caf7d9465f
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
91 lines
2.7 KiB
C#
91 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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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(DynamicBeatmap.ChartSection 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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} |