3002e48350
* add mouse controller * support different control styles in options deprecate old input check methods * fully functional input actions system * btsds InputAction * blue bear InputAction * more games fix bugs with some input related systems * coin toss re-toss * cheer readers touch * dog ninja touch * multiple games * last of the easy games' touch * more specialized games * specialized games 2 * finish ktb games * remove legacy settings disclaimer * "only" two games left * karate man touch * rockers touch still needs fixes and bad judge strum * DSGuy flicking animation * playstyle chart property * improve performance of minigame preloading * improve look of cursor make assetbundles use chunk-based compression refactor assetbundle loading methods a bit * prime conductor stream playback to stabilize seeking operations * fix air rally swing on pad release * use virtual mouse pointer * add UniTask * make BeatAction use UniTask * implement UniTask to replace some coroutines * add touch style UI elements and effects games now support the ability to define two cursor colours if they need split screen touch inputs * update plugins and buildscript * implement thresholded pointer position clipping * fix clamping * instant show / hide fix discord game SDK crashes
220 lines
7.3 KiB
C#
220 lines
7.3 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 HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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namespace HeavenStudio.Common
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{
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public class PauseMenu : MonoBehaviour
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{
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public enum Options
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{
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Continue,
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StartOver,
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Settings,
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Quit
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}
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// TODO
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// MAKE OPTIONS ACCEPT MOUSE INPUT
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[SerializeField] float patternSpeed = 1f;
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[SerializeField] SettingsDialog settingsDialog;
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[SerializeField] Animator animator;
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[SerializeField] TMP_Text chartTitleText;
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[SerializeField] TMP_Text chartArtistText;
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[SerializeField] GameObject optionArrow;
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[SerializeField] GameObject optionHolder;
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[SerializeField] RectTransform patternL;
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[SerializeField] RectTransform patternR;
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public static bool IsPaused { get { return isPaused; } }
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private static bool isPaused = false;
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private double pauseBeat;
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private bool canPick = false;
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private bool isQuitting = false;
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private int optionSelected = 0;
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int btPause, btUp, btDown, btConfirm;
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void Pause()
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{
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if (GlobalGameManager.IsShowingDialog) return;
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if (!Conductor.instance.isPlaying) return;
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Conductor.instance.Pause();
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pauseBeat = Conductor.instance.songPositionInBeatsAsDouble;
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chartTitleText.text = GameManager.instance.Beatmap["remixtitle"].ToString();
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chartArtistText.text = GameManager.instance.Beatmap["remixauthor"].ToString();
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animator.Play("PauseShow");
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SoundByte.PlayOneShot("ui/PauseIn");
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isPaused = true;
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canPick = false;
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optionSelected = 0;
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}
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void UnPause(bool instant = false)
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{
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if ((!instant) && (!Conductor.instance.isPaused)) return;
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Conductor.instance.Play(pauseBeat);
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if (instant)
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{
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animator.Play("NoPose");
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}
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else
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{
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animator.Play("PauseHide");
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SoundByte.PlayOneShot("ui/PauseOut");
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}
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isPaused = false;
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canPick = false;
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}
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// Start is called before the first frame update
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void Start()
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{
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isPaused = false;
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isQuitting = false;
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}
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// Update is called once per frame
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void Update()
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{
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switch (PlayerInput.CurrentControlStyle)
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{
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case InputController.ControlStyles.Touch:
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btPause = (int)InputController.ActionsTouch.Pause;
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btConfirm = (int)InputController.ActionsTouch.Tap;
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btUp = -1;
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btDown = -1;
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break;
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case InputController.ControlStyles.Baton:
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btPause = (int)InputController.ActionsBaton.Pause;
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btUp = (int)InputController.ActionsBaton.Up;
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btDown = (int)InputController.ActionsBaton.Down;
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btConfirm = (int)InputController.ActionsBaton.Face;
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break;
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default:
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btPause = (int)InputController.ActionsPad.Pause;
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btUp = (int)InputController.ActionsPad.Up;
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btDown = (int)InputController.ActionsPad.Down;
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btConfirm = (int)InputController.ActionsPad.East;
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break;
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}
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if (isQuitting) return;
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if (PlayerInput.GetInputController(1).GetActionDown(PlayerInput.CurrentControlStyle, btPause, out _))
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{
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if (isPaused)
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{
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UnPause();
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}
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else
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{
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Pause();
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}
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}
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else if (isPaused && canPick && !settingsDialog.IsOpen)
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{
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if (Input.GetKeyDown(KeyCode.UpArrow) || PlayerInput.GetInputController(1).GetActionDown(PlayerInput.CurrentControlStyle, btUp, out _))
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{
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optionSelected--;
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if (optionSelected < 0)
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{
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optionSelected = optionHolder.transform.childCount - 1;
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}
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ChooseOption((Options)optionSelected);
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}
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else if (Input.GetKeyDown(KeyCode.DownArrow) || PlayerInput.GetInputController(1).GetActionDown(PlayerInput.CurrentControlStyle, btDown, out _))
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{
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optionSelected++;
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if (optionSelected > optionHolder.transform.childCount - 1)
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{
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optionSelected = 0;
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}
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ChooseOption((Options)optionSelected);
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}
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else if (Input.GetKeyDown(KeyCode.Return) || PlayerInput.GetInputController(1).GetActionDown(PlayerInput.CurrentControlStyle, btConfirm, out _))
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{
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UseOption((Options)optionSelected);
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}
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}
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if (isPaused)
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{
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patternL.anchoredPosition = new Vector2((Time.realtimeSinceStartup * patternSpeed) % 13, patternL.anchoredPosition.y);
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patternR.anchoredPosition = new Vector2(-(Time.realtimeSinceStartup * patternSpeed) % 13, patternR.anchoredPosition.y);
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}
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}
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public void ChooseCurrentOption()
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{
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ChooseOption((Options)optionSelected, false);
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canPick = true;
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}
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public void ChooseOption(Options option, bool sound = true)
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{
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optionArrow.transform.position = new Vector3(optionArrow.transform.position.x, optionHolder.transform.GetChild((int)option).position.y, optionArrow.transform.position.z);
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foreach (Transform child in optionHolder.transform)
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{
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child.transform.localScale = new Vector3(1f, 1f, 1f);
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}
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optionHolder.transform.GetChild((int)option).transform.localScale = new Vector3(1.2f, 1.2f, 1.2f);
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if (sound)
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SoundByte.PlayOneShot("ui/UIOption");
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}
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void UseOption(Options option)
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{
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switch (option)
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{
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case Options.Continue:
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OnContinue();
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break;
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case Options.StartOver:
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OnRestart();
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break;
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case Options.Settings:
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OnSettings();
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SoundByte.PlayOneShot("ui/UISelect");
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break;
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case Options.Quit:
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OnQuit();
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break;
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}
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}
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void OnContinue()
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{
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UnPause();
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}
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void OnRestart()
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{
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UnPause(true);
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GlobalGameManager.ForceFade(0, 1f, 0.5f);
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GameManager.instance.Stop(0, true, 1.5f);
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SoundByte.PlayOneShot("ui/UIEnter");
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}
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void OnQuit()
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{
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isQuitting = true;
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SoundByte.PlayOneShot("ui/PauseQuit");
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GlobalGameManager.LoadScene("Editor", 0, 0.1f);
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}
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void OnSettings()
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{
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settingsDialog.SwitchSettingsDialog();
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}
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}
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} |