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

@ -19,12 +19,11 @@ namespace HeavenStudio.Util
public bool looping;
public double loopEndBeat = -1;
public double fadeTime;
int loopIndex = 0;
bool loopDone;
private AudioSource audioSource;
private Conductor cond;
private int pauseTimes = 0;
private double startTime;
@ -34,6 +33,7 @@ namespace HeavenStudio.Util
bool playInstant = false;
bool played = false;
bool paused = false;
bool queued = false;
public bool available = true;
@ -78,7 +78,7 @@ namespace HeavenStudio.Util
audioSource.loop = looping;
loopEndBeat = -1;
loopIndex = 0;
loopDone = false;
audioSource.Stop();
if (beat == -1 && !scheduled)
@ -87,13 +87,15 @@ namespace HeavenStudio.Util
played = true;
startTime = AudioSettings.dspTime;
audioSource.PlayScheduled(startTime);
StartCoroutine(NotRelyOnBeatSound());
}
else
{
playInstant = false;
scheduledPitch = cond.SongPitch;
startTime = (AudioSettings.dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch) - offset;
if (cond != null)
{
scheduledPitch = cond.SongPitch;
startTime = (AudioSettings.dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch) - offset;
}
if (scheduledPitch != 0 && AudioSettings.dspTime >= startTime)
{
@ -107,9 +109,9 @@ namespace HeavenStudio.Util
{
cond = Conductor.instance;
double dspTime = AudioSettings.dspTime;
if (!available)
if (!(available || played))
{
if (!Conductor.instance.isPlaying)
if (!(cond.isPlaying || cond.isPaused))
{
GameManager.instance.SoundObjects.Release(this);
return;
@ -123,7 +125,6 @@ namespace HeavenStudio.Util
}
if (scheduledPitch != 0 && dspTime > scheduledTime)
{
StartCoroutine(NotRelyOnBeatSound());
played = true;
}
}
@ -138,7 +139,6 @@ namespace HeavenStudio.Util
if (scheduledPitch != 0 && dspTime > startTime)
{
played = true;
StartCoroutine(NotRelyOnBeatSound());
}
else
{
@ -166,34 +166,52 @@ namespace HeavenStudio.Util
}
}
if (loopIndex < 1)
if (played)
{
if (!(cond.isPlaying || cond.isPaused))
{
GameManager.instance.SoundObjects.Release(this);
return;
}
if (!(looping || paused || audioSource.isPlaying))
{
GameManager.instance.SoundObjects.Release(this);
return;
}
if (cond.isPaused || cond.SongPitch == 0)
{
if (!paused)
{
// Debug.Log($"Pausing {gameObject.name}");
audioSource.Pause();
paused = true;
}
}
else
{
if (paused)
{
// Debug.Log($"Unpausing {gameObject.name}");
audioSource.UnPause();
paused = false;
}
}
}
if (!loopDone)
{
if (looping && loopEndBeat != -1) // Looping sounds play forever unless params are set.
{
if (cond.songPositionInBeatsAsDouble > loopEndBeat)
{
KillLoop(fadeTime);
loopIndex++;
loopDone = true;
}
}
}
}
IEnumerator NotRelyOnBeatSound()
{
if (!Conductor.instance.isPlaying)
{
GameManager.instance.SoundObjects.Release(this);
yield break;
}
WaitUntil yieldIsAudioPlaying = new WaitUntil(() => !audioSource.isPlaying || !Conductor.instance.isPlaying);
if (played && !looping) // Looping sounds are destroyed manually.
{
yield return yieldIsAudioPlaying;
GameManager.instance.SoundObjects.Release(this);
}
}
public void SetLoopParams(double endBeat, double fadeTime)
{
loopEndBeat = endBeat;
@ -216,13 +234,14 @@ namespace HeavenStudio.Util
{
available = true;
played = false;
paused = false;
queued = false;
playInstant = false;
looping = false;
scheduled = false;
beat = 0;
loopEndBeat = -1;
loopIndex = 0;
loopDone = false;
startTime = 0;
audioSource.loop = false;