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

@ -120,7 +120,7 @@ namespace HeavenStudio.Games
if(closest == null)
{
if (input == InputType.ANY || toCompare.inputType.HasFlag(input))
if (input == InputType.ANY || (toCompare.inputType & input) != 0)
closest = toCompare;
} else
{
@ -131,7 +131,7 @@ namespace HeavenStudio.Games
if (t2 < t1)
{
if (input == InputType.ANY || toCompare.inputType.HasFlag(input))
if (input == InputType.ANY || (toCompare.inputType & input) != 0)
closest = toCompare;
}
}
@ -220,6 +220,14 @@ namespace HeavenStudio.Games
}
public virtual void OnStop(float beat)
{
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
public int MultipleEventsAtOnce()
{
int sameTime = 0;