HeavenStudio/Assets/Scripts/LevelEditor/DialogHelpers/Dialog.cs
minenice55 caf7d9465f
Play Mode Features Part 1 (#413)
* 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
2023-05-07 20:33:15 +00:00

30 lines
791 B
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Editor.Track;
using TMPro;
namespace HeavenStudio.Editor
{
public class Dialog : MonoBehaviour
{
public bool IsOpen { get { return dialog.activeSelf; } }
[SerializeField] protected GameObject dialog;
public void ForceState(bool onoff = false)
{
dialog.SetActive(onoff);
if (Editor.instance == null) return;
Editor.instance.canSelect = !onoff;
Editor.instance.inAuthorativeMenu = onoff;
}
public static void ResetAllDialogs()
{
foreach(var dialog in FindObjectsOfType<Dialog>())
{
dialog.ForceState(false);
}
}
}
}