Play Mode Features Part 1 (#413)

* add pause menu assets

* layout and animation for pause

* make play mode prefab function

re-assign unused class inheritance

* remove filepath

* don't init medals twice

* remove PlayerActionObject

* initial attempt at anti-note lock

TODO: circumvent inputs clearing themselves making the functionality not work

* properly implement input lock prevention

* fix error on editor open

* functional pause menu

* bugfix

* make unpausing not reset current play statistics

* serialize initializer components in inspector instead of procedurally generating

* sanity check

* note for fade

* make flashes in the camera prefabs instead of in world space

remove / reorganize script files
address issue #411

* fix bug with perfect campaign

make minigame transitions hide the game canvas
adjust animation of the song credits textbox

* fully functional intro scene (placeholder for future title screen)

refactored entire game loading procedure
re-organized some files

* add interaction query to disclaimer text

* reword legal

* anchor section medals to section display

more tempo change placement controls

* operation order bugfix

* prep for future ratings and stats

* loading text

* autoload opening scene

* splash screen adjustments

added setting to force enable splash screen

* adjust setting entry
This commit is contained in:
minenice55
2023-05-07 16:33:15 -04:00
committed by GitHub
parent 6c0fcca922
commit caf7d9465f
183 changed files with 17863 additions and 2247 deletions

View File

@ -1,6 +1,8 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using HeavenStudio.Util;
using System.Linq;
@ -9,49 +11,40 @@ namespace HeavenStudio.Games.Global
{
public class Flash : MonoBehaviour
{
public float startBeat;
public float length;
[NonSerialized] public float startBeat;
[NonSerialized] public float length;
public Color startColor;
public Color endColor;
[NonSerialized] public Color startColor;
[NonSerialized] public Color endColor;
public EasingFunction.Ease ease;
private EasingFunction.Function func;
[NonSerialized] public EasingFunction.Ease ease;
[NonSerialized] private EasingFunction.Function func;
private SpriteRenderer spriteRenderer;
[NonSerialized] private Image spriteRenderer;
[SerializeField] private Color currentCol;
private List<DynamicBeatmap.DynamicEntity> allFadeEvents = new List<DynamicBeatmap.DynamicEntity>();
[NonSerialized] private List<DynamicBeatmap.DynamicEntity> allFadeEvents = new List<DynamicBeatmap.DynamicEntity>();
private void Awake()
{
this.gameObject.transform.SetParent(GameManager.instance.gameObject.transform);
gameObject.layer = LayerMask.NameToLayer("Flash");
this.gameObject.transform.localScale = new Vector3(1, 1);
spriteRenderer = this.gameObject.AddComponent<SpriteRenderer>();
spriteRenderer.color = startColor;
spriteRenderer.sortingOrder = 30001;
spriteRenderer.sprite = Resources.Load<Sprite>("Sprites/GeneralPurpose/Square");
spriteRenderer = GetComponent<Image>();
spriteRenderer.color = currentCol;
func = EasingFunction.GetEasingFunction(EasingFunction.Ease.Linear);
GameManager.instance.onBeatChanged += OnBeatChanged;
}
public void OnBeatChanged(float beat)
{
allFadeEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "flash" });
Test(beat);
// backwards-compatibility baybee
allFadeEvents.AddRange(EventCaller.GetAllInGameManagerList("gameManager", new string[] { "flash" }));
Test(beat);
allFadeEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
FindFadeFromBeat(beat);
}
private void Test(float beat)
private void FindFadeFromBeat(float beat)
{
Color startCol = Color.white;
Color endCol = Color.white;
@ -105,7 +98,7 @@ namespace HeavenStudio.Games.Global
private void Update()
{
Test(Conductor.instance.songPositionInBeats);
FindFadeFromBeat(Conductor.instance.songPositionInBeats);
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, length);
// normalizedBeat = Mathf.Clamp01(normalizedBeat);

View File

@ -32,7 +32,7 @@ namespace HeavenStudio.Games.Global
private List<DynamicBeatmap.DynamicEntity> idolEvents = new List<DynamicBeatmap.DynamicEntity>();
private List<DynamicBeatmap.DynamicEntity> closedCaptionsEvents = new List<DynamicBeatmap.DynamicEntity>();
Textbox instance;
public static Textbox instance { get; private set; }
[Header("Objects")]
public GameObject TextboxEnabler;