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
258 lines
8.1 KiB
C#
258 lines
8.1 KiB
C#
using System.IO;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine.UI;
|
|
using UnityEngine;
|
|
using HeavenStudio.Util;
|
|
using HeavenStudio.Common;
|
|
using Starpelly;
|
|
using System.Linq;
|
|
|
|
using SFB;
|
|
using Jukebox;
|
|
using TMPro;
|
|
|
|
namespace HeavenStudio
|
|
{
|
|
public class TitleManager : MonoBehaviour
|
|
{
|
|
[SerializeField] private TMP_Text versionText;
|
|
[SerializeField] private Button createButton;
|
|
|
|
[SerializeField] private Animator logoAnim;
|
|
|
|
[SerializeField] private List<Animator> starAnims;
|
|
|
|
[SerializeField] private Animator pressAnyKeyAnim;
|
|
|
|
[SerializeField] private float bpm = 114f;
|
|
[SerializeField] private float offset = 0f;
|
|
|
|
[SerializeField] private RawImage bg;
|
|
|
|
[SerializeField] private float bgXSpeed;
|
|
[SerializeField] private float bgYSpeed;
|
|
|
|
[SerializeField] private Collider2D logoHoverCollider;
|
|
|
|
[SerializeField] private SettingsDialog settingsPanel;
|
|
|
|
[SerializeField] private GameObject snsPanel;
|
|
[SerializeField] private TMP_Text snsVersionText;
|
|
|
|
private AudioSource musicSource;
|
|
|
|
private double songPosBeat;
|
|
private double songPos;
|
|
private double time;
|
|
private double targetBopBeat;
|
|
|
|
private int loops;
|
|
|
|
private double lastAbsTime;
|
|
private double startTime;
|
|
|
|
private bool altBop;
|
|
|
|
private bool logoRevealed;
|
|
|
|
private bool menuMode, snsRevealed;
|
|
|
|
private Animator menuAnim;
|
|
|
|
private void Start()
|
|
{
|
|
menuAnim = GetComponent<Animator>();
|
|
musicSource = GetComponent<AudioSource>();
|
|
musicSource.PlayScheduled(AudioSettings.dspTime);
|
|
startTime = Time.realtimeSinceStartupAsDouble;
|
|
var _rand = new System.Random();
|
|
starAnims = starAnims.OrderBy(_ => _rand.Next()).ToList();
|
|
|
|
#if UNITY_EDITOR
|
|
versionText.text = "EDITOR";
|
|
#else
|
|
versionText.text = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
|
|
#endif
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
bg.uvRect = new Rect(bg.uvRect.position + (new Vector2(bgXSpeed, bgYSpeed) * Time.deltaTime), bg.uvRect.size);
|
|
if (songPos >= musicSource.clip.length)
|
|
{
|
|
time = 0;
|
|
targetBopBeat = 0;
|
|
loops++;
|
|
}
|
|
double absTime = Time.realtimeSinceStartupAsDouble - startTime;
|
|
double dt = absTime - lastAbsTime;
|
|
lastAbsTime = absTime;
|
|
|
|
time += dt;
|
|
|
|
songPos = time + offset;
|
|
|
|
songPosBeat = SecsToBeats(songPos);
|
|
if (Input.anyKeyDown)
|
|
{
|
|
if (logoRevealed && !menuMode)
|
|
{
|
|
menuMode = true;
|
|
menuAnim.Play("Revealed", 0, 0);
|
|
pressAnyKeyAnim.Play("PressKeyFadeOut", 0, 0);
|
|
}
|
|
// else if (snsRevealed)
|
|
// {
|
|
// snsRevealed = false;
|
|
// snsPanel.SetActive(false);
|
|
// }
|
|
}
|
|
if (loops == 0 && !logoRevealed)
|
|
{
|
|
float normalizedBeat = GetPositionFromBeat(4, 1);
|
|
if (normalizedBeat > 0 && normalizedBeat <= 1f)
|
|
{
|
|
logoAnim.DoNormalizedAnimation("Reveal", normalizedBeat);
|
|
pressAnyKeyAnim.DoNormalizedAnimation("PressKeyFadeIn", normalizedBeat);
|
|
}
|
|
else if (normalizedBeat < 0)
|
|
{
|
|
logoAnim.DoNormalizedAnimation("Reveal", 0);
|
|
}
|
|
else if (normalizedBeat > 1f)
|
|
{
|
|
logoRevealed = true;
|
|
}
|
|
}
|
|
if (songPosBeat - 1 >= targetBopBeat)
|
|
{
|
|
if (targetBopBeat <= 3 && loops == 0)
|
|
{
|
|
starAnims[(int)targetBopBeat].Play("StarAppearBop", 0, 0);
|
|
if (targetBopBeat == 3) starAnims[4].Play("StarAppearBop", 0, 0);
|
|
for (int i = 0; i < (int)targetBopBeat; i++)
|
|
{
|
|
starAnims[i].Play("StarBopNoRot", 0, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
foreach (var star in starAnims)
|
|
{
|
|
star.Play("StarBop", 0, 0);
|
|
}
|
|
}
|
|
if (targetBopBeat > 3 || loops > 0)
|
|
{
|
|
logoAnim.Play(altBop ? "LogoBop2" : "LogoBop", 0, 0);
|
|
altBop = !altBop;
|
|
}
|
|
targetBopBeat += 1;
|
|
// if ((!settingsPanel.IsOpen) && logoRevealed && logoHoverCollider.OverlapPoint(Camera.main.ScreenToWorldPoint(Input.mousePosition)))
|
|
// {
|
|
// SoundByte.PlayOneShot("metronome");
|
|
// }
|
|
}
|
|
}
|
|
|
|
public double SecsToBeats(double s)
|
|
{
|
|
return s / 60f * bpm;
|
|
}
|
|
|
|
public double BeatsToSecs(double beats, float bpm)
|
|
{
|
|
return beats / bpm * 60f;
|
|
}
|
|
|
|
public float GetPositionFromBeat(float startBeat, float length)
|
|
{
|
|
float a = Mathp.Normalize((float)songPosBeat, startBeat, startBeat + length);
|
|
return a;
|
|
}
|
|
|
|
public void CreatePressed()
|
|
{
|
|
GlobalGameManager.PlayOpenFile = null;
|
|
GlobalGameManager.LoadScene("Editor");
|
|
SoundByte.PlayOneShot("ui/UIEnter");
|
|
}
|
|
|
|
public void PlayPressed()
|
|
{
|
|
SoundByte.PlayOneShot("ui/UISelect");
|
|
// temp: open file browser then go into quickplay
|
|
OpenQuickplayFileDialog();
|
|
// go into the play mode menu
|
|
}
|
|
|
|
void OpenQuickplayFileDialog()
|
|
{
|
|
var extensions = new[]
|
|
{
|
|
new ExtensionFilter("Heaven Studio Remix File ", new string[] { "riq" }),
|
|
};
|
|
|
|
StandaloneFileBrowser.OpenFilePanelAsync("Open Remix", "", extensions, false, (string[] paths) =>
|
|
{
|
|
var path = Path.Combine(paths);
|
|
if (path == string.Empty)
|
|
{
|
|
SoundByte.PlayOneShot("ui/UICancel");
|
|
return;
|
|
}
|
|
|
|
try
|
|
{
|
|
RiqFileHandler.UnlockCache();
|
|
string tmpDir = RiqFileHandler.ExtractRiq(path);
|
|
Debug.Log("Imported RIQ successfully!");
|
|
GlobalGameManager.PlayOpenFile = path;
|
|
SoundByte.PlayOneShot("ui/UIEnter");
|
|
GlobalGameManager.LoadScene("Game", 0.35f, 0.5f);
|
|
}
|
|
catch (System.Exception e)
|
|
{
|
|
Debug.Log($"Error importing RIQ: {e.Message}");
|
|
Debug.LogException(e);
|
|
GlobalGameManager.ShowErrorMessage("Error Loading RIQ", e.Message + "\n\n" + e.StackTrace);
|
|
return;
|
|
}
|
|
});
|
|
}
|
|
|
|
public void SocialsPressed()
|
|
{
|
|
snsRevealed = true;
|
|
snsVersionText.text = GlobalGameManager.buildTime;
|
|
snsPanel.SetActive(true);
|
|
SoundByte.PlayOneShot("ui/UISelect");
|
|
// show a panel with our SNS links
|
|
}
|
|
|
|
public void SocialsClose()
|
|
{
|
|
snsRevealed = false;
|
|
snsPanel.SetActive(false);
|
|
SoundByte.PlayOneShot("ui/UICancel");
|
|
}
|
|
|
|
public void SettingsPressed()
|
|
{
|
|
settingsPanel.SwitchSettingsDialog();
|
|
SoundByte.PlayOneShot("ui/UISelect");
|
|
// notes:
|
|
// gameplay settings currently don't work due to the overlay pereview requiring the screen composition setup from a gameplay prefab
|
|
// adding the attract screen will fix this since we'd need to add that prefab for it anyways
|
|
}
|
|
|
|
public void QuitPressed()
|
|
{
|
|
SoundByte.PlayOneShot("ui/PauseQuit");
|
|
Application.Quit();
|
|
}
|
|
}
|
|
}
|
|
|