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
79 lines
1.8 KiB
C#
79 lines
1.8 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.Editor.Track;
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using HeavenStudio.Util;
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using HeavenStudio.StudioDance;
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using TMPro;
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namespace HeavenStudio.Editor
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{
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public class CreditsLegalSettings : TabsContent
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{
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private static int SecretCounter = 0;
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private static bool SecretActive = false;
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[SerializeField] private TextAsset creditsText;
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[SerializeField] private TMP_Text creditsDisplay;
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[SerializeField] private GameObject secretObject;
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private void Start()
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{
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SecretCounter = 0;
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secretObject.SetActive(false);
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}
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public void OnClickCountUp()
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{
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SecretCounter++;
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Debug.Log("SecretCounter: " + SecretCounter);
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if (SecretCounter == 10)
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{
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secretObject.SetActive(true);
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}
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}
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public void OnClickSecret()
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{
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if (SecretActive) return;
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SecretActive = true;
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SoundByte.PlayOneShot("applause");
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Debug.Log("Activating Studio Dance...");
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if (Editor.instance == null)
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{
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}
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else
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{
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Editor.instance.StudioDanceManager.OpenDanceWindow();
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}
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}
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public void MakeSecretInactive()
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{
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SecretCounter = 0;
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secretObject.SetActive(false);
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SecretActive = false;
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if (Editor.instance == null)
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{
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}
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else
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{
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Editor.instance.StudioDanceManager.CloseDanceWindow();
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}
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}
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public override void OnOpenTab()
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{
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creditsDisplay.text = creditsText.text;
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}
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public override void OnCloseTab()
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{
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}
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}
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} |