98835c3936
* 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>
123 lines
3.8 KiB
C#
123 lines
3.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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using DG.Tweening;
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using Jukebox;
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using Jukebox.Legacy;
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namespace HeavenStudio.Editor.Track
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{
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public class VolumeTimelineObj : SpecialTimelineObj
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{
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[Header("Components")]
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[SerializeField] private TMP_Text volumeTXT;
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[SerializeField] private GameObject volumeLine;
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[SerializeField] private VolumeDialog volumeDialog;
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new private void Update()
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{
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base.Update();
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if (hovering)
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{
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SpecialTimeline.hoveringTypes |= SpecialTimeline.HoveringTypes.VolumeChange;
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if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.MusicVolume)
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{
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float newVolume = Input.mouseScrollDelta.y;
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if (Input.GetKey(KeyCode.LeftShift))
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newVolume *= 5f;
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if (Input.GetKey(KeyCode.LeftControl))
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newVolume *= 0.01f;
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if (newVolume != 0)
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{
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SetVolume(chartEntity["volume"] + newVolume);
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volumeDialog.RefreshDialog();
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}
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}
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}
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UpdateVolume();
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}
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public void SetVolume(float volume)
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{
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chartEntity["volume"] = Mathf.Clamp(volume, 0, 100);
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if (first)
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{
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Timeline.instance.UpdateStartingVolText();
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}
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UpdateVolume();
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}
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private void UpdateVolume()
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{
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volumeTXT.text = $"{chartEntity["volume"].ToString("F")}%";
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if (!moving)
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SetX(chartEntity);
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}
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public override void Init()
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{
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UpdateVolume();
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}
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public override void OnLeftClick()
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{
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if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.MusicVolume)
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StartMove();
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}
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public override void OnRightClick()
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{
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if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.MusicVolume)
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{
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volumeDialog.SetVolumeObj(this);
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volumeDialog.SwitchVolumeDialog();
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}
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}
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public override bool OnMove(float beat, bool final = false)
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{
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if (beat < 0) beat = 0;
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foreach (var volumeChange in GameManager.instance.Beatmap.VolumeChanges)
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{
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if (this.chartEntity == volumeChange)
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continue;
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if (beat > volumeChange.beat - Timeline.instance.snapInterval && beat < volumeChange.beat + Timeline.instance.snapInterval)
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return false;
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}
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if (final)
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CommandManager.Instance.AddCommand(new Commands.MoveMarker(chartEntity.guid, beat, type));
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else
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SetX(beat);
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return true;
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}
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public override void SetVisibility(Timeline.CurrentTimelineState.State state)
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{
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if (state == Timeline.CurrentTimelineState.State.MusicVolume || state == Timeline.CurrentTimelineState.State.Selection)
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{
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gameObject.SetActive(true);
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if (state == Timeline.CurrentTimelineState.State.MusicVolume)
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volumeLine.SetActive(true);
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else
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volumeLine.SetActive(false);
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}
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else
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gameObject.SetActive(false);
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}
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public void Remove()
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{
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if (first) return;
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if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.MusicVolume)
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{
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DeleteObj();
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}
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}
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}
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} |