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

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@ -0,0 +1,10 @@
namespace HeavenStudio.Util
{
public class GameEvent
{
public float length;
public float startBeat;
public float lastReportedBeat;
public bool enabled;
}
}

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@ -0,0 +1,11 @@
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@ -56,6 +56,28 @@ namespace HeavenStudio.Util
}
}
/// <summary>
/// Pauses all currently playing sounds.
/// </summary>
public static void PauseOneShots()
{
if (oneShotAudioSource != null)
{
oneShotAudioSource.Pause();
}
}
/// <summary>
/// Unpauses all currently playing sounds.
/// </summary>
public static void UnpauseOneShots()
{
if (oneShotAudioSource != null)
{
oneShotAudioSource.UnPause();
}
}
/// <summary>
/// Gets the length of an audio clip
/// </summary>

View File

@ -43,7 +43,7 @@ namespace HeavenStudio.Util
if (beat == -1 && !scheduled)
{
audioSource.PlayScheduled(AudioSettings.dspTime);
audioSource.Play();
playInstant = true;
played = true;
startTime = cnd.songPositionAsDouble;
@ -65,7 +65,7 @@ namespace HeavenStudio.Util
{
if (scheduled)
{
if (AudioSettings.dspTime > scheduledTime)
if (scheduledPitch != 0 && AudioSettings.dspTime > scheduledTime)
{
StartCoroutine(NotRelyOnBeatSound());
played = true;
@ -73,7 +73,7 @@ namespace HeavenStudio.Util
}
else if (!playInstant)
{
if (AudioSettings.dspTime > startTime)
if (scheduledPitch != 0 && AudioSettings.dspTime > startTime)
{
played = true;
StartCoroutine(NotRelyOnBeatSound());
@ -82,9 +82,21 @@ namespace HeavenStudio.Util
{
if (!played && scheduledPitch != cnd.SongPitch)
{
scheduledPitch = cnd.SongPitch;
startTime = (AudioSettings.dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch);
audioSource.SetScheduledStartTime(startTime);
if (cnd.SongPitch == 0)
{
scheduledPitch = cnd.SongPitch;
audioSource.Pause();
}
else
{
if (scheduledPitch == 0)
{
audioSource.UnPause();
}
scheduledPitch = cnd.SongPitch;
startTime = (AudioSettings.dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch);
audioSource.SetScheduledStartTime(startTime);
}
}
}
}