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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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@ -19,17 +19,24 @@ namespace HeavenStudio.Common
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[SerializeField] GameObject TimingDisplayPrefab;
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[SerializeField] GameObject SkillStarPrefab;
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[SerializeField] GameObject ChartSectionPrefab;
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[SerializeField] SectionMedalsManager SectionMedalsManager;
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[Header("Components")]
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[SerializeField] Transform ComponentHolder;
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List<OverlaysManager.OverlayOption> lytElements = new List<OverlaysManager.OverlayOption>();
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public static bool OverlaysReady {get { return instance != null &&
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TimingAccuracyDisplay.instance != null &&
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SkillStarManager.instance != null &&
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SectionMedalsManager.instance != null &&
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HeavenStudio.Games.Global.Textbox.instance != null;}}
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// Start is called before the first frame update
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void Start()
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public void Start()
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{
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instance = this;
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RefreshOverlaysLayout();
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instance = this;
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}
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// Update is called once per frame
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@ -82,12 +89,15 @@ namespace HeavenStudio.Common
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{
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if (c is TimingDisplayComponent) {
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c.CreateElement(TimingDisplayPrefab, ComponentHolder);
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Debug.Log("Create TimingDisplayComponent");
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}
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else if (c is SkillStarComponent) {
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c.CreateElement(SkillStarPrefab, ComponentHolder);
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Debug.Log("Create SkillStarComponent");
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}
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else if (c is SectionComponent) {
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c.CreateElement(ChartSectionPrefab, ComponentHolder);
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Debug.Log("Create SectionComponent");
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}
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c.PositionElement();
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}
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@ -225,6 +235,8 @@ namespace HeavenStudio.Common
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go.transform.localScale = Vector3.one * scale;
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go.transform.localRotation = Quaternion.Euler(0, 0, rotation);
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go.SetActive(enable && OverlaysManager.OverlaysEnabled);
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HeavenStudio.Common.SectionMedalsManager.instance?.AnchorToOverlay(go);
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}
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}
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