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>
281 lines
6.4 KiB
C#
281 lines
6.4 KiB
C#
using UnityEngine;
|
|
using UnityEngine.Events;
|
|
|
|
namespace Rellac.Windows
|
|
{
|
|
/// <summary>
|
|
/// Script to handle pull handles to expand the windows
|
|
/// </summary>
|
|
public class GUIWindowHandle : GUIPointerObject
|
|
{
|
|
/// <summary>
|
|
/// Window to apply pull effect to
|
|
/// </summary>
|
|
[Tooltip("Window to apply pull effect to")]
|
|
[SerializeField] private RectTransform parentWindow = null;
|
|
/// <summary>
|
|
/// Handle is locked and unusable
|
|
/// </summary>
|
|
[Tooltip("Handle is locked and unusable")]
|
|
[SerializeField] private bool isLocked = false;
|
|
/// <summary>
|
|
/// Minimum width parent window can be set to
|
|
/// </summary>
|
|
[Tooltip("Minimum width parent window can be set to")]
|
|
[SerializeField] private float minWidth = 50;
|
|
/// <summary>
|
|
/// Minimum height parent window can be set to
|
|
/// </summary>
|
|
[Tooltip("Minimum height parent window can be set to")]
|
|
[SerializeField] private float minHeight = 50;
|
|
/// <summary>
|
|
/// Sprite to show for cursor when this handle is highlighted
|
|
/// </summary>
|
|
[Tooltip("Sprite to show for cursor when this handle is highlighted")]
|
|
[SerializeField] private Texture2D cursor = null;
|
|
/// <summary>
|
|
/// Directional axis to pull window with this handle
|
|
/// </summary>
|
|
[Tooltip("Directional axis to pull window with this handle")]
|
|
[SerializeField] private Axis axis = Axis.Horizontal;
|
|
/// <summary>
|
|
/// Fired when user pulls on the handle
|
|
/// </summary>
|
|
public UnityEvent onWindowPulled = null;
|
|
|
|
Direction direction;
|
|
private bool isGrabbed = false;
|
|
|
|
|
|
private Vector2 initialMousePos;
|
|
private Vector2 initialSize;
|
|
private Vector2 initialPivot;
|
|
|
|
void Start()
|
|
{
|
|
//register to pointer events
|
|
onPointerDown.AddListener(SetIsGrabbed);
|
|
onPointerDown.AddListener(parentWindow.SetAsLastSibling);
|
|
onPointerEnter.AddListener(ShowCursor);
|
|
onPointerExit.AddListener(ResetCursor);
|
|
|
|
// find what direction we're pulling with this handle
|
|
switch (axis)
|
|
{
|
|
|
|
case Axis.Horizontal:
|
|
if (transform.position.x > parentWindow.position.x)
|
|
{
|
|
direction = Direction.Right;
|
|
}
|
|
else
|
|
{
|
|
direction = Direction.Left;
|
|
}
|
|
break;
|
|
|
|
case Axis.Vertical:
|
|
if (transform.position.y > parentWindow.position.y)
|
|
{
|
|
direction = Direction.Up;
|
|
}
|
|
else
|
|
{
|
|
direction = Direction.Down;
|
|
}
|
|
break;
|
|
|
|
case Axis.Diagonal:
|
|
if (transform.position.y > parentWindow.position.y)
|
|
{
|
|
if (transform.position.x > parentWindow.position.x)
|
|
{
|
|
direction = Direction.UpRight;
|
|
}
|
|
else
|
|
{
|
|
direction = Direction.UpLeft;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (transform.position.x > parentWindow.position.x)
|
|
{
|
|
direction = Direction.DownRight;
|
|
}
|
|
else
|
|
{
|
|
direction = Direction.DownLeft;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
if (!isGrabbed)
|
|
return;
|
|
|
|
if (Input.GetMouseButtonUp(0))
|
|
{
|
|
isGrabbed = false;
|
|
parentWindow.SetPivot(initialPivot);
|
|
if (onWindowPulled != null)
|
|
{
|
|
onWindowPulled.Invoke();
|
|
}
|
|
return;
|
|
}
|
|
|
|
Vector2 scaleOffset = (Vector2.one - (Vector2)transform.lossyScale) + Vector2.one;
|
|
Vector3 anchoredPosition = Input.mousePosition;
|
|
anchoredPosition.z = 0;
|
|
Vector2 mouseDelta = Vector2.Scale((Vector2)anchoredPosition - initialMousePos, scaleOffset) * 0.5f;
|
|
Vector2 size = initialSize;
|
|
|
|
switch (direction)
|
|
{
|
|
case Direction.Up:
|
|
size += new Vector2(0, mouseDelta.y);
|
|
break;
|
|
case Direction.Down:
|
|
size -= new Vector2(0, mouseDelta.y);
|
|
break;
|
|
case Direction.Left:
|
|
size -= new Vector2(mouseDelta.x, 0);
|
|
break;
|
|
case Direction.Right:
|
|
size += new Vector2(mouseDelta.x, 0);
|
|
break;
|
|
case Direction.UpRight:
|
|
size += new Vector2(mouseDelta.x, mouseDelta.y);
|
|
break;
|
|
case Direction.UpLeft:
|
|
size += new Vector2(-mouseDelta.x, mouseDelta.y);
|
|
break;
|
|
case Direction.DownRight:
|
|
size += new Vector2(mouseDelta.x, -mouseDelta.y);
|
|
break;
|
|
case Direction.DownLeft:
|
|
size += new Vector2(-mouseDelta.x, -mouseDelta.y);
|
|
break;
|
|
}
|
|
|
|
// Keep Window within minimum size
|
|
if (size.x < minWidth || size.y < minHeight)
|
|
{
|
|
Vector2 newsize = size;
|
|
if (size.x < minWidth)
|
|
{
|
|
newsize.x = minWidth;
|
|
}
|
|
if (size.y < minHeight)
|
|
{
|
|
newsize.y = minHeight;
|
|
}
|
|
parentWindow.sizeDelta = newsize;
|
|
return;
|
|
}
|
|
|
|
// set position & size
|
|
parentWindow.sizeDelta = size;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Toggle interactivity of handle
|
|
/// </summary>
|
|
/// <param name="input">is interactive</param>
|
|
public void SetIsLocked(bool input)
|
|
{
|
|
isLocked = input;
|
|
parentWindow.SetAsLastSibling();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Trigger that this handle has been grabbed
|
|
/// </summary>
|
|
public void SetIsGrabbed()
|
|
{
|
|
if (isLocked) return;
|
|
isGrabbed = true;
|
|
|
|
Vector3 anchoredPosition = Input.mousePosition;
|
|
anchoredPosition.z = 0;
|
|
initialMousePos = anchoredPosition;
|
|
initialSize = parentWindow.sizeDelta;
|
|
initialPivot = parentWindow.pivot;
|
|
|
|
// Set Pivot to correct value based on direction so we don't need to offset movement
|
|
switch (direction)
|
|
{
|
|
case Direction.Up:
|
|
parentWindow.SetPivot(new Vector2(0.5f, 0));
|
|
break;
|
|
case Direction.Down:
|
|
parentWindow.SetPivot(new Vector2(0.5f, 1));
|
|
break;
|
|
case Direction.Left:
|
|
parentWindow.SetPivot(new Vector2(1, 0.5f));
|
|
break;
|
|
case Direction.Right:
|
|
parentWindow.SetPivot(new Vector2(0, 0.5f));
|
|
break;
|
|
case Direction.UpRight:
|
|
parentWindow.SetPivot(new Vector2(0, 0));
|
|
break;
|
|
case Direction.UpLeft:
|
|
parentWindow.SetPivot(new Vector2(1, 0));
|
|
break;
|
|
case Direction.DownRight:
|
|
parentWindow.SetPivot(new Vector2(0, 1));
|
|
break;
|
|
case Direction.DownLeft:
|
|
parentWindow.SetPivot(new Vector2(1, 1));
|
|
break;
|
|
}
|
|
parentWindow.SetAsLastSibling();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Show the changed cursor when this handle is highlighted
|
|
/// </summary>
|
|
public void ShowCursor()
|
|
{
|
|
if (!isLocked && cursor != null)
|
|
{
|
|
Cursor.SetCursor(cursor, new Vector2(16, 16), CursorMode.Auto);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return the cursor to the default state
|
|
/// </summary>
|
|
public void ResetCursor()
|
|
{
|
|
if (cursor != null)
|
|
{
|
|
Cursor.SetCursor(null, Vector2.zero, CursorMode.Auto);
|
|
}
|
|
}
|
|
|
|
private enum Axis
|
|
{
|
|
Horizontal,
|
|
Vertical,
|
|
Diagonal
|
|
}
|
|
|
|
private enum Direction
|
|
{
|
|
Up,
|
|
Down,
|
|
Left,
|
|
Right,
|
|
UpLeft,
|
|
UpRight,
|
|
DownLeft,
|
|
DownRight
|
|
}
|
|
}
|
|
} |