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

@ -80,7 +80,6 @@ namespace HeavenStudio.Editor
{
currentEventIndex = amount;
EventRef.transform.parent.DOKill();
CurrentSelected.transform.DOKill();
if (currentEventIndex < 0)
@ -98,20 +97,36 @@ namespace HeavenStudio.Editor
{
selectorHeight = GameEventSelectorRect.rect.height;
eventSize = EventRef.GetComponent<RectTransform>().rect.height;
// EventRef.transform.parent.DOKill();
float lastLocalY = EventRef.transform.parent.transform.localPosition.y;
if (currentEventIndex * eventSize >= selectorHeight/2 && eventsParent.childCount * eventSize >= selectorHeight)
{
if (currentEventIndex * eventSize < eventsParent.childCount * eventSize - selectorHeight/2)
{
EventRef.transform.parent.DOLocalMoveY((currentEventIndex * eventSize) - selectorHeight/2, 0.35f).SetEase(Ease.OutExpo);
EventRef.transform.parent.transform.localPosition = new Vector3(
EventRef.transform.parent.transform.localPosition.x,
Mathf.Lerp(lastLocalY, (currentEventIndex * eventSize) - selectorHeight/2, 12 * Time.deltaTime),
EventRef.transform.parent.transform.localPosition.z
);
}
else
{
EventRef.transform.parent.DOLocalMoveY((eventsParent.childCount * eventSize) - selectorHeight + (eventSize*0.33f), 0.35f).SetEase(Ease.OutExpo);
EventRef.transform.parent.transform.localPosition = new Vector3(
EventRef.transform.parent.transform.localPosition.x,
Mathf.Lerp(lastLocalY, (eventsParent.childCount * eventSize) - selectorHeight + (eventSize*0.33f), 12 * Time.deltaTime),
EventRef.transform.parent.transform.localPosition.z
);
}
}
else
EventRef.transform.parent.DOLocalMoveY(0, 0.35f).SetEase(Ease.OutExpo);
{
EventRef.transform.parent.transform.localPosition = new Vector3(
EventRef.transform.parent.transform.localPosition.x,
Mathf.Lerp(lastLocalY, 0, 12 * Time.deltaTime),
EventRef.transform.parent.transform.localPosition.z
);
}
}
public void SelectGame(string gameName, int index)
@ -134,7 +149,7 @@ namespace HeavenStudio.Editor
currentEventIndex = 0;
UpdateIndex(0, false);
Editor.instance.SetGameEventTitle($"Select game event for {gameName.Replace("\n", "")}");
Editor.instance?.SetGameEventTitle($"Select game event for {gameName.Replace("\n", "")}");
}
private void AddEvents()