HeavenStudio/Assets/Scripts/GameInitializer.cs
Rapandrasmus 98835c3936
Title Screen (#454)
* 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>
2023-12-26 05:22:51 +00:00

125 lines
4.1 KiB
C#

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