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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newCanvas.AddComponent<CanvasScaler>();
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newCanvas.AddComponent<GraphicRaycaster>();
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if (GameObject.FindObjectOfType<EventSystem>() == null)
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{
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// Create defalut EventSystem
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new GameObject("EventSystem").AddComponent<EventSystem>(). // create new GameObject with EventSystem
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gameObject.AddComponent<StandaloneInputModule>() // add Input Module
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#if UNITY_5_3_OR_NEWER
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; // we don't need the Touch Input Module at 5.3+
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#else
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.gameObject.AddComponent<TouchInputModule>();
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#endif
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}
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}
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GameObject go = (GameObject)GameObject.Instantiate(prefab);
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go.transform.SetParent(canvas.transform);
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go.transform.localPosition = Vector2.zero;
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go.name = "Window";
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return go;
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}
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public static void SetPivot(this RectTransform rectTransform, Vector2 pivot)
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{
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if (rectTransform == null) return;
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Vector2 size = rectTransform.rect.size;
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Vector2 deltaPivot = rectTransform.pivot - pivot;
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Vector3 deltaPosition = new Vector3(deltaPivot.x * size.x, deltaPivot.y * size.y);
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rectTransform.pivot = pivot;
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rectTransform.localPosition -= deltaPosition;
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}
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public static Vector3 MousePosition()
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{
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Vector3 anchoredPosition = Input.mousePosition;
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anchoredPosition.z = 0;
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var mousePos = Camera.main.ScreenToWorldPoint(anchoredPosition);
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return new Vector3(mousePos.x, mousePos.y, 0);
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}
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}
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} |