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>
125 lines
4.1 KiB
C#
125 lines
4.1 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.IO.Compression;
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using System.Text;
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using UnityEngine;
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using UnityEngine.Audio;
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using Jukebox;
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namespace HeavenStudio
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{
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public class GameInitializer : MonoBehaviour
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{
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[SerializeField] RenderTexture gameRenderTexture;
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[SerializeField] RenderTexture overlayRenderTexture;
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[SerializeField] HeavenStudio.Editor.Editor editorGO;
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[SerializeField] String debug_cmdFile;
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[SerializeField] GameManager gameManager;
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[SerializeField] GameObject MainCamera;
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[SerializeField] GameObject CursorCamera;
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[SerializeField] GameObject OverlayCamera;
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[SerializeField] GameObject StaticCamera;
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[SerializeField] GameObject Cursor;
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[SerializeField] GameObject Profiler;
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public bool debugUI;
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public bool playOnStart = false;
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public bool fromCmd = false;
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private void Start()
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{
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string input = "";
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if (debug_cmdFile != string.Empty)
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{
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if (debug_cmdFile.IndexOfAny(Path.GetInvalidPathChars()) == -1)
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{
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if (File.Exists(debug_cmdFile))
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{
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input = debug_cmdFile;
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fromCmd = true;
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playOnStart = true;
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}
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}
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}
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else if (GlobalGameManager.PlayOpenFile is not null or "")
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{
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if (editorGO == null && GlobalGameManager.PlayOpenFile.IndexOfAny(Path.GetInvalidPathChars()) == -1)
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{
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if (File.Exists(GlobalGameManager.PlayOpenFile) && Path.GetExtension(GlobalGameManager.PlayOpenFile) == ".riq")
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{
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input = GlobalGameManager.PlayOpenFile;
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fromCmd = true;
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playOnStart = true;
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}
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}
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GlobalGameManager.PlayOpenFile = null;
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}
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GameObject Games = new GameObject();
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Games.name = "Games";
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gameManager.playMode = playOnStart;
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gameManager.GamesHolder = Games;
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gameManager.CircleCursor = Cursor.transform.GetChild(0).GetComponent<CircleCursor>();
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gameManager.GameCamera = MainCamera.GetComponent<Camera>();
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gameManager.CursorCam = CursorCamera.GetComponent<Camera>();
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gameManager.OverlayCamera = OverlayCamera.GetComponent<Camera>();
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gameManager.StaticCamera = StaticCamera.GetComponent<Camera>();
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if (!debugUI && Profiler != null)
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{
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Profiler.GetComponent<DebugUI>().enabled = false;
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Profiler.transform.GetChild(0).gameObject.SetActive(false);
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}
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GameObject Conductor = new GameObject();
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Conductor.name = "Conductor";
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AudioSource source = Conductor.AddComponent<AudioSource>();
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Conductor.AddComponent<Conductor>();
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Conductor.GetComponent<Conductor>().musicSource = source;
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source.priority = 255;
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source.outputAudioMixerGroup = Settings.GetMusicMixer();
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// Conductor.AddComponent<AudioDspTimeKeeper>();
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GlobalGameManager.GameRenderTexture = gameRenderTexture;
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GlobalGameManager.OverlayRenderTexture = overlayRenderTexture;
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GlobalGameManager.ResetGameRenderTexture();
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if (editorGO == null)
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{
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bool success = OpenCmdRemix(input);
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gameManager.Init(success);
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}
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else
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{
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editorGO.Init();
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}
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}
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public bool OpenCmdRemix(string path)
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{
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try
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{
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string tmpDir = RiqFileHandler.ExtractRiq(path);
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Debug.Log("Imported RIQ successfully!");
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return true;
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}
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catch (System.Exception e)
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{
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Debug.Log($"Error importing RIQ: {e.Message}");
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return false;
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}
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}
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}
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} |