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:
@ -45,12 +45,6 @@ namespace HeavenStudio
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}
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}
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//Clockwise
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public const int UP = 0;
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public const int RIGHT = 1;
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public const int DOWN = 2;
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public const int LEFT = 3;
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public static InputController.ControlStyles CurrentControlStyle = InputController.ControlStyles.Pad;
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static List<InputController> inputDevices;
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@ -209,6 +203,7 @@ namespace HeavenStudio
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// The GameManager allows you to Input
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public static bool PlayerHasControl()
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{
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if (GameManager.instance == null || Conductor.instance == null) return true;
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return !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
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}
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@ -388,166 +383,5 @@ namespace HeavenStudio
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bool a = GetInputController(1).GetFlick(out dt);
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return a && PlayerHasControl();
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}
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#region Deprecated Input Methods
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[Obsolete("Use GetPadDown instead")]
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public static bool Pressed()
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{
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bool keyDown = GetInputController(1).GetActionDown(InputController.ControlStyles.Pad, (int)InputController.ActionsPad.East, out _);
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return keyDown && PlayerHasControl();
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}
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[Obsolete("Use GetPadDown instead")]
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public static bool Pressed(out double dt)
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{
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bool keyDown = GetInputController(1).GetActionDown(InputController.ControlStyles.Pad, (int)InputController.ActionsPad.East, out dt);
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return keyDown && PlayerHasControl();
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}
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[Obsolete("Use GetPadUp instead")]
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public static bool PressedUp()
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{
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bool keyUp = GetInputController(1).GetActionUp(InputController.ControlStyles.Pad, (int)InputController.ActionsPad.East, out _);
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return keyUp && PlayerHasControl();
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}
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[Obsolete("Use GetPadUp instead")]
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public static bool PressedUp(out double dt)
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{
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bool keyUp = GetInputController(1).GetActionUp(InputController.ControlStyles.Pad, (int)InputController.ActionsPad.East, out dt);
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return keyUp && PlayerHasControl();
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}
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[Obsolete("Use GetPad instead")]
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public static bool Pressing()
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{
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bool pressing = GetInputController(1).GetAction(InputController.ControlStyles.Pad, (int)InputController.ActionsPad.East);
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return pressing && PlayerHasControl();
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}
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[Obsolete("Use GetPadDown instead")]
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public static bool AltPressed()
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{
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bool down = GetInputController(1).GetActionDown(InputController.ControlStyles.Pad, (int)InputController.ActionsPad.South, out _);
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return down && PlayerHasControl();
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}
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[Obsolete("Use GetPadDown instead")]
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public static bool AltPressed(out double dt)
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{
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bool down = GetInputController(1).GetActionDown(InputController.ControlStyles.Pad, (int)InputController.ActionsPad.South, out dt);
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return down && PlayerHasControl();
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}
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[Obsolete("Use GetPadUp instead")]
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public static bool AltPressedUp()
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{
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bool up = GetInputController(1).GetActionUp(InputController.ControlStyles.Pad, (int)InputController.ActionsPad.South, out _);
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return up && PlayerHasControl();
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}
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[Obsolete("Use GetPadUp instead")]
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public static bool AltPressedUp(out double dt)
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{
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bool up = GetInputController(1).GetActionUp(InputController.ControlStyles.Pad, (int)InputController.ActionsPad.South, out dt);
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return up && PlayerHasControl();
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}
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[Obsolete("Use GetPad instead")]
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public static bool AltPressing()
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{
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bool pressing = GetInputController(1).GetAction(InputController.ControlStyles.Pad, (int)InputController.ActionsPad.South);
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return pressing && PlayerHasControl();
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}
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[Obsolete("Use GetPadDown instead")]
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public static bool GetAnyDirectionDown()
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{
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InputController c = GetInputController(1);
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return (c.GetHatDirectionDown((InputController.InputDirection)UP, out _)
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|| c.GetHatDirectionDown((InputController.InputDirection)DOWN, out _)
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|| c.GetHatDirectionDown((InputController.InputDirection)LEFT, out _)
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|| c.GetHatDirectionDown((InputController.InputDirection)RIGHT, out _)
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) && PlayerHasControl();
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}
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[Obsolete("Use GetPadDown instead")]
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public static bool GetAnyDirectionDown(out double dt)
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{
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InputController c = GetInputController(1);
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bool r1 = c.GetHatDirectionDown((InputController.InputDirection)UP, out double d1);
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bool r2 = c.GetHatDirectionDown((InputController.InputDirection)DOWN, out double d2);
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bool r3 = c.GetHatDirectionDown((InputController.InputDirection)LEFT, out double d3);
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bool r4 = c.GetHatDirectionDown((InputController.InputDirection)RIGHT, out double d4);
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bool r = (r1 || r2 || r3 || r4) && PlayerHasControl();
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dt = Math.Max(Math.Max(Math.Max(d1, d2), d3), d4);
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return r;
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}
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[Obsolete("Use GetPadUp instead")]
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public static bool GetAnyDirectionUp()
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{
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InputController c = GetInputController(1);
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return (c.GetHatDirectionUp((InputController.InputDirection)UP, out _)
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|| c.GetHatDirectionUp((InputController.InputDirection)DOWN, out _)
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|| c.GetHatDirectionUp((InputController.InputDirection)LEFT, out _)
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|| c.GetHatDirectionUp((InputController.InputDirection)RIGHT, out _)
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) && PlayerHasControl();
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}
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[Obsolete("Use GetPadUp instead")]
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public static bool GetAnyDirectionUp(out double dt)
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{
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InputController c = GetInputController(1);
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bool r1 = c.GetHatDirectionUp((InputController.InputDirection)UP, out double d1);
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bool r2 = c.GetHatDirectionUp((InputController.InputDirection)DOWN, out double d2);
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bool r3 = c.GetHatDirectionUp((InputController.InputDirection)LEFT, out double d3);
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bool r4 = c.GetHatDirectionUp((InputController.InputDirection)RIGHT, out double d4);
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bool r = (r1 || r2 || r3 || r4) && PlayerHasControl();
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dt = Math.Max(Math.Max(Math.Max(d1, d2), d3), d4);
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return r;
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}
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[Obsolete("Use GetPad instead")]
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public static bool GetAnyDirection()
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{
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InputController c = GetInputController(1);
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return (c.GetHatDirection((InputController.InputDirection)UP)
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|| c.GetHatDirection((InputController.InputDirection)DOWN)
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|| c.GetHatDirection((InputController.InputDirection)LEFT)
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|| c.GetHatDirection((InputController.InputDirection)RIGHT)
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) && PlayerHasControl();
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}
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[Obsolete("Use GetPad instead")]
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public static bool GetSpecificDirection(int direction)
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{
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return GetInputController(1).GetHatDirection((InputController.InputDirection)direction) && PlayerHasControl();
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}
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[Obsolete("Use GetPadDown instead")]
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public static bool GetSpecificDirectionDown(int direction)
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{
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return GetInputController(1).GetHatDirectionDown((InputController.InputDirection)direction, out _) && PlayerHasControl();
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}
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[Obsolete("Use GetPadUp instead")]
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public static bool GetSpecificDirectionUp(int direction)
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{
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return GetInputController(1).GetHatDirectionUp((InputController.InputDirection)direction, out _) && PlayerHasControl();
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}
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[Obsolete("Use GetPadDown instead")]
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public static bool GetSpecificDirectionDown(int direction, out double dt)
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{
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return GetInputController(1).GetHatDirectionDown((InputController.InputDirection)direction, out dt) && PlayerHasControl();
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}
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[Obsolete("Use GetPadUp instead")]
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public static bool GetSpecificDirectionUp(int direction, out double dt)
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{
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return GetInputController(1).GetHatDirectionUp((InputController.InputDirection)direction, out dt) && PlayerHasControl();
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}
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#endregion
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}
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}
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