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>
248 lines
8.7 KiB
C#
248 lines
8.7 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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GameManager.instance.CircleCursor.LockCursor(true);
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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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ChooseCurrentOption();
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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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// GameManager.instance.CircleCursor.LockCursor(true);
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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 _) && !settingsDialog.IsOpen)
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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 (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
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{
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foreach (Transform t in optionHolder.transform)
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{
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if (t.TryGetComponent<Collider2D>(out Collider2D c) && c.OverlapPoint(PlayerInput.GetInputController(1).GetPointer()))
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{
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int idx = t.GetSiblingIndex();
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ChooseOption((Options)idx, idx != optionSelected);
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optionSelected = idx;
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break;
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}
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}
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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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if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
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{
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if (optionHolder.transform.GetChild(optionSelected).GetComponent<Collider2D>().OverlapPoint(PlayerInput.GetInputController(1).GetPointer()))
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{
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UseOption((Options)optionSelected);
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}
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}
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else
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{
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UseOption((Options)optionSelected);
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}
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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, 0f, -1f);
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GameManager.instance.Stop(0, true, 1f);
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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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GameManager.instance.CircleCursor.LockCursor(false);
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GlobalGameManager.LoadScene("Title", 0, 0.35f);
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}
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void OnSettings()
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{
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GameManager.instance.CircleCursor.LockCursor(false);
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settingsDialog.SwitchSettingsDialog();
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}
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}
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} |