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:
Rapandrasmus
2023-12-26 06:22:51 +01:00
committed by GitHub
parent 8d8c275e66
commit 98835c3936
1314 changed files with 194146 additions and 11622 deletions

View File

@ -63,8 +63,6 @@ namespace HeavenStudio.Editor
[SerializeField] private Button EditorThemeBTN;
[SerializeField] private Button EditorSettingsBTN;
[SerializeField] private GameObject DebugHolder;
[Header("Dialogs")]
[SerializeField] private Dialog[] Dialogs;
@ -134,6 +132,7 @@ namespace HeavenStudio.Editor
public void ShowQuitPopUp(bool show)
{
_confirmQuitMain.SetActive(show);
SetAuthoritiveMenu(show);
}
public bool ShouldQuit = false;
@ -226,11 +225,6 @@ namespace HeavenStudio.Editor
SaveRemix(false);
}
}
if (Input.GetKeyDown(KeyCode.F12))
{
DebugHolder.gameObject.SetActive(!DebugHolder.activeInHierarchy);
}
}
#endregion
@ -359,19 +353,36 @@ namespace HeavenStudio.Editor
public void SaveRemix(bool saveAs = true)
{
if (saveAs == true)
Debug.Log(GameManager.instance.Beatmap["propertiesmodified"]);
if (!(bool)GameManager.instance.Beatmap["propertiesmodified"])
{
SaveRemixFilePanel();
foreach (var dialog in Dialogs)
{
if (dialog.GetType() == typeof(RemixPropertiesDialog))
{
GlobalGameManager.ShowErrorMessage("Set Remix Properties", "Set remix properties before saving.");
(dialog as RemixPropertiesDialog).SwitchPropertiesDialog();
(dialog as RemixPropertiesDialog).SetSaveOnClose(true, saveAs);
return;
}
}
}
else
{
if (currentRemixPath == string.Empty || currentRemixPath == null)
if (saveAs)
{
SaveRemixFilePanel();
}
else
{
SaveRemixFile(currentRemixPath);
if (currentRemixPath is "" or null)
{
SaveRemixFilePanel();
}
else
{
SaveRemixFile(currentRemixPath);
}
}
}
}
@ -388,6 +399,7 @@ namespace HeavenStudio.Editor
if (path != String.Empty)
{
SaveRemixFile(path);
currentRemixPath = path;
}
});
}
@ -396,7 +408,6 @@ namespace HeavenStudio.Editor
{
try
{
RiqFileHandler.UnlockCache();
RiqFileHandler.WriteRiq(GameManager.instance.Beatmap);
RiqFileHandler.PackRiq(path, true);
Debug.Log("Packed RIQ successfully!");
@ -447,7 +458,6 @@ namespace HeavenStudio.Editor
try
{
RiqFileHandler.UnlockCache();
string tmpDir = RiqFileHandler.ExtractRiq(path);
Debug.Log("Imported RIQ successfully!");
LoadRemix();
@ -519,6 +529,16 @@ namespace HeavenStudio.Editor
return (rectTransform.gameObject.activeSelf && RectTransformUtility.RectangleContainsScreenPoint(rectTransform, Input.mousePosition, Editor.instance.EditorCamera));
}
public void ReturnToTitle()
{
GlobalGameManager.LoadScene("Title");
}
public void SetAuthoritiveMenu(bool state)
{
inAuthorativeMenu = state;
}
public void ToggleDebugCam()
{
var game = GameManager.instance.currentGameO;