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