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>
124 lines
3.1 KiB
C#
124 lines
3.1 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Common
|
|
{
|
|
public class GoForAPerfect : MonoBehaviour
|
|
{
|
|
public static GoForAPerfect instance { get; set; }
|
|
|
|
[SerializeField] Animator texAnim;
|
|
[SerializeField] Animator pAnim;
|
|
|
|
private bool active = false;
|
|
private bool hiddenActive = false;
|
|
|
|
public bool perfect;
|
|
|
|
Conductor cond;
|
|
double lastReportedBeat = 0f;
|
|
double currentBeat = 0f;
|
|
long currentBlink = 0;
|
|
|
|
|
|
private void Awake()
|
|
{
|
|
instance = this;
|
|
}
|
|
|
|
private void Start()
|
|
{
|
|
perfect = true;
|
|
cond = Conductor.instance;
|
|
}
|
|
|
|
private void Update() {
|
|
gameObject.SetActive(hiddenActive);
|
|
if (!active) return;
|
|
if (!OverlaysManager.OverlaysEnabled) return;
|
|
if (cond == null || !cond.isPlaying) return;
|
|
|
|
if (cond.ReportBeat(ref lastReportedBeat))
|
|
{
|
|
currentBeat = lastReportedBeat;
|
|
if (currentBlink != 0)
|
|
{
|
|
currentBlink++;
|
|
if (currentBlink % 2 == 0)
|
|
{
|
|
texAnim.Play("GoForAPerfect_Blink", -1, 0);
|
|
}
|
|
else
|
|
{
|
|
texAnim.Play("GoForAPerfect_Blink2", -1, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
currentBlink++;
|
|
}
|
|
}
|
|
else if (cond.songPositionInBeatsAsDouble < lastReportedBeat)
|
|
{
|
|
lastReportedBeat = System.Math.Round(cond.songPositionInBeatsAsDouble);
|
|
}
|
|
}
|
|
|
|
public void Hit()
|
|
{
|
|
if (!active) return;
|
|
if (!OverlaysManager.OverlaysEnabled) return;
|
|
pAnim.Play("PerfectIcon_Hit", 0, 0);
|
|
}
|
|
|
|
public void Miss()
|
|
{
|
|
perfect = false;
|
|
if (!active) return;
|
|
SetInactive();
|
|
if (!OverlaysManager.OverlaysEnabled)
|
|
{
|
|
hiddenActive = false;
|
|
return;
|
|
}
|
|
|
|
texAnim.Play("GoForAPerfect_Miss");
|
|
pAnim.Play("PerfectIcon_Miss", -1, 0);
|
|
SoundByte.PlayOneShot("perfectMiss");
|
|
|
|
if (GameProfiler.instance != null)
|
|
GameProfiler.instance.perfect = false;
|
|
}
|
|
|
|
public void Enable(double startBeat)
|
|
{
|
|
SetActive();
|
|
gameObject.SetActive(true);
|
|
pAnim.gameObject.SetActive(true);
|
|
texAnim.gameObject.SetActive(true);
|
|
texAnim.Play("GoForAPerfect_Idle");
|
|
|
|
currentBlink = 0;
|
|
}
|
|
|
|
public void Disable()
|
|
{
|
|
SetInactive();
|
|
gameObject.SetActive(false);
|
|
}
|
|
|
|
public void SetActive()
|
|
{
|
|
hiddenActive = true;
|
|
active = true;
|
|
}
|
|
public void SetInactive()
|
|
{
|
|
active = false;
|
|
}
|
|
}
|
|
|
|
} |