mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
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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>
This commit is contained in:
@ -26,6 +26,7 @@ namespace HeavenStudio.Games
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public double startBeat;
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public double timer;
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public float weight = 1f;
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public bool isEligible = true;
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public bool canHit = true; //Indicates if you can still hit the cue or not. If set to false, it'll guarantee a miss
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@ -34,6 +35,8 @@ namespace HeavenStudio.Games
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bool lockedByEvent = false;
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bool markForDeletion = false;
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float pitchWhenHit = 1f;
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public bool autoplayOnly = false; //Indicates if the input event only triggers when it's autoplay. If set to true, NO Miss or Blank events will be triggered when you're not autoplaying.
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public bool noAutoplay = false; //Indicates if this PlayerActionEvent is recognized by the autoplay. /!\ Overrides autoPlayOnly /!\
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@ -70,25 +73,7 @@ namespace HeavenStudio.Games
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{
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return PlayerInput.GetIsAction(InputAction, out dt);
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}
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return (
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//General inputs, both down and up
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(PlayerInput.Pressed(out dt) && inputType.HasFlag(InputType.STANDARD_DOWN)) ||
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(PlayerInput.AltPressed(out dt) && inputType.HasFlag(InputType.STANDARD_ALT_DOWN)) ||
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(PlayerInput.GetAnyDirectionDown(out dt) && inputType.HasFlag(InputType.DIRECTION_DOWN)) ||
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(PlayerInput.PressedUp(out dt) && inputType.HasFlag(InputType.STANDARD_UP)) ||
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(PlayerInput.AltPressedUp(out dt) && inputType.HasFlag(InputType.STANDARD_ALT_UP)) ||
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(PlayerInput.GetAnyDirectionUp(out dt) && inputType.HasFlag(InputType.DIRECTION_UP)) ||
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//Specific directional inputs
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(PlayerInput.GetSpecificDirectionDown(PlayerInput.DOWN, out dt) && inputType.HasFlag(InputType.DIRECTION_DOWN_DOWN)) ||
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(PlayerInput.GetSpecificDirectionDown(PlayerInput.UP, out dt) && inputType.HasFlag(InputType.DIRECTION_UP_DOWN)) ||
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(PlayerInput.GetSpecificDirectionDown(PlayerInput.LEFT, out dt) && inputType.HasFlag(InputType.DIRECTION_LEFT_DOWN)) ||
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(PlayerInput.GetSpecificDirectionDown(PlayerInput.RIGHT, out dt) && inputType.HasFlag(InputType.DIRECTION_RIGHT_DOWN)) ||
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(PlayerInput.GetSpecificDirectionUp(PlayerInput.DOWN, out dt) && inputType.HasFlag(InputType.DIRECTION_DOWN_UP)) ||
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(PlayerInput.GetSpecificDirectionUp(PlayerInput.UP, out dt) && inputType.HasFlag(InputType.DIRECTION_UP_UP)) ||
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(PlayerInput.GetSpecificDirectionUp(PlayerInput.LEFT, out dt) && inputType.HasFlag(InputType.DIRECTION_LEFT_UP)) ||
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(PlayerInput.GetSpecificDirectionUp(PlayerInput.RIGHT, out dt) && inputType.HasFlag(InputType.DIRECTION_RIGHT_UP))
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);
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return false;
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}
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public void CanHit(bool canHit)
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@ -103,8 +88,9 @@ namespace HeavenStudio.Games
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public void Update()
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{
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Conductor cond = Conductor.instance;
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if (markForDeletion) CleanUp();
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if (!Conductor.instance.NotStopped()) CleanUp(); // If the song is stopped entirely in the editor, destroy itself as we don't want duplicates
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if (!cond.NotStopped()) CleanUp(); // If the song is stopped entirely in the editor, destroy itself as we don't want duplicates
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if (noAutoplay && autoplayOnly) autoplayOnly = false;
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if (noAutoplay && triggersAutoplay) triggersAutoplay = false;
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@ -118,7 +104,7 @@ namespace HeavenStudio.Games
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}
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//BUGFIX: ActionEvents destroyed too early
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if (normalizedTime > Minigame.NgLateTime()) Miss();
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if (normalizedTime > Minigame.NgLateTime(cond.SongPitch)) Miss();
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if (lockedByEvent)
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{
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@ -134,10 +120,6 @@ namespace HeavenStudio.Games
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normalizedTime -= dt;
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if (IsExpectingInputNow())
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{
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// if (InputAction != null)
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// {
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// Debug.Log("Hit " + InputAction.name);
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// }
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double stateProg = ((normalizedTime - Minigame.JustEarlyTime()) / (Minigame.JustLateTime() - Minigame.JustEarlyTime()) - 0.5f) * 2;
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Hit(stateProg, normalizedTime);
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}
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@ -260,16 +242,16 @@ namespace HeavenStudio.Games
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{
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if (canHit)
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{
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CleanUp();
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pitchWhenHit = Conductor.instance.SongPitch;
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double normalized = time - 1f;
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int offset = Mathf.CeilToInt((float)normalized * 1000);
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GameManager.instance.AvgInputOffset = offset;
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state = System.Math.Max(-1.0, System.Math.Min(1.0, state));
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OnHit(this, (float)state);
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CleanUp();
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if (countsForAccuracy && !(noAutoplay || autoplayOnly) && isEligible)
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{
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GameManager.instance.ScoreInputAccuracy(TimeToAccuracy(time), time > 1.0, time);
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GameManager.instance.ScoreInputAccuracy(startBeat + timer, TimeToAccuracy(time, pitchWhenHit), time > 1.0, time, weight, true);
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if (state >= 1f || state <= -1f)
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{
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GoForAPerfect.instance.Miss();
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@ -280,6 +262,7 @@ namespace HeavenStudio.Games
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GoForAPerfect.instance.Hit();
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}
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}
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OnHit(this, (float)state);
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}
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else
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{
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@ -288,29 +271,30 @@ namespace HeavenStudio.Games
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}
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}
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double TimeToAccuracy(double time)
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double TimeToAccuracy(double time, float pitch = -1)
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{
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if (time >= Minigame.AceEarlyTime() && time <= Minigame.AceLateTime())
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if (pitch < 0) pitch = pitchWhenHit;
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if (time >= Minigame.AceEarlyTime(pitch) && time <= Minigame.AceLateTime(pitch))
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{
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// Ace
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return 1.0;
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}
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double state = 0;
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if (time >= Minigame.JustEarlyTime() && time <= Minigame.JustLateTime())
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if (time >= Minigame.JustEarlyTime(pitch) && time <= Minigame.JustLateTime(pitch))
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{
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// Good Hit
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if (time > 1.0)
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{
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// late half of timing window
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state = 1.0 - ((time - Minigame.AceLateTime()) / (Minigame.JustLateTime() - Minigame.AceLateTime()));
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state = 1.0 - ((time - Minigame.AceLateTime(pitch)) / (Minigame.JustLateTime(pitch) - Minigame.AceLateTime(pitch)));
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state *= 1.0 - Minigame.rankHiThreshold;
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state += Minigame.rankHiThreshold;
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}
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else
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{
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//early half of timing window
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state = ((time - Minigame.JustEarlyTime()) / (Minigame.AceEarlyTime() - Minigame.JustEarlyTime()));
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state = ((time - Minigame.JustEarlyTime(pitch)) / (Minigame.AceEarlyTime(pitch) - Minigame.JustEarlyTime(pitch)));
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state *= 1.0 - Minigame.rankHiThreshold;
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state += Minigame.rankHiThreshold;
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}
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@ -320,13 +304,13 @@ namespace HeavenStudio.Games
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if (time > 1.0)
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{
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// late half of timing window
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state = 1.0 - ((time - Minigame.JustLateTime()) / (Minigame.NgLateTime() - Minigame.JustLateTime()));
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state = 1.0 - ((time - Minigame.JustLateTime(pitch)) / (Minigame.NgLateTime(pitch) - Minigame.JustLateTime(pitch)));
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state *= Minigame.rankOkThreshold;
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}
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else
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{
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//early half of timing window
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state = ((time - Minigame.JustEarlyTime()) / (Minigame.AceEarlyTime() - Minigame.JustEarlyTime()));
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state = ((time - Minigame.JustEarlyTime(pitch)) / (Minigame.AceEarlyTime(pitch) - Minigame.JustEarlyTime(pitch)));
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state *= Minigame.rankOkThreshold;
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}
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}
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@ -335,15 +319,15 @@ namespace HeavenStudio.Games
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public void Miss()
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{
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CleanUp();
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if (OnMiss != null && enabled && !autoplayOnly)
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{
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OnMiss(this);
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}
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CleanUp();
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if (countsForAccuracy && !(noAutoplay || autoplayOnly))
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{
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GameManager.instance.ScoreInputAccuracy(0, true, 2.0, 1.0, false);
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GameManager.instance.ScoreInputAccuracy(startBeat + timer, 0, true, 2.0, weight, false);
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GoForAPerfect.instance.Miss();
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SectionMedalsManager.instance.MakeIneligible();
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}
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