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>
79 lines
2.5 KiB
C#
79 lines
2.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace HeavenStudio.Util
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{
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public class MultiSound : MonoBehaviour
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{
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private double startBeat;
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private bool game;
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private bool forcePlay;
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public List<Sound> sounds = new List<Sound>();
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public List<Util.Sound> playingSounds = new List<Util.Sound>();
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public class Sound
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{
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public string name { get; set; }
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public double beat { get; set; }
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public float pitch { get; set; }
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public float volume { get; set; }
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public bool looping { get; set; }
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public double offset { get; set; }
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public Sound(string name, double beat, float pitch = 1f, float volume = 1f, bool looping = false, double offset = 0f)
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{
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this.name = name;
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this.beat = beat;
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this.pitch = pitch;
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this.volume = volume;
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this.looping = looping;
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this.offset = offset;
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}
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}
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public static MultiSound Play(Sound[] snds, bool game = true, bool forcePlay = false)
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{
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List<Sound> sounds = snds.ToList();
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GameObject go = new GameObject("MultiSound");
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MultiSound ms = go.AddComponent<MultiSound>();
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ms.sounds = sounds;
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ms.startBeat = sounds[0].beat;
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ms.game = game;
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ms.forcePlay = forcePlay;
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for (int i = 0; i < sounds.Count; i++)
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{
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Util.Sound s;
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if (game)
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s = SoundByte.PlayOneShotGame(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping, forcePlay, sounds[i].offset);
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else
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s = SoundByte.PlayOneShot(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping, null, sounds[i].offset);
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ms.playingSounds.Add(s);
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}
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return ms;
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}
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private void Update()
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{
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foreach (Util.Sound sound in playingSounds)
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{
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if (sound == null) continue;
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if (!sound.available) return;
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}
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Destroy(gameObject);
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}
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public void Delete()
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{
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foreach (Util.Sound sound in playingSounds)
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{
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GameManager.instance.SoundObjects.Release(sound);
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}
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Destroy(gameObject);
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}
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}
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} |