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>
471 lines
16 KiB
C#
471 lines
16 KiB
C#
using System.IO;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using DG.Tweening;
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using TMPro;
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using HeavenStudio.Common;
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namespace HeavenStudio
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{
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public class GlobalGameManager : MonoBehaviour
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{
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public static GlobalGameManager instance { get; set; }
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[Header("Loading Screen")]
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[SerializeField] Image fadeImage;
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[SerializeField] TMP_Text loadingText;
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[SerializeField] GameObject memPanel;
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[SerializeField] MemRenderer memRenderer;
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[Header("Dialog Box")]
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[SerializeField] GameObject messagePanel;
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[SerializeField] TMP_Text messageHeader;
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[SerializeField] TMP_Text messageBody;
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[SerializeField] TMP_Text errorBuild;
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[SerializeField] Button errorOkButton;
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[SerializeField] Button errorLogButton;
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[SerializeField] Slider dialogProgress;
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[Header("Debug")]
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[SerializeField] private GameObject DebugHolder;
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public static bool IsShowingDialog;
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public static string PlayOpenFile = null;
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public static string buildTime = "00/00/0000 00:00:00";
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public static bool HasShutDown = false;
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public static bool discordDuringTesting = false;
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static string loadedScene;
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static string lastLoadedScene;
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static AsyncOperation asyncLoad, asyncFree;
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public static string levelLocation;
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public static bool officialLevel;
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public static bool IsFirstBoot = false;
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public static int CustomScreenWidth = 1280;
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public static int CustomScreenHeight = 720;
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public static readonly (int width, int height)[] DEFAULT_SCREEN_SIZES = new[] { (1280, 720), (1920, 1080), (2560, 1440), (3840, 2160) };
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public static readonly string[] DEFAULT_SCREEN_SIZES_STRING = new[] { "1280x720", "1920x1080", "2560x1440", "3840x2160", "Custom" };
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public static int ScreenSizeIndex = 0;
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public static float MasterVolume = 0.8f;
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public static int currentDspSize = 512;
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public static int currentSampleRate = 44100;
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public static readonly int[] DSP_BUFFER_SIZES =
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{
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128, 256, 340, 480, 512, 1024
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};
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public static readonly int[] SAMPLE_RATES =
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{
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22050, 44100, 48000, 88200, 96000,
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};
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public static RenderTexture GameRenderTexture;
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public static RenderTexture OverlayRenderTexture;
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public enum Scenes : int
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{
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SplashScreen = 0,
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Menu = 1,
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Editor = 2,
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Game = 3
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}
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
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public static void Init()
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{
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Application.wantsToQuit += WantsToQuit;
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Application.quitting += OnQuitting;
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BasicCheck();
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Minigames.InitPreprocessor();
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loadedScene = SceneManager.GetActiveScene().name;
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PersistentDataManager.LoadSettings();
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ScreenSizeIndex = PersistentDataManager.gameSettings.resolutionIndex;
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CustomScreenWidth = PersistentDataManager.gameSettings.resolutionWidth;
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CustomScreenHeight = PersistentDataManager.gameSettings.resolutionHeight;
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if (PersistentDataManager.gameSettings.dspSize == 0)
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PersistentDataManager.gameSettings.dspSize = 512;
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if (PersistentDataManager.gameSettings.sampleRate == 0)
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PersistentDataManager.gameSettings.sampleRate = 44100;
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currentDspSize = PersistentDataManager.gameSettings.dspSize;
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currentSampleRate = PersistentDataManager.gameSettings.sampleRate;
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// ChangeAudioSettings(currentDspSize, currentSampleRate);
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AudioConfiguration config = AudioSettings.GetConfiguration();
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if (currentDspSize == config.dspBufferSize && currentSampleRate == config.sampleRate) return;
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config.dspBufferSize = currentDspSize;
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config.sampleRate = currentSampleRate;
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AudioSettings.Reset(config);
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Application.targetFrameRate = -1;
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QualitySettings.vSyncCount = 0;
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QualitySettings.maxQueuedFrames = 1;
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if (PersistentDataManager.gameSettings.isFullscreen)
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{
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Screen.SetResolution(Display.main.systemWidth, Display.main.systemHeight, FullScreenMode.ExclusiveFullScreen);
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Screen.fullScreen = true;
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}
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else
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{
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Screen.fullScreenMode = FullScreenMode.Windowed;
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Screen.fullScreen = false;
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ChangeScreenSize();
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}
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ChangeMasterVolume(PersistentDataManager.gameSettings.masterVolume);
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PlayerInput.InitInputControllers();
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#if UNITY_EDITOR
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Starpelly.OS.ChangeWindowTitle("Heaven Studio UNITYEDITOR ");
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buildTime = "(EDITOR) " + System.DateTime.UtcNow.ToString("dd/MM/yyyy hh:mm:ss");
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#else
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Starpelly.OS.ChangeWindowTitle("Heaven Studio (INDEV) " + Application.buildGUID.Substring(0, 8));
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buildTime = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
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#endif
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}
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public void Awake()
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{
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DontDestroyOnLoad(this.gameObject);
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instance = this;
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fadeImage.gameObject.SetActive(false);
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loadingText.enabled = false;
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memPanel.SetActive(false);
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messagePanel.SetActive(false);
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IsShowingDialog = false;
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}
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private void Update()
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{
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PlayerInput.UpdateInputControllers();
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}
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IEnumerator LoadSceneAsync(string scene, float fadeOut)
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{
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Application.backgroundLoadingPriority = ThreadPriority.Normal;
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asyncFree = Resources.UnloadUnusedAssets();
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while (!asyncFree.isDone)
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{
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yield return null;
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}
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yield return new WaitForSeconds(0.5f);
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asyncLoad = SceneManager.LoadSceneAsync(scene);
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while (!asyncLoad.isDone)
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{
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yield return null;
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}
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instance.fadeImage.DOKill();
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instance.loadingText.enabled = false;
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memPanel.SetActive(false);
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if (fadeOut < 0)
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{
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}
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else if (fadeOut == 0)
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{
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instance.fadeImage.color = new Color(0, 0, 0, 0);
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instance.fadeImage.gameObject.SetActive(false);
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}
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else
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{
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instance.fadeImage.DOFade(0, fadeOut).OnComplete(() =>
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{
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instance.fadeImage.gameObject.SetActive(false);
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});
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}
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}
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IEnumerator ForceFadeAsync(float hold, float fadeOut)
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{
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if (hold > 0)
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{
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yield return new WaitForSeconds(hold);
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}
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instance.fadeImage.DOKill();
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instance.loadingText.enabled = false;
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memPanel.SetActive(false);
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instance.fadeImage.DOFade(0, fadeOut).OnComplete(() =>
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{
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instance.fadeImage.gameObject.SetActive(false);
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});
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}
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public void HideDialog()
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{
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Debug.Log("Hiding dialog");
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messagePanel.SetActive(false);
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IsShowingDialog = false;
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}
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public void OpenLogFolder()
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{
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// TODO
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}
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public static void BasicCheck()
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{
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if (FindGGM() == null)
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{
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// load the global game manager prefab
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GameObject ggm = Instantiate(Resources.Load("Prefabs/GlobalGameManager") as GameObject);
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DontDestroyOnLoad(ggm);
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}
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}
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public static GameObject FindGGM()
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{
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if (instance != null)
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return instance.gameObject;
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else
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return null;
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}
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public static void LoadScene(string scene, float fadeIn = 0.35f, float fadeOut = 0.35f)
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{
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if (scene == loadedScene)
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return;
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lastLoadedScene = loadedScene;
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loadedScene = scene;
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instance.fadeImage.DOKill();
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instance.fadeImage.gameObject.SetActive(true);
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// instance.loadingText.enabled = true;
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instance.memPanel.SetActive(true);
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instance.memRenderer.ChangeMem();
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if (fadeIn <= 0)
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{
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instance.fadeImage.color = new Color(0, 0, 0, 1);
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AssetBundle.UnloadAllAssetBundles(true);
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instance.StartCoroutine(instance.LoadSceneAsync(scene, fadeOut));
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}
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else
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{
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instance.fadeImage.color = new Color(0, 0, 0, 0);
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instance.fadeImage.DOFade(1, fadeIn).OnComplete(() =>
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{
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AssetBundle.UnloadAllAssetBundles(true);
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instance.StartCoroutine(instance.LoadSceneAsync(scene, fadeOut));
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});
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}
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}
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public static void ForceFade(float fadeIn, float hold, float fadeOut)
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{
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instance.fadeImage.DOKill();
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instance.fadeImage.gameObject.SetActive(true);
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instance.loadingText.enabled = false;
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instance.memPanel.SetActive(false);
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if (fadeIn > 0)
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{
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instance.fadeImage.color = new Color(0, 0, 0, 0);
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instance.fadeImage.DOFade(1, fadeIn).OnComplete(() =>
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{
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instance.StartCoroutine(instance.ForceFadeAsync(hold, fadeOut));
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});
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}
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else
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{
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if (hold > 0 || fadeOut >= 0)
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{
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instance.fadeImage.color = new Color(0, 0, 0, 1);
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instance.StartCoroutine(instance.ForceFadeAsync(hold, fadeOut));
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}
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else
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{
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instance.fadeImage.color = new Color(0, 0, 0, 1);
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instance.fadeImage.gameObject.SetActive(true);
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}
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}
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}
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public static void ShowErrorMessage(string header, string message)
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{
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IsShowingDialog = true;
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if (Conductor.instance != null && Conductor.instance.isPlaying)
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Conductor.instance.Pause();
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instance.messageHeader.text = header;
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instance.messageBody.text = message;
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instance.errorOkButton.gameObject.SetActive(true);
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// instance.errorLogButton.gameObject.SetActive(true);
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instance.dialogProgress.gameObject.SetActive(false);
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instance.errorBuild.gameObject.SetActive(true);
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#if UNITY_EDITOR
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instance.errorBuild.text = "(EDITOR) " + System.DateTime.UtcNow.ToString("dd/MM/yyyy hh:mm:ss");
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#else
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instance.errorBuild.text = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
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#endif
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instance.messagePanel.SetActive(true);
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}
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public static void ShowLoadingMessage(string header, string message, float progress = -1)
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{
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Debug.Log("ShowLoadingMessage");
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IsShowingDialog = true;
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if (Conductor.instance != null && Conductor.instance.isPlaying)
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Conductor.instance.Pause();
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instance.messageHeader.text = header;
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instance.messageBody.text = message;
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instance.errorOkButton.gameObject.SetActive(false);
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instance.errorBuild.gameObject.SetActive(false);
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// instance.errorLogButton.gameObject.SetActive(false);
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if (progress >= 0)
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{
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instance.dialogProgress.gameObject.SetActive(true);
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instance.dialogProgress.value = progress;
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}
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instance.messagePanel.SetActive(true);
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}
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public static void SetLoadingMessageProgress(float progress)
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{
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if (IsShowingDialog)
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{
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instance.dialogProgress.gameObject.SetActive(true);
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instance.dialogProgress.value = progress;
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}
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}
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public static void WindowFullScreen()
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{
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if (!Screen.fullScreen)
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{
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// Set the resolution to the display's current resolution
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Screen.SetResolution(Display.main.systemWidth, Display.main.systemHeight, FullScreenMode.FullScreenWindow);
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Screen.fullScreen = true;
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PersistentDataManager.gameSettings.isFullscreen = true;
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}
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else
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{
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Screen.SetResolution(1280, 720, FullScreenMode.Windowed);
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Screen.fullScreen = false;
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PersistentDataManager.gameSettings.isFullscreen = false;
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}
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}
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public static void ChangeScreenSize()
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{
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FullScreenMode mode = Screen.fullScreenMode;
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if (ScreenSizeIndex == DEFAULT_SCREEN_SIZES_STRING.Length - 1)
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{
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Screen.SetResolution(CustomScreenWidth, CustomScreenHeight, mode);
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PersistentDataManager.gameSettings.resolutionWidth = CustomScreenWidth;
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PersistentDataManager.gameSettings.resolutionHeight = CustomScreenHeight;
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PersistentDataManager.gameSettings.resolutionIndex = DEFAULT_SCREEN_SIZES_STRING.Length - 1;
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}
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else
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{
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Screen.SetResolution(DEFAULT_SCREEN_SIZES[ScreenSizeIndex].width, DEFAULT_SCREEN_SIZES[ScreenSizeIndex].height, mode);
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PersistentDataManager.gameSettings.resolutionWidth = DEFAULT_SCREEN_SIZES[ScreenSizeIndex].width;
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PersistentDataManager.gameSettings.resolutionHeight = DEFAULT_SCREEN_SIZES[ScreenSizeIndex].height;
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PersistentDataManager.gameSettings.resolutionIndex = ScreenSizeIndex;
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}
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}
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public static void ResetGameRenderTexture()
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{
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// keep 16:9 aspect ratio
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int width = Screen.width;
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int height = Screen.height;
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if (width / 16f > height / 9f)
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{
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width = (int)(height / 9f * 16f);
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}
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else
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{
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height = (int)(width / 16f * 9f);
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}
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GameRenderTexture.Release();
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GameRenderTexture.width = width;
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GameRenderTexture.height = height;
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GameRenderTexture.Create();
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OverlayRenderTexture.Release();
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OverlayRenderTexture.width = (int)(width * 1.5f);
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OverlayRenderTexture.height = (int)(height * 1.5f);
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OverlayRenderTexture.Create();
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}
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public static void ChangeMasterVolume(float value)
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{
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MasterVolume = value;
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AudioListener.volume = MasterVolume;
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}
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public static void ChangeAudioSettings(int dspSize, int sampleRate)
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{
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// this will apply on next boot
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PersistentDataManager.gameSettings.dspSize = dspSize;
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PersistentDataManager.gameSettings.sampleRate = sampleRate;
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}
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public static void UpdateDiscordStatus(string details, bool editor = false, bool updateTime = false)
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{
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if (discordDuringTesting || !Application.isEditor)
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{
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if (PersistentDataManager.gameSettings.discordRPCEnable)
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{
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try
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{
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DiscordRPC.DiscordRPC.UpdateActivity(editor ? "In Editor " : "Playing ", details, updateTime);
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Debug.Log("Discord status updated");
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}
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catch (System.Exception e)
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{
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Debug.Log("Discord status update failed: " + e.Message);
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}
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}
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}
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}
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private static void OnQuitting()
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{
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if (!HasShutDown)
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{
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Debug.Log("Disconnecting JoyShocks...");
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PlayerInput.CleanUp();
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Debug.Log("Clearing RIQ Cache...");
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Jukebox.RiqFileHandler.ClearCache();
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Debug.Log("Closing Discord GameSDK...");
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DiscordRPC.DiscordController.instance?.Disconnect();
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HasShutDown = true;
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}
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}
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private static bool WantsToQuit()
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{
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if (SceneManager.GetActiveScene().name != "Editor") return true;
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Editor.Editor.instance.ShowQuitPopUp(true);
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return Editor.Editor.instance.ShouldQuit;
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}
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}
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}
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