bb2ae74339
* add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing
93 lines
2.7 KiB
C#
93 lines
2.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using HeavenStudio.Games;
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using Jukebox;
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using Jukebox.Legacy;
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namespace HeavenStudio.Common
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{
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public class SectionMedalsManager : MonoBehaviour
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{
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public static SectionMedalsManager instance { get; private set; }
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[SerializeField] GameObject MedalsHolder;
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[SerializeField] GameObject MedalOkPrefab;
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[SerializeField] GameObject MedalMissPrefab;
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Conductor cond;
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bool isMedalsStarted = false;
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bool isMedalsEligible = true;
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// Start is called before the first frame update
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public void Awake()
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{
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instance = this;
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}
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public void Start()
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{
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cond = Conductor.instance;
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GameManager.instance.onSectionChange += OnSectionChange;
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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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}
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public void AnchorToOverlay(GameObject overlay)
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{
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transform.position = overlay.transform.position;
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transform.rotation = overlay.transform.rotation;
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transform.localScale = overlay.transform.localScale;
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}
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public void MakeIneligible()
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{
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isMedalsEligible = false;
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}
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public void Reset()
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{
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isMedalsStarted = false;
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isMedalsEligible = true;
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foreach (Transform child in MedalsHolder?.transform)
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{
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Destroy(child.gameObject);
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}
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}
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public void OnSectionChange(RiqEntity section)
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{
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if (section == null) return;
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if (!PersistentDataManager.gameSettings.isMedalOn) return;
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if (PersistentDataManager.gameSettings.isMedalOn && !isMedalsStarted)
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{
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isMedalsStarted = true;
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isMedalsEligible = true;
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}
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else
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{
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GameManager.instance.ClearedSection = isMedalsEligible;
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GameObject medal = Instantiate(isMedalsEligible ? MedalOkPrefab : MedalMissPrefab, MedalsHolder.transform);
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medal.SetActive(true);
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isMedalsEligible = true;
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}
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}
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public void OnRemixEnd()
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{
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if (!PersistentDataManager.gameSettings.isMedalOn) return;
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if (PersistentDataManager.gameSettings.isMedalOn && isMedalsStarted)
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{
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GameManager.instance.ClearedSection = isMedalsEligible;
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GameObject medal = Instantiate(isMedalsEligible ? MedalOkPrefab : MedalMissPrefab, MedalsHolder.transform);
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medal.SetActive(true);
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}
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}
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}
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} |