HeavenStudio/Assets/Scripts/UI/Overlays/GoForAPerfect.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

124 lines
3.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Common
{
public class GoForAPerfect : MonoBehaviour
{
public static GoForAPerfect instance { get; set; }
[SerializeField] Animator texAnim;
[SerializeField] Animator pAnim;
private bool active = false;
private bool hiddenActive = false;
public bool perfect;
Conductor cond;
float lastReportedBeat = 0f;
float currentBeat = 0f;
long currentBlink = 0;
private void Awake()
{
instance = this;
}
private void Start()
{
perfect = true;
cond = Conductor.instance;
}
private void Update() {
gameObject.SetActive(hiddenActive);
if (!active) return;
if (!OverlaysManager.OverlaysEnabled) return;
if (cond == null || !cond.isPlaying) return;
if (cond.ReportBeat(ref lastReportedBeat))
{
currentBeat = lastReportedBeat;
if (currentBlink != 0)
{
currentBlink++;
if (currentBlink % 2 == 0)
{
texAnim.Play("GoForAPerfect_Blink", -1, 0);
}
else
{
texAnim.Play("GoForAPerfect_Blink2", -1, 0);
}
}
else
{
currentBlink++;
}
}
else if (cond.songPositionInBeats < lastReportedBeat)
{
lastReportedBeat = Mathf.Round(cond.songPositionInBeats);
}
}
public void Hit()
{
if (!active) return;
if (!OverlaysManager.OverlaysEnabled) return;
pAnim.Play("PerfectIcon_Hit", 0, 0);
}
public void Miss()
{
perfect = false;
if (!active) return;
SetInactive();
if (!OverlaysManager.OverlaysEnabled)
{
hiddenActive = false;
return;
}
texAnim.Play("GoForAPerfect_Miss");
pAnim.Play("PerfectIcon_Miss", -1, 0);
Jukebox.PlayOneShot("perfectMiss");
if (GameProfiler.instance != null)
GameProfiler.instance.perfect = false;
}
public void Enable(double startBeat)
{
SetActive();
gameObject.SetActive(true);
pAnim.gameObject.SetActive(true);
texAnim.gameObject.SetActive(true);
texAnim.Play("GoForAPerfect_Idle");
currentBlink = 0;
}
public void Disable()
{
SetInactive();
gameObject.SetActive(false);
}
public void SetActive()
{
hiddenActive = true;
active = true;
}
public void SetInactive()
{
active = false;
}
}
}