HeavenStudio/Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs
minenice55 caf7d9465f
Play Mode Features Part 1 (#413)
* 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
2023-05-07 20:33:15 +00:00

172 lines
5.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Games;
namespace HeavenStudio.Common
{
public class TimingAccuracyDisplay : MonoBehaviour
{
public enum Rating
{
NG,
OK,
Just
}
public static TimingAccuracyDisplay instance { get; private set; }
[SerializeField] GameObject NG;
[SerializeField] GameObject OK;
[SerializeField] GameObject Just;
[SerializeField] GameObject MinimalJust;
[SerializeField] GameObject MinimalOK;
[SerializeField] GameObject MinimalNG;
[SerializeField] Animator MetreAnim;
[SerializeField] Transform arrowTransform;
[SerializeField] Transform barTransform;
[SerializeField] Transform barJustTransform;
[SerializeField] Transform barOKTransform;
[SerializeField] Transform barNGTransform;
float targetArrowPos = 0f;
// Start is called before the first frame update
public void Start()
{
instance = this;
}
// Update is called once per frame
void Update()
{
arrowTransform.localPosition = Vector3.Lerp(arrowTransform.localPosition, new Vector3(0, targetArrowPos, 0), 4f * Time.deltaTime);
}
public void ResetArrow()
{
targetArrowPos = 0f;
arrowTransform.localPosition = Vector3.zero;
StopStarFlash();
NG.GetComponent<ParticleSystem>().Stop();
OK.GetComponent<ParticleSystem>().Stop();
Just.GetComponent<ParticleSystem>().Stop();
MinimalNG.GetComponent<ParticleSystem>().Stop();
MinimalOK.GetComponent<ParticleSystem>().Stop();
MinimalJust.GetComponent<ParticleSystem>().Stop();
}
public void StartStarFlash()
{
MetreAnim.Play("StarWarn", -1, 0f);
}
public void StopStarFlash()
{
MetreAnim.Play("NoPose", -1, 0f);
}
public void MakeAccuracyVfx(double time, bool late = false)
{
if (!OverlaysManager.OverlaysEnabled) return;
GameObject it;
Rating type = Rating.NG;
// centre of the transfor would be "perfect ace"
// move the object up or down the bar depending on hit time
// use bar's scale Y for now, we're waiting for proper assets
// this probably doesn't work
float frac = 0f;
float y = barTransform.position.y;
// SetArrowPos(time);
// no Clamp() because double
time = System.Math.Max(Minigame.EarlyTime(), System.Math.Min(Minigame.EndTime(), time));
if (time >= Minigame.AceStartTime() && time <= Minigame.AceEndTime())
{
type = Rating.Just;
frac = (float)((time - Minigame.AceStartTime()) / (Minigame.AceEndTime() - Minigame.AceStartTime()));
y = barJustTransform.localScale.y * frac - (barJustTransform.localScale.y * 0.5f);
}
else
{
if (time > 1.0)
{
// goes "down"
if (time <= Minigame.LateTime())
{
type = Rating.OK;
frac = (float)((time - Minigame.AceEndTime()) / (Minigame.LateTime() - Minigame.AceEndTime()));
y = ((barOKTransform.localScale.y - barJustTransform.localScale.y) * frac) + barJustTransform.localScale.y;
}
else
{
type = Rating.NG;
frac = (float)((time - Minigame.LateTime()) / (Minigame.EndTime() - Minigame.LateTime()));
y = ((barNGTransform.localScale.y - barOKTransform.localScale.y) * frac) + barOKTransform.localScale.y;
}
}
else
{
// goes "up"
if (time >= Minigame.PerfectTime())
{
type = Rating.OK;
frac = (float)((time - Minigame.PerfectTime()) / (Minigame.AceStartTime() - Minigame.PerfectTime()));
y = ((barOKTransform.localScale.y - barJustTransform.localScale.y) * -frac) - barJustTransform.localScale.y;
}
else
{
type = Rating.NG;
frac = (float)((time - Minigame.EarlyTime()) / (Minigame.PerfectTime() - Minigame.EarlyTime()));
y = ((barNGTransform.localScale.y - barOKTransform.localScale.y) * -frac) - barOKTransform.localScale.y;
}
}
y *= -0.5f;
}
targetArrowPos = (targetArrowPos + y) * 0.5f;
if (PersistentDataManager.gameSettings.timingDisplayMinMode)
{
switch (type)
{
case Rating.OK:
it = MinimalOK;
break;
case Rating.Just:
it = MinimalJust;
break;
default:
it = MinimalNG;
break;
}
}
else
{
switch (type)
{
case Rating.OK:
it = OK;
break;
case Rating.Just:
it = Just;
break;
default:
it = NG;
break;
}
}
it.transform.position = barTransform.position + new Vector3(0, barTransform.localScale.y * y, 0);
it.GetComponent<ParticleSystem>().Play();
}
}
}