HeavenStudio/Assets/Scripts/UI/Overlays/ChartSectionDisplay.cs
minenice55 d5ae99d8ba
Game Overlays (#280)
* add accuracy display

* temp BG for show

* separate overlays prefab

make proper shader for star effects

* aim shakiness display

* implement testing skill star

* fully functional skill star

* separate section display from editor

* fully separate chart section display from timeline

* add section to overlays

* fix nullreference issues

* start game layout settings

* add game settings script

* fix nonfunctioning scoring

* invert y position logic on timing bar

* add perfect challenge functionality

* fix section not showing up in editor

add perfect challenge option

* add timing display minimal mode

* Update PerfectAndPractice.png

* show gismo for minigame bounds in editor

* add ability to disable overlays in editor

* prepare medals

add new timing display graphic

* hide screen preview

* per-axis camera control

added per request

* section medals basic functionality

* add medal get animations

* fix bug with perfect icons

* visual enhancements

* adjust look of timing display minmode

address audio ducking issues(?)

* prepare overlay lyt editor

add viewport pan, rotate, scale
adjust audio setting

* add layout editor UI elements

* dynamic overlay creation

* fix default single timing disp

* set up overlay settings controls

* start UI events

* runtime uuid for component reference

* layout editor affects overlay elements

* show overlay element previews while editing

* advanced audio settings

* fix bug in drop-down creation

* fallback defaults for the new stuff

* fix textbox & overlay visibility bugs
2023-03-11 04:51:22 +00:00

54 lines
1.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using HeavenStudio.Editor;
namespace HeavenStudio.Common
{
public class ChartSectionDisplay : MonoBehaviour
{
[SerializeField] private TMP_Text SectionText;
[SerializeField] private Slider SectionProgress;
// Start is called before the first frame update
void Start()
{
GameManager.instance.onSectionChange += OnSectionChange;
GameManager.instance.onBeatChanged += OnBeatChanged;
gameObject.SetActive(GameManager.instance.currentSection != null);
}
// Update is called once per frame
void Update()
{
SectionProgress.value = GameManager.instance.sectionProgress;
}
public void OnBeatChanged(float beat)
{
gameObject.SetActive(GameManager.instance.currentSection != null);
SectionProgress.value = GameManager.instance.sectionProgress;
}
public void OnSectionChange(DynamicBeatmap.ChartSection section)
{
if (section != null)
{
gameObject.SetActive(true);
SectionText.text = section.sectionName;
SectionProgress.value = GameManager.instance.sectionProgress;
if (PersistentDataManager.gameSettings.perfectChallengeType == PersistentDataManager.PerfectChallengeType.Off) return;
if (!OverlaysManager.OverlaysEnabled) return;
if (section.startPerfect && GoForAPerfect.instance != null && GoForAPerfect.instance.perfect && !GoForAPerfect.instance.gameObject.activeSelf)
{
GoForAPerfect.instance.Enable(section.beat);
}
}
}
}
}