HeavenStudio/Assets/Scripts/CircleCursor.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

212 lines
7.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using HeavenStudio.Games;
namespace HeavenStudio
{
public class CircleCursor : MonoBehaviour
{
static readonly GradientAlphaKey[] cursorAlphaKeys = new GradientAlphaKey[]
{
new GradientAlphaKey(0.5f, 0),
new GradientAlphaKey(0, 1)
};
[SerializeField] private bool follow = false;
[SerializeField] private float mouseMoveSpeed;
[SerializeField] private float sideChangeTrailTime;
[Header("DSGuy")]
[SerializeField] private GameObject DSGuy;
[SerializeField] private Animator DSGuyAnimator;
[SerializeField] private float flickCoeff = 0.35f;
[SerializeField] private float flickInitMul = 1.5f;
[SerializeField] private TrailRenderer splitTouchSnapEffect;
public GameObject InnerCircle;
[SerializeField] private GameObject Circle;
private bool isOpen;
private Vector3 vel, flickStart, flickDeltaPos;
private Color colorMain, colorL, colorR;
private Gradient gradientL, gradientR;
private bool lastLeftRightState;
private float trailEnableTime;
private SpriteRenderer innerCircleRenderer;
private void Start()
{
// Cursor.visible = false;
if (splitTouchSnapEffect != null)
{
splitTouchSnapEffect.emitting = false;
}
if (InnerCircle != null)
{
innerCircleRenderer = InnerCircle.GetComponent<SpriteRenderer>();
}
}
private void Open()
{
vel = Vector3.zero;
flickDeltaPos = Vector3.zero;
DSGuyAnimator.Play("Open", -1);
Circle.SetActive(false);
isOpen = true;
}
private void Close()
{
DSGuyAnimator.Play("Close", -1);
Circle.SetActive(true && PlayerInput.CurrentControlStyle == InputSystem.InputController.ControlStyles.Touch);
isOpen = false;
}
private void Flick(Vector3 startPos, Vector3 newVel)
{
flickStart = startPos;
vel = newVel;
DSGuyAnimator.Play("Flick", -1);
Circle.SetActive(true && PlayerInput.CurrentControlStyle == InputSystem.InputController.ControlStyles.Touch);
isOpen = false;
}
private void Update()
{
Vector3 pos = PlayerInput.GetInputController(1).GetPointer();
Vector3 deltaPos = pos - transform.position;
if (follow)
{
Vector2 direction = (pos - transform.position).normalized;
this.GetComponent<Rigidbody2D>().velocity = new Vector2(direction.x * mouseMoveSpeed, direction.y * mouseMoveSpeed);
}
else
{
DSGuy.SetActive(PlayerInput.CurrentControlStyle == InputSystem.InputController.ControlStyles.Touch);
Circle.SetActive(PlayerInput.CurrentControlStyle == InputSystem.InputController.ControlStyles.Touch);
if (PlayerInput.CurrentControlStyle != InputSystem.InputController.ControlStyles.Touch) return;
bool lrState = PlayerInput.GetInputController(1).GetPointerLeftRight();
if (splitTouchSnapEffect != null && PlayerInput.CurrentControlStyle == InputSystem.InputController.ControlStyles.Touch && (GameManager.instance?.GameHasSplitColours ?? false))
{
if (lrState != lastLeftRightState)
{
lastLeftRightState = lrState;
trailEnableTime = sideChangeTrailTime;
splitTouchSnapEffect.emitting = true;
innerCircleRenderer.color = lastLeftRightState ? colorR : colorL;
splitTouchSnapEffect.colorGradient = lastLeftRightState ? gradientR : gradientL;
}
if (trailEnableTime <= 0)
{
trailEnableTime = 0;
splitTouchSnapEffect.emitting = false;
}
else
{
trailEnableTime -= Time.deltaTime;
}
}
else if (splitTouchSnapEffect != null && splitTouchSnapEffect.emitting)
{
ClearTrail(false);
}
gameObject.transform.position = pos;
if (vel.magnitude > 0.05f)
{
vel -= flickCoeff * Time.deltaTime * vel;
flickDeltaPos += vel * Time.deltaTime;
DSGuy.transform.position = flickStart + flickDeltaPos;
}
else
{
vel = Vector3.zero;
flickDeltaPos = Vector3.zero;
DSGuy.transform.position = pos;
}
if (PlayerInput.GetIsAction(Minigame.InputAction_BasicPress))
{
Open();
}
else if (PlayerInput.GetIsAction(Minigame.InputAction_BasicRelease))
{
Close();
}
else if (PlayerInput.GetIsAction(Minigame.InputAction_FlickRelease))
{
Flick(pos, deltaPos * flickInitMul);
ClearTrail();
}
if ((!PlayerInput.PlayerHasControl()) && isOpen)
{
Close();
ClearTrail();
if (splitTouchSnapEffect != null)
{
splitTouchSnapEffect.emitting = false;
}
}
}
}
public void LockCursor(bool toggle)
{
PlayerInput.GetInputController(1).TogglePointerLock(toggle);
ClearTrail();
}
public void ClearTrail(bool emm = false)
{
trailEnableTime = 0;
if (splitTouchSnapEffect != null)
{
splitTouchSnapEffect.Clear();
}
splitTouchSnapEffect.emitting = emm;
}
public void SetCursorColors(Color main, Color left, Color right)
{
if (innerCircleRenderer == null) innerCircleRenderer = InnerCircle.GetComponent<SpriteRenderer>();
colorMain = main;
colorL = left;
colorR = right;
if (PlayerInput.CurrentControlStyle == InputSystem.InputController.ControlStyles.Touch && (GameManager.instance?.GameHasSplitColours ?? false))
{
innerCircleRenderer.color = lastLeftRightState ? colorR : colorL;
gradientL = new Gradient()
{
colorKeys = new GradientColorKey[]
{
new GradientColorKey(colorL, 0),
new GradientColorKey(colorL, 1)
},
alphaKeys = cursorAlphaKeys
};
gradientR = new Gradient()
{
colorKeys = new GradientColorKey[]
{
new GradientColorKey(colorR, 0),
new GradientColorKey(colorR, 1)
},
alphaKeys = cursorAlphaKeys
};
}
else
{
innerCircleRenderer.color = colorMain;
}
}
}
}