From d5ae99d8babec7bc748f1da92f521c4f81b0b1d4 Mon Sep 17 00:00:00 2001 From: minenice55 Date: Fri, 10 Mar 2023 23:51:22 -0500 Subject: [PATCH] Game Overlays (#280) * add accuracy display * temp BG for show * separate overlays prefab make proper shader for star effects * aim shakiness display * implement testing skill star * fully functional skill star * separate section display from editor * fully separate chart section display from timeline * add section to overlays * fix nullreference issues * start game layout settings * add game settings script * fix nonfunctioning scoring * invert y position logic on timing bar * add perfect challenge functionality * fix section not showing up in editor add perfect challenge option * add timing display minimal mode * Update PerfectAndPractice.png * show gismo for minigame bounds in editor * add ability to disable overlays in editor * prepare medals add new timing display graphic * hide screen preview * per-axis camera control added per request * section medals basic functionality * add medal get animations * fix bug with perfect icons * visual enhancements * adjust look of timing display minmode address audio ducking issues(?) * prepare overlay lyt editor add viewport pan, rotate, scale adjust audio setting * add layout editor UI elements * dynamic overlay creation * fix default single timing disp * set up overlay settings controls * start UI events * runtime uuid for component reference * layout editor affects overlay elements * show overlay element previews while editing * advanced audio settings * fix bug in drop-down creation * fallback defaults for the new stuff * fix textbox & overlay visibility bugs --- Assets/Resources/Prefabs/Cameras.prefab | 333 +- Assets/Resources/Prefabs/Common/Overlays.meta | 8 + .../Resources/Prefabs/Common/Overlays.prefab | 2256 + .../Prefabs/Common/Overlays.prefab.meta | 7 + .../Common/Overlays/CurrentSection.prefab | 463 + .../Overlays/CurrentSection.prefab.meta | 7 + 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fragment frag + #pragma target 2.0 + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + sampler2D _MaskTex; + fixed4 _Color; + fixed4 _TextureSampleAdd; + float4 _ClipRect; + float4 _MainTex_ST; + + v2f vert(appdata_t v) + { + v2f OUT; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + OUT.worldPosition = v.vertex; + OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); + + OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + + OUT.color = v.color * _Color; + return OUT; + } + + fixed4 frag(v2f IN) : SV_Target + { + half4 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-4466103494465645228 second: PerfectIcon_5 @@ -64,10 +64,10 @@ TextureImporter: compressionQuality: 50 spriteMode: 2 spriteExtrude: 1 - spriteMeshType: 1 + spriteMeshType: 0 alignment: 0 spritePivot: {x: 0.5, y: 0.5} - spritePixelsToUnits: 72 + spritePixelsToUnits: 144 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 @@ -115,16 +115,16 @@ TextureImporter: name: PerfectIcon_0 rect: serializedVersion: 2 - x: 4 - y: 146 - width: 128 - height: 138 + x: 12 + y: 296 + width: 248 + height: 268 alignment: 0 - pivot: {x: 0, y: 0} + pivot: {x: 0.5, y: 0.5} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] - tessellationDetail: 0 + tessellationDetail: -1 bones: [] spriteID: 48857d60fcf59e740800000000000000 internalID: 5181778189044111492 @@ -136,16 +136,16 @@ TextureImporter: name: PerfectIcon_1 rect: serializedVersion: 2 - x: 136 - y: 146 - width: 128 - height: 138 + x: 276 + y: 296 + width: 248 + height: 268 alignment: 0 - pivot: {x: 0, y: 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GameManager.instance.Beatmap.tempoChanges) + foreach (DynamicBeatmap.TempoChange t in chart.tempoChanges) { if (t.beat > beat) { @@ -303,7 +305,7 @@ namespace HeavenStudio float lastTempoChangeBeat = 0f; - foreach (DynamicBeatmap.TempoChange t in GameManager.instance.Beatmap.tempoChanges) + foreach (DynamicBeatmap.TempoChange t in chart.tempoChanges) { if (t.beat > beat) { diff --git a/Assets/Scripts/GameCamera.cs b/Assets/Scripts/GameCamera.cs index 49c224aaf..959299e06 100644 --- a/Assets/Scripts/GameCamera.cs +++ b/Assets/Scripts/GameCamera.cs @@ -12,9 +12,16 @@ namespace HeavenStudio public static GameCamera instance { get; private set; } public new Camera camera; + public enum CameraAxis + { + All, + X, + Y, + Z + } + private List positionEvents = new List(); private List rotationEvents = new List(); - private List scaleEvents = new List(); private List shakeEvents = new List(); /** @@ -22,25 +29,20 @@ namespace HeavenStudio **/ public static Vector3 defaultPosition = new Vector3(0, 0, -10); public static Vector3 defaultRotEluer = new Vector3(0, 0, 0); - public static Vector3 defaultScale = new Vector3(16, 9, 1); public static Vector3 defaultShake = new Vector3(0, 0, 0); /** camera's current transformation - TODO: stretching (the scale param) not working, will need help with this cause I don't understand Unity's camera **/ private static Vector3 position; private static Vector3 rotEluer; - private static Vector3 scale; private static Vector3 shakeResult; /** camera's last transformation - TODO: stretching (the scaleLast param) not working, will need help with this cause I don't understand Unity's camera **/ private static Vector3 positionLast; private static Vector3 rotEluerLast; - private static Vector3 scaleLast; private static Vector3 shakeLast; /** @@ -71,7 +73,6 @@ namespace HeavenStudio positionLast = defaultPosition; rotEluerLast = defaultRotEluer; - scaleLast = defaultScale; } public void OnBeatChanged(float beat) @@ -81,7 +82,6 @@ namespace HeavenStudio positionLast = defaultPosition; rotEluerLast = defaultRotEluer; - scaleLast = defaultScale; // this entire thing is a mess redo it later //pos @@ -97,10 +97,6 @@ namespace HeavenStudio shakeEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "screen shake" }); - - //scale (TODO) - // scaleEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "scale camera" }); - UpdateCameraTranslate(); UpdateCameraRotate(); SetShakeIntensity(); @@ -115,7 +111,6 @@ namespace HeavenStudio Camera cam = GetCamera(); cam.transform.localPosition = position + additionalPosition + shakeResult; cam.transform.eulerAngles = rotEluer + additionalRotEluer; - cam.transform.localScale = Vector3.Scale(scale, additionalScale); } private void UpdateCameraTranslate() @@ -126,14 +121,42 @@ namespace HeavenStudio if (prog >= 0f) { EasingFunction.Function func = EasingFunction.GetEasingFunction((EasingFunction.Ease) e["ease"]); - float dx = func(positionLast.x, e["valA"], Mathf.Min(prog, 1f)); - float dy = func(positionLast.y, e["valB"], Mathf.Min(prog, 1f)); - float dz = func(positionLast.z, -e["valC"], Mathf.Min(prog, 1f)); - position = new Vector3(dx, dy, dz); + switch (e["axis"]) + { + case (int) CameraAxis.X: + position.x = func(positionLast.x, e["valA"], Mathf.Min(prog, 1f)); + break; + case (int) CameraAxis.Y: + position.y = func(positionLast.y, e["valB"], Mathf.Min(prog, 1f)); + break; + case (int) CameraAxis.Z: + position.z = func(positionLast.z, -e["valC"], Mathf.Min(prog, 1f)); + break; + default: + float dx = func(positionLast.x, e["valA"], Mathf.Min(prog, 1f)); + float dy = func(positionLast.y, e["valB"], Mathf.Min(prog, 1f)); + float dz = func(positionLast.z, -e["valC"], Mathf.Min(prog, 1f)); + position = new Vector3(dx, dy, dz); + break; + } } if (prog > 1f) { - positionLast = new Vector3(e["valA"], e["valB"], -e["valC"]); + switch (e["axis"]) + { + case (int) CameraAxis.X: + positionLast.x = e["valA"]; + break; + case (int) CameraAxis.Y: + positionLast.y = e["valB"]; + break; + case (int) CameraAxis.Z: + positionLast.z = -e["valC"]; + break; + default: + positionLast = new Vector3(e["valA"], e["valB"], -e["valC"]); + break; + } } } } @@ -146,14 +169,42 @@ namespace HeavenStudio if (prog >= 0f) { EasingFunction.Function func = EasingFunction.GetEasingFunction((EasingFunction.Ease) e["ease"]); - float dx = func(rotEluerLast.x, e["valA"], Mathf.Min(prog, 1f)); - float dy = func(rotEluerLast.y, e["valB"], Mathf.Min(prog, 1f)); - float dz = func(-rotEluerLast.z, e["valC"], Mathf.Min(prog, 1f)); - rotEluer = new Vector3(dx, dy, dz); //I'm stupid and forgot to negate the rotation gfd 😢 - + switch (e["axis"]) + { + case (int) CameraAxis.X: + rotEluer.x = func(rotEluerLast.x, e["valA"], Mathf.Min(prog, 1f)); + break; + case (int) CameraAxis.Y: + rotEluer.y = func(rotEluerLast.y, e["valB"], Mathf.Min(prog, 1f)); + break; + case (int) CameraAxis.Z: + rotEluer.z = func(rotEluerLast.z, -e["valC"], Mathf.Min(prog, 1f)); + break; + default: + float dx = func(rotEluerLast.x, e["valA"], Mathf.Min(prog, 1f)); + float dy = func(rotEluerLast.y, e["valB"], Mathf.Min(prog, 1f)); + float dz = func(rotEluerLast.z, -e["valC"], Mathf.Min(prog, 1f)); + rotEluer = new Vector3(dx, dy, dz); //I'm stupid and forgot to negate the rotation gfd 😢 + break; + } } if (prog > 1f) { + switch (e["axis"]) + { + case (int) CameraAxis.X: + rotEluerLast.x = e["valA"]; + break; + case (int) CameraAxis.Y: + rotEluerLast.y = e["valB"]; + break; + case (int) CameraAxis.Z: + rotEluerLast.z = -e["valC"]; + break; + default: + rotEluerLast = new Vector3(e["valA"], e["valB"], -e["valC"]); + break; + } rotEluerLast = new Vector3(e["valA"], e["valB"], -e["valC"]); } } @@ -180,7 +231,6 @@ namespace HeavenStudio { position = defaultPosition; rotEluer = defaultRotEluer; - scale = defaultScale; shakeResult = defaultShake; } @@ -188,7 +238,6 @@ namespace HeavenStudio { additionalPosition = new Vector3(0, 0, 0); additionalRotEluer = new Vector3(0, 0, 0); - additionalScale = new Vector3(1, 1, 1); } public static Camera GetCamera() diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs index d243fc624..8fb11dce5 100644 --- a/Assets/Scripts/GameManager.cs +++ b/Assets/Scripts/GameManager.cs @@ -7,6 +7,7 @@ using UnityEngine; using Starpelly; using Newtonsoft.Json; using HeavenStudio.Games; +using HeavenStudio.Common; namespace HeavenStudio { @@ -21,7 +22,7 @@ namespace HeavenStudio [Header("Components")] public string txt; public string ext; - public Camera GameCamera, CursorCam, OverlayCamera; + public Camera GameCamera, CursorCam, OverlayCamera, StaticCamera; public GameObject GameLetterbox; public CircleCursor CircleCursor; [HideInInspector] public GameObject GamesHolder; @@ -44,11 +45,7 @@ namespace HeavenStudio public bool autoplay; public bool canInput = true; public DynamicBeatmap.ChartSection currentSection, nextSection; - public float sectionProgress { get { - if (currentSection == null) return 0; - if (nextSection == null) return (Conductor.instance.songPositionInBeats - currentSection.beat) / (endBeat - currentSection.beat); - return (Conductor.instance.songPositionInBeats - currentSection.beat) / (nextSection.beat - currentSection.beat); - }} + public float sectionProgress { get; private set; } public event Action onBeatChanged; public event Action onSectionChange; @@ -88,6 +85,7 @@ namespace HeavenStudio return totalPlayerAccuracy / totalInputs; } } + bool skillStarCollected = false; private void Awake() { @@ -125,8 +123,23 @@ namespace HeavenStudio Conductor.instance.SetVolume(Beatmap.musicVolume); Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset; - GameObject textbox = Instantiate(Resources.Load("Prefabs/Common/Textbox")); - textbox.name = "Textbox"; + // note: serialize this shit in the inspector // + GameObject textbox = Instantiate(Resources.Load("Prefabs/Common/Textbox")); + textbox.name = "Textbox"; + + GameObject overlays = Instantiate(Resources.Load("Prefabs/Common/Overlays")); + overlays.name = "Overlays"; + + GameObject timingDisp = Instantiate(Resources.Load("Prefabs/Common/Overlays/TimingAccuracy")); + timingDisp.name = "TimingDisplay"; + + GameObject skillStarDisp = Instantiate(Resources.Load("Prefabs/Common/Overlays/SkillStar")); + skillStarDisp.name = "SkillStar"; + + GoForAPerfect.instance.Disable(); + ///// + + if (txt != null && ext != null) { LoadRemix(txt, ext); @@ -206,12 +219,25 @@ namespace HeavenStudio } } - public void ScoreInputAccuracy(double accuracy, bool late, double weight = 1) + public void ScoreInputAccuracy(double accuracy, bool late, double time, double weight = 1, bool doDisplay = true) { totalInputs += weight; totalPlayerAccuracy += accuracy * weight; + if (accuracy < Minigame.rankOkThreshold && weight > 0) + { + SkillStarManager.instance.KillStar(); + } + + if (SkillStarManager.instance.IsEligible && !skillStarCollected && accuracy >= 1f) + { + if (SkillStarManager.instance.DoStarJust()) + skillStarCollected = true; + } + // push the hit event to the timing display + if (doDisplay) + TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, late); } public void SeekAheadAndPreload(double start, float seekTime = 8f) @@ -292,7 +318,6 @@ namespace HeavenStudio } } - // LateUpdate works a bit better(?) but causes some bugs (like issues with bop animations). private void Update() { PlayerInput.UpdateInputControllers(); @@ -301,16 +326,16 @@ namespace HeavenStudio return; if (!Conductor.instance.isPlaying) return; + Conductor cond = Conductor.instance; - List entities = Beatmap.entities.Select(c => c.beat).ToList(); List tempoChanges = Beatmap.tempoChanges.Select(c => c.beat).ToList(); if (currentTempoEvent < Beatmap.tempoChanges.Count && currentTempoEvent >= 0) { - if (Conductor.instance.songPositionInBeatsAsDouble >= tempoChanges[currentTempoEvent]) + if (cond.songPositionInBeatsAsDouble >= tempoChanges[currentTempoEvent]) { - Conductor.instance.SetBpm(Beatmap.tempoChanges[currentTempoEvent].tempo); + cond.SetBpm(Beatmap.tempoChanges[currentTempoEvent].tempo); currentTempoEvent++; } } @@ -318,9 +343,9 @@ namespace HeavenStudio List volumeChanges = Beatmap.volumeChanges.Select(c => c.beat).ToList(); if (currentVolumeEvent < Beatmap.volumeChanges.Count && currentVolumeEvent >= 0) { - if (Conductor.instance.songPositionInBeatsAsDouble >= volumeChanges[currentVolumeEvent]) + if (cond.songPositionInBeatsAsDouble >= volumeChanges[currentVolumeEvent]) { - Conductor.instance.SetVolume(Beatmap.volumeChanges[currentVolumeEvent].volume); + cond.SetVolume(Beatmap.volumeChanges[currentVolumeEvent].volume); currentVolumeEvent++; } } @@ -328,7 +353,7 @@ namespace HeavenStudio List chartSections = Beatmap.beatmapSections.Select(c => c.beat).ToList(); if (currentSectionEvent < Beatmap.beatmapSections.Count && currentSectionEvent >= 0) { - if (Conductor.instance.songPositionInBeatsAsDouble >= chartSections[currentSectionEvent]) + if (cond.songPositionInBeatsAsDouble >= chartSections[currentSectionEvent]) { Debug.Log("Section " + Beatmap.beatmapSections[currentSectionEvent].sectionName + " started"); currentSection = Beatmap.beatmapSections[currentSectionEvent]; @@ -343,13 +368,13 @@ namespace HeavenStudio float seekTime = 8f; //seek ahead to preload games that have assetbundles - SeekAheadAndPreload(Conductor.instance.songPositionInBeatsAsDouble, seekTime); + SeekAheadAndPreload(cond.songPositionInBeatsAsDouble, seekTime); SeekAheadAndDoPreEvent(Conductor.instance.songPositionInBeatsAsDouble); if (currentEvent < Beatmap.entities.Count && currentEvent >= 0) { - if (Conductor.instance.songPositionInBeatsAsDouble >= entities[currentEvent]) + if (cond.songPositionInBeatsAsDouble >= entities[currentEvent]) { // allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay var entitiesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0]))); @@ -380,10 +405,26 @@ namespace HeavenStudio // Thank you to @shshwdr for bring this to my attention currentEvent++; } - - // currentEvent += gameManagerEntities.Count; } } + + if (currentSection == null) + { + sectionProgress = 0; + } + else + { + float currectSectionStart = (float)cond.GetSongPosFromBeat(currentSection.beat); + + if (nextSection == null) + sectionProgress = (cond.songPosition - currectSectionStart) / ((float)cond.GetSongPosFromBeat(endBeat) - currectSectionStart); + else + sectionProgress = (cond.songPosition - currectSectionStart) / ((float)cond.GetSongPosFromBeat(nextSection.beat) - currectSectionStart); + } + } + + private void LateUpdate() { + OverlaysManager.instance.TogleOverlaysVisibility(Editor.Editor.instance == null || Editor.Editor.instance.fullscreen || ((PersistentDataManager.gameSettings.overlaysInEditor) && (!Editor.Editor.instance.fullscreen)) || HeavenStudio.Editor.GameSettings.InPreview); } public void ToggleInputs(bool inputs) @@ -402,6 +443,15 @@ namespace HeavenStudio totalInputs = 0; totalPlayerAccuracy = 0; + TimingAccuracyDisplay.instance.ResetArrow(); + SkillStarManager.instance.Reset(); + skillStarCollected = false; + + GoForAPerfect.instance.perfect = true; + GoForAPerfect.instance.Disable(); + + SectionMedalsManager.instance.Reset(); + StartCoroutine(PlayCo(beat)); onBeatChanged?.Invoke(beat); } @@ -441,6 +491,12 @@ namespace HeavenStudio onBeatChanged?.Invoke(beat); KillAllSounds(); + // I feel like I should standardize the names + SkillStarManager.instance.KillStar(); + TimingAccuracyDisplay.instance.StopStarFlash(); + GoForAPerfect.instance.Disable(); + SectionMedalsManager.instance.OnRemixEnd(); + Debug.Log($"Average input offset for playthrough: {averageInputOffset}ms"); Debug.Log($"Accuracy for playthrough: {(PlayerAccuracy * 100) : 0.00}"); diff --git a/Assets/Scripts/Games/Minigame.cs b/Assets/Scripts/Games/Minigame.cs index 045bf7334..a16c4c2e1 100644 --- a/Assets/Scripts/Games/Minigame.cs +++ b/Assets/Scripts/Games/Minigame.cs @@ -3,12 +3,13 @@ using System.Collections.Generic; using UnityEngine; using HeavenStudio.Util; +using HeavenStudio.Common; namespace HeavenStudio.Games { public class Minigame : MonoBehaviour { - public static float earlyTime = 0.07f, perfectTime = 0.04f, aceEarlyTime = 0.01f, aceLateTime = 0.01f, lateTime = 0.04f, endTime = 0.07f; + public static double earlyTime = 0.07f, perfectTime = 0.04f, aceEarlyTime = 0.01f, aceLateTime = 0.01f, lateTime = 0.04f, endTime = 0.07f; public static float rankHiThreshold = 0.8f, rankOkThreshold = 0.6f; [SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences; @@ -150,37 +151,38 @@ namespace HeavenStudio.Games } // now should fix the fast bpm problem - public static float EarlyTime() + public static double EarlyTime() { - return 1f - ScaleTimingMargin(earlyTime); + return 1f - earlyTime; } - public static float PerfectTime() + public static double PerfectTime() { - return 1f - ScaleTimingMargin(perfectTime); + return 1f - perfectTime; } - public static float LateTime() + public static double LateTime() { - return 1f + ScaleTimingMargin(lateTime); + return 1f + lateTime; } - public static float EndTime() + public static double EndTime() { - return 1f + ScaleTimingMargin(endTime); + return 1f + endTime; } - public static float AceStartTime() + public static double AceStartTime() { - return 1f - ScaleTimingMargin(aceEarlyTime); + return 1f - aceEarlyTime; } - public static float AceEndTime() + public static double AceEndTime() { - return 1f + ScaleTimingMargin(aceLateTime); + return 1f + aceLateTime; } - //scales timing windows to the BPM in an ""intelligent"" manner + // DEPRECATED: scales timing windows to the BPM in an ""intelligent"" manner + // only left for historical reasons static float ScaleTimingMargin(float f) { float bpm = Conductor.instance.songBpm * Conductor.instance.musicSource.pitch; @@ -253,7 +255,12 @@ namespace HeavenStudio.Games public void ScoreMiss(double weight = 1f) { - GameManager.instance.ScoreInputAccuracy(0, true, weight); + GameManager.instance.ScoreInputAccuracy(0, true, EndTime(), weight, false); + if (weight > 0) + { + GoForAPerfect.instance.Miss(); + SectionMedalsManager.instance.MakeIneligible(); + } } private void OnDestroy() { @@ -262,5 +269,10 @@ namespace HeavenStudio.Games evt.Disable(); } } + + private void OnDrawGizmos() { + Gizmos.color = Color.magenta; + Gizmos.DrawWireCube(Vector3.zero, new Vector3(17.77695f, 10, 0)); + } } } diff --git a/Assets/Scripts/Games/PlayerActionEvent.cs b/Assets/Scripts/Games/PlayerActionEvent.cs index a2d41ef16..8ce002da6 100644 --- a/Assets/Scripts/Games/PlayerActionEvent.cs +++ b/Assets/Scripts/Games/PlayerActionEvent.cs @@ -6,6 +6,8 @@ using DG.Tweening; using HeavenStudio.Util; using Starpelly; +using HeavenStudio.Common; + namespace HeavenStudio.Games { @@ -62,6 +64,7 @@ namespace HeavenStudio.Games if (noAutoplay && autoplayOnly) autoplayOnly = false; if (noAutoplay && triggersAutoplay){ triggersAutoplay = false; } + if (!enabled) return; double normalizedTime = GetNormalizedTime(); double stateProg = ((normalizedTime - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2; @@ -161,9 +164,20 @@ namespace HeavenStudio.Games GameManager.instance.AvgInputOffset = offset; OnHit(this, (float) state); - if (countsForAccuracy && !(noAutoplay || autoplayOnly) && isEligible) - GameManager.instance.ScoreInputAccuracy(TimeToAccuracy(time), time > 1.0, 1.0); CleanUp(); + if (countsForAccuracy && !(noAutoplay || autoplayOnly) && isEligible) + { + GameManager.instance.ScoreInputAccuracy(TimeToAccuracy(time), time > 1.0, time); + if (state >= 1f || state <= -1f) + { + GoForAPerfect.instance.Miss(); + SectionMedalsManager.instance.MakeIneligible(); + } + else + { + GoForAPerfect.instance.Hit(); + } + } } else { Blank(); @@ -176,7 +190,6 @@ namespace HeavenStudio.Games if (time >= Minigame.AceStartTime() && time <= Minigame.AceEndTime()) { // Ace - Debug.Log("Accuracy (Ace): " + 1.0); return 1.0; } @@ -190,7 +203,6 @@ namespace HeavenStudio.Games state = 1.0 - ((time - Minigame.AceEndTime()) / (Minigame.LateTime() - Minigame.AceEndTime())); state *= 1.0 - Minigame.rankHiThreshold; state += Minigame.rankHiThreshold; - Debug.Log("Accuracy (Late): " + state); } else { @@ -198,7 +210,6 @@ namespace HeavenStudio.Games state = ((time - Minigame.PerfectTime()) / (Minigame.AceStartTime() - Minigame.PerfectTime())); state *= 1.0 - Minigame.rankHiThreshold; state += Minigame.rankHiThreshold; - Debug.Log("Accuracy (Early): " + state); } } else @@ -208,14 +219,12 @@ namespace HeavenStudio.Games // late half of timing window state = 1.0 - ((time - Minigame.LateTime()) / (Minigame.EndTime() - Minigame.LateTime())); state *= Minigame.rankOkThreshold; - Debug.Log("Accuracy (Late NG): " + state); } else { //early half of timing window state = ((time - Minigame.PerfectTime()) / (Minigame.AceStartTime() - Minigame.PerfectTime())); state *= Minigame.rankOkThreshold; - Debug.Log("Accuracy (Early NG): " + state); } } return state; @@ -230,7 +239,11 @@ namespace HeavenStudio.Games CleanUp(); if (countsForAccuracy && !(noAutoplay || autoplayOnly)) - GameManager.instance.ScoreInputAccuracy(0, true, 1.0); + { + GameManager.instance.ScoreInputAccuracy(0, true, 2.0, 1.0, false); + GoForAPerfect.instance.Miss(); + SectionMedalsManager.instance.MakeIneligible(); + } } public void Blank() diff --git a/Assets/Scripts/Games/PlayerActionObject.cs b/Assets/Scripts/Games/PlayerActionObject.cs index 5ba44e546..3e147b305 100644 --- a/Assets/Scripts/Games/PlayerActionObject.cs +++ b/Assets/Scripts/Games/PlayerActionObject.cs @@ -2,6 +2,7 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using HeavenStudio.Editor; using HeavenStudio.Editor.Track; namespace HeavenStudio.Games @@ -15,7 +16,7 @@ namespace HeavenStudio.Games //the variables below seem to be mostly unused (they are never used in any meaningful way) public int aceTimes; //always set to 0 no matter what (also, the one time it's used doesn't seem to make sense) - public bool isEligible; //value never used for anything + public bool isEligible = true; private bool autoPlayEnabledOnStart; //value never used for anything public bool triggersAutoplay = true; @@ -147,7 +148,7 @@ namespace HeavenStudio.Games private void AceVisuals() { - if (Timeline.instance != null) + if (Timeline.instance != null && Editor.Editor.instance != null && !Editor.Editor.instance.fullscreen) { Timeline.instance.AutoplayBTN.GetComponent().Play("Ace", 0, 0); } @@ -165,4 +166,4 @@ namespace HeavenStudio.Games MakeInEligible(); } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/GlobalGameManager.cs b/Assets/Scripts/GlobalGameManager.cs index 01a28699d..dcd5a49a4 100644 --- a/Assets/Scripts/GlobalGameManager.cs +++ b/Assets/Scripts/GlobalGameManager.cs @@ -33,6 +33,20 @@ namespace HeavenStudio public static int ScreenSizeIndex = 0; public static float MasterVolume = 0.8f; + public static int currentDspSize = 256; + public static int currentSampleRate = 44100; + public static readonly int[] DSP_BUFFER_SIZES = + { + 128, 256, 340, 480, 512, 1024 + }; + + public static readonly int[] SAMPLE_RATES = + { + 22050, 44100, 48000, 88200, 96000, + }; + + public static RenderTexture GameRenderTexture; + public static RenderTexture OverlayRenderTexture; public enum Scenes : int { @@ -57,6 +71,16 @@ namespace HeavenStudio CustomScreenHeight = PersistentDataManager.gameSettings.resolutionHeight; ChangeMasterVolume(PersistentDataManager.gameSettings.masterVolume); + + if (PersistentDataManager.gameSettings.dspSize == 0) + PersistentDataManager.gameSettings.dspSize = 256; + if (PersistentDataManager.gameSettings.sampleRate == 0) + PersistentDataManager.gameSettings.sampleRate = 44100; + currentDspSize = PersistentDataManager.gameSettings.dspSize; + currentSampleRate = PersistentDataManager.gameSettings.sampleRate; + + ChangeAudioSettings(currentDspSize, currentSampleRate); + if (PersistentDataManager.gameSettings.isFullscreen) { Screen.SetResolution(Display.main.systemWidth, Display.main.systemHeight, FullScreenMode.FullScreenWindow); @@ -167,15 +191,39 @@ namespace HeavenStudio } } + public static void ResetGameRenderTexture() + { + GameRenderTexture.width = Screen.width; + GameRenderTexture.height = Screen.height; + + OverlayRenderTexture.width = Screen.width; + OverlayRenderTexture.height = Screen.height; + } + public static void ChangeMasterVolume(float value) { MasterVolume = value; AudioListener.volume = MasterVolume; } + public static void ChangeAudioSettings(int dspSize, int sampleRate) + { + // don't reset audio if no changes are done + AudioConfiguration config = AudioSettings.GetConfiguration(); + if (dspSize == config.dspBufferSize && sampleRate == config.sampleRate) return; + currentDspSize = dspSize; + currentSampleRate = sampleRate; + + config.dspBufferSize = currentDspSize; + config.sampleRate = currentSampleRate; + AudioSettings.Reset(config); + + PersistentDataManager.gameSettings.dspSize = currentDspSize; + PersistentDataManager.gameSettings.sampleRate = currentSampleRate; + } + void OnApplicationQuit() { - PersistentDataManager.SaveSettings(); Debug.Log("Disconnecting JoyShocks..."); PlayerInput.DisconnectJoyshocks(); } diff --git a/Assets/Scripts/GoForAPerfect.cs b/Assets/Scripts/GoForAPerfect.cs deleted file mode 100644 index 3c0ff00fa..000000000 --- a/Assets/Scripts/GoForAPerfect.cs +++ /dev/null @@ -1,70 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using HeavenStudio.Util; - -namespace HeavenStudio -{ - public class GoForAPerfect : MonoBehaviour - { - public static GoForAPerfect instance { get; set; } - - private Animator pAnim; - - private bool active = false; - - public bool perfect; - - private void Awake() - { - instance = this; - } - - private void Start() - { - pAnim = transform.GetChild(0).GetChild(0).GetComponent(); - perfect = true; - } - - public void Hit() - { - if (!active) return; - pAnim.Play("PerfectIcon_Hit", 0, 0); - } - - public void Miss() - { - if (!active) return; - perfect = false; - - GameProfiler.instance.perfect = false; - - transform.GetChild(0).GetChild(1).gameObject.SetActive(false); - this.GetComponent().Play("GoForAPerfect_Miss"); - Jukebox.PlayOneShot("perfectMiss"); - } - - public void Enable() - { - SetActive(); - transform.GetChild(0).gameObject.SetActive(true); - } - - public void Disable() - { - SetInactive(); - transform.GetChild(0).gameObject.SetActive(false); - } - - public void SetActive() - { - active = true; - } - public void SetInactive() - { - active = false; - } - } - -} \ No newline at end of file diff --git a/Assets/Scripts/Initializer.cs b/Assets/Scripts/Initializer.cs index 7490aa468..146fd9f37 100644 --- a/Assets/Scripts/Initializer.cs +++ b/Assets/Scripts/Initializer.cs @@ -13,6 +13,9 @@ namespace HeavenStudio { public class Initializer : MonoBehaviour { + [SerializeField] RenderTexture gameRenderTexture; + [SerializeField] RenderTexture overlayRenderTexture; + public TextAsset level; public AudioClip music; public GameObject canvas; @@ -50,7 +53,9 @@ namespace HeavenStudio GameObject MainCamera = Cameras.transform.GetChild(0).gameObject; GameObject CursorCamera = Cameras.transform.GetChild(1).gameObject; GameObject OverlayCamera = Cameras.transform.GetChild(2).gameObject; - GameObject GameLetterbox = Cameras.transform.GetChild(3).gameObject; + GameObject StaticCamera = Cameras.transform.GetChild(3).gameObject; + GameObject GameLetterbox = Cameras.transform.GetChild(4).gameObject; + GameObject Cursor = Instantiate(Resources.Load("Prefabs/Cursor")); Cursor.name = "Cursor"; @@ -68,6 +73,7 @@ namespace HeavenStudio gameManager.GameCamera = MainCamera.GetComponent(); gameManager.CursorCam = CursorCamera.GetComponent(); gameManager.OverlayCamera = OverlayCamera.GetComponent(); + gameManager.StaticCamera = StaticCamera.GetComponent(); gameManager.GameLetterbox = GameLetterbox; GameObject Profiler = Instantiate(Resources.Load("Prefabs/GameProfiler")); @@ -87,6 +93,10 @@ namespace HeavenStudio source.outputAudioMixerGroup = Settings.GetMusicMixer(); // Conductor.AddComponent(); + GlobalGameManager.GameRenderTexture = gameRenderTexture; + GlobalGameManager.OverlayRenderTexture = overlayRenderTexture; + GlobalGameManager.ResetGameRenderTexture(); + if (editor) { this.GetComponent().Init(); diff --git a/Assets/Scripts/LevelEditor/Editor.cs b/Assets/Scripts/LevelEditor/Editor.cs index d0b7e8821..41e6284e4 100644 --- a/Assets/Scripts/LevelEditor/Editor.cs +++ b/Assets/Scripts/LevelEditor/Editor.cs @@ -94,9 +94,8 @@ namespace HeavenStudio.Editor public void Init() { - GameCamera.instance.camera.targetTexture = ScreenRenderTexture; + GameManager.instance.StaticCamera.targetTexture = ScreenRenderTexture; GameManager.instance.CursorCam.targetTexture = ScreenRenderTexture; - GameManager.instance.OverlayCamera.targetTexture = ScreenRenderTexture; GameLetterbox = GameManager.instance.GameLetterbox; Screen.texture = ScreenRenderTexture; @@ -501,9 +500,8 @@ namespace HeavenStudio.Editor MainCanvas.enabled = false; EditorCamera.enabled = false; - GameCamera.instance.camera.targetTexture = null; + GameManager.instance.StaticCamera.targetTexture = null; GameManager.instance.CursorCam.enabled = false; - GameManager.instance.OverlayCamera.targetTexture = null; fullscreen = true; } @@ -514,9 +512,8 @@ namespace HeavenStudio.Editor MainCanvas.enabled = true; EditorCamera.enabled = true; - GameCamera.instance.camera.targetTexture = ScreenRenderTexture; + GameManager.instance.StaticCamera.targetTexture = ScreenRenderTexture; GameManager.instance.CursorCam.enabled = true && isCursorEnabled; - GameManager.instance.OverlayCamera.targetTexture = ScreenRenderTexture; fullscreen = false; GameCamera.instance.camera.rect = new Rect(0, 0, 1, 1); diff --git a/Assets/Scripts/LevelEditor/SettingsDialog/Tabs/DispAudioSettings.cs b/Assets/Scripts/LevelEditor/SettingsDialog/Tabs/DispAudioSettings.cs index 15654e920..fbccd9ba0 100644 --- a/Assets/Scripts/LevelEditor/SettingsDialog/Tabs/DispAudioSettings.cs +++ b/Assets/Scripts/LevelEditor/SettingsDialog/Tabs/DispAudioSettings.cs @@ -1,3 +1,4 @@ +using System.Linq; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; @@ -16,6 +17,8 @@ namespace HeavenStudio.Editor public Slider volSlider; public TMP_InputField volLabel; + public TMP_Dropdown dspSizeDropdown; + public TMP_Dropdown sampleRateDropdown; private void Start() { List dropDownData = new List(); @@ -53,16 +56,30 @@ namespace HeavenStudio.Editor volSlider.value = GlobalGameManager.MasterVolume; volLabel.text = System.Math.Round(volSlider.value * 100, 2).ToString(); + + dspSizeDropdown.onValueChanged.AddListener(delegate + { + GlobalGameManager.currentDspSize = GlobalGameManager.DSP_BUFFER_SIZES[dspSizeDropdown.value]; + GlobalGameManager.ChangeAudioSettings(GlobalGameManager.currentDspSize, GlobalGameManager.currentSampleRate); + }); + + sampleRateDropdown.onValueChanged.AddListener(delegate + { + GlobalGameManager.currentSampleRate = GlobalGameManager.SAMPLE_RATES[sampleRateDropdown.value]; + GlobalGameManager.ChangeAudioSettings(GlobalGameManager.currentDspSize, GlobalGameManager.currentSampleRate); + }); } public void WindowFullScreen() { GlobalGameManager.WindowFullScreen(); + GlobalGameManager.ResetGameRenderTexture(); } public void WindowConfirmSize() { GlobalGameManager.ChangeScreenSize(); + GlobalGameManager.ResetGameRenderTexture(); } public void OnVolSliderChanged() @@ -88,6 +105,13 @@ namespace HeavenStudio.Editor volSlider.value = GlobalGameManager.MasterVolume; volLabel.text = System.Math.Round(volSlider.value * 100, 2).ToString(); + + dspSizeDropdown.ClearOptions(); + sampleRateDropdown.ClearOptions(); + dspSizeDropdown.AddOptions(GlobalGameManager.DSP_BUFFER_SIZES.Select(x => x.ToString()).ToList()); + sampleRateDropdown.AddOptions(GlobalGameManager.SAMPLE_RATES.Select(x => x.ToString()).ToList()); + dspSizeDropdown.value = GlobalGameManager.DSP_BUFFER_SIZES.ToList().IndexOf(GlobalGameManager.currentDspSize); + sampleRateDropdown.value = GlobalGameManager.SAMPLE_RATES.ToList().IndexOf(GlobalGameManager.currentSampleRate); } public override void OnCloseTab() diff --git a/Assets/Scripts/LevelEditor/SettingsDialog/Tabs/GameSettings.cs b/Assets/Scripts/LevelEditor/SettingsDialog/Tabs/GameSettings.cs new file mode 100644 index 000000000..9b0557911 --- /dev/null +++ b/Assets/Scripts/LevelEditor/SettingsDialog/Tabs/GameSettings.cs @@ -0,0 +1,273 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; + +using UnityEngine; +using UnityEngine.UI; +using TMPro; + +using HeavenStudio.Common; + +namespace HeavenStudio.Editor +{ + public class GameSettings : TabsContent + { + public static bool InPreview; + [SerializeField] Toggle editorOverlaysToggle; + [SerializeField] Toggle perfectChallengeToggle; + [SerializeField] Toggle sectionMedalsToggle; + [SerializeField] Toggle timingDispMinModeToggle; + + [Header("Layout Settings - Header")] + [SerializeField] TMP_Text ElementNameText; + + [Header("Layout Settings - General")] + [SerializeField] Toggle ElementToggle; + + [SerializeField] TMP_InputField XPosInput; + [SerializeField] TMP_InputField YPosInput; + [SerializeField] Slider XPosSlider; + [SerializeField] Slider YPosSlider; + + [SerializeField] TMP_InputField RotationInput; + [SerializeField] Slider RotationSlider; + + [SerializeField] TMP_InputField ScaleInput; + [SerializeField] Slider ScaleSlider; + + [Header("Layout Settings - Timing Display")] + [SerializeField] GameObject TimingDispTypeContainer; + [SerializeField] TMP_Dropdown TimingDispTypeDropdown; + + List lytElements = new List(); + static int currentElementIdx = 0; + + const string fFormat = "0.000"; + + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } + + void CreateDefaultLayout() + { + PersistentDataManager.gameSettings.timingDisplayComponents = new List() + { + OverlaysManager.TimingDisplayComponent.CreateDefaultDual() + }; + PersistentDataManager.gameSettings.skillStarComponents = new List() + { + OverlaysManager.SkillStarComponent.CreateDefault() + }; + PersistentDataManager.gameSettings.sectionComponents = new List() + { + OverlaysManager.SectionComponent.CreateDefault() + }; + PersistentDataManager.SaveSettings(); + } + + public void OnEditorOverlaysToggleChanged() + { + PersistentDataManager.gameSettings.overlaysInEditor = editorOverlaysToggle.isOn; + } + public void OnPerfectChallengeToggleChanged() + { + PersistentDataManager.gameSettings.perfectChallengeType = perfectChallengeToggle.isOn ? PersistentDataManager.PerfectChallengeType.On : PersistentDataManager.PerfectChallengeType.Off; + } + + public void OnSectionMedalsToggleChanged() + { + PersistentDataManager.gameSettings.isMedalOn = sectionMedalsToggle.isOn; + } + + public void OnTimingDispMinModeToggleChanged() + { + PersistentDataManager.gameSettings.timingDisplayMinMode = timingDispMinModeToggle.isOn; + } + + public override void OnOpenTab() + { + TimingDispTypeDropdown.ClearOptions(); + TimingDispTypeDropdown.AddOptions(Enum.GetNames(typeof(OverlaysManager.TimingDisplayComponent.TimingDisplayType)).ToList()); + + editorOverlaysToggle.isOn = PersistentDataManager.gameSettings.overlaysInEditor; + perfectChallengeToggle.isOn = PersistentDataManager.gameSettings.perfectChallengeType != PersistentDataManager.PerfectChallengeType.Off; + sectionMedalsToggle.isOn = PersistentDataManager.gameSettings.isMedalOn; + timingDispMinModeToggle.isOn = PersistentDataManager.gameSettings.timingDisplayMinMode; + + if (PersistentDataManager.gameSettings.timingDisplayComponents.Count == 0 && + PersistentDataManager.gameSettings.skillStarComponents.Count == 0 && + PersistentDataManager.gameSettings.sectionComponents.Count == 0) + { + CreateDefaultLayout(); + } + + lytElements = new List(); + foreach (var c in PersistentDataManager.gameSettings.timingDisplayComponents) { lytElements.Add(c); c.EnablePreview();} + foreach (var c in PersistentDataManager.gameSettings.skillStarComponents) { lytElements.Add(c); c.EnablePreview();} + foreach (var c in PersistentDataManager.gameSettings.sectionComponents) { lytElements.Add(c); c.EnablePreview();} + + UpdateLayoutSettings(); + InPreview = true; + } + + public override void OnCloseTab() + { + foreach (var e in lytElements) + { + e.DisablePreview(); + } + lytElements.Clear(); + InPreview = false; + } + + void UpdateLayoutSettings() + { + var element = lytElements[currentElementIdx]; + element.EnablePreview(); + + ElementToggle.isOn = element.enable; + XPosInput.text = element.position.x.ToString(fFormat); + YPosInput.text = element.position.y.ToString(fFormat); + XPosSlider.value = element.position.x; + YPosSlider.value = element.position.y; + RotationInput.text = element.rotation.ToString(fFormat); + RotationSlider.value = element.rotation; + ScaleInput.text = element.scale.ToString(fFormat); + ScaleSlider.value = element.scale; + + if (element is OverlaysManager.TimingDisplayComponent) + { + TimingDispTypeContainer.SetActive(true); + TimingDispTypeDropdown.value = (int)(element as OverlaysManager.TimingDisplayComponent).tdType; + ElementNameText.text = "Timing Display"; + } + else + { + TimingDispTypeContainer.SetActive(false); + } + if (element is OverlaysManager.SkillStarComponent) + { + ElementNameText.text = "Skill Star"; + } + if (element is OverlaysManager.SectionComponent) + { + ElementNameText.text = "Section Progress"; + } + } + + public void OnNextElementButtonClicked() + { + currentElementIdx = (currentElementIdx + 1) % lytElements.Count; + UpdateLayoutSettings(); + } + + public void OnPrevElementButtonClicked() + { + currentElementIdx = (currentElementIdx - 1 + lytElements.Count) % lytElements.Count; + UpdateLayoutSettings(); + } + + public void OnElementToggled() + { + var element = lytElements[currentElementIdx]; + element.enable = ElementToggle.isOn; + element.PositionElement(); + } + + public void OnXPosInputChanged() + { + var element = lytElements[currentElementIdx]; + XPosSlider.value = float.Parse(XPosInput.text); + element.position.x = XPosSlider.value; + element.PositionElement(); + } + + public void OnXPosSliderChanged() + { + var element = lytElements[currentElementIdx]; + XPosInput.text = XPosSlider.value.ToString(fFormat); + element.position.x = XPosSlider.value; + element.PositionElement(); + } + + public void OnYPosInputChanged() + { + var element = lytElements[currentElementIdx]; + YPosSlider.value = float.Parse(YPosInput.text); + element.position.y = YPosSlider.value; + element.PositionElement(); + } + + public void OnYPosSliderChanged() + { + var element = lytElements[currentElementIdx]; + YPosInput.text = YPosSlider.value.ToString(fFormat); + element.position.y = YPosSlider.value; + element.PositionElement(); + } + + public void OnRotationInputChanged() + { + var element = lytElements[currentElementIdx]; + RotationSlider.value = float.Parse(RotationInput.text); + element.rotation = RotationSlider.value; + element.PositionElement(); + } + + public void OnRotationSliderChanged() + { + var element = lytElements[currentElementIdx]; + RotationInput.text = RotationSlider.value.ToString(fFormat); + element.rotation = RotationSlider.value; + element.PositionElement(); + } + + public void OnScaleInputChanged() + { + var element = lytElements[currentElementIdx]; + ScaleSlider.value = float.Parse(ScaleInput.text); + element.scale = ScaleSlider.value; + element.PositionElement(); + } + + public void OnScaleSliderChanged() + { + var element = lytElements[currentElementIdx]; + ScaleInput.text = ScaleSlider.value.ToString(fFormat); + element.scale = ScaleSlider.value; + element.PositionElement(); + } + + public void OnTimingDispTypeDropdownChanged() + { + var element = lytElements[currentElementIdx] as OverlaysManager.TimingDisplayComponent; + if (element == null) return; + element.tdType = (OverlaysManager.TimingDisplayComponent.TimingDisplayType)TimingDispTypeDropdown.value; + bool elHide = element.enable; + switch (element.tdType) + { + case OverlaysManager.TimingDisplayComponent.TimingDisplayType.Dual: + element.position = new Vector2(-0.84f, 0); + element.rotation = 0f; + break; + default: + element.position = new Vector2(0, -0.8f); + element.rotation = 90f; + break; + } + element.scale = 1f; + element.enable = elHide; + element.PositionElement(); + UpdateLayoutSettings(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/LevelEditor/SettingsDialog/Tabs/GameSettings.cs.meta b/Assets/Scripts/LevelEditor/SettingsDialog/Tabs/GameSettings.cs.meta new file mode 100644 index 000000000..d0e5b9093 --- /dev/null +++ b/Assets/Scripts/LevelEditor/SettingsDialog/Tabs/GameSettings.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 32bac8197392a514388a446353759930 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SectionDialog.cs b/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SectionDialog.cs index 51af13c08..913398e70 100644 --- a/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SectionDialog.cs +++ b/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SectionDialog.cs @@ -1,6 +1,7 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.UI; using HeavenStudio; using HeavenStudio.Editor; @@ -11,6 +12,7 @@ public class SectionDialog : Dialog { SectionTimelineObj sectionObj; [SerializeField] TMP_InputField sectionName; + [SerializeField] Toggle challengeEnable; public void SwitchSectionDialog() { @@ -29,6 +31,7 @@ public class SectionDialog : Dialog { this.sectionObj = sectionObj; sectionName.text = sectionObj.chartSection.sectionName; + challengeEnable.isOn = sectionObj.chartSection.startPerfect; } public void DeleteSection() @@ -48,4 +51,10 @@ public class SectionDialog : Dialog sectionObj.chartSection.sectionName = name; sectionObj.UpdateLabel(); } + + public void SetSectionChallenge() + { + if (sectionObj == null) return; + sectionObj.chartSection.startPerfect = challengeEnable.isOn; + } } diff --git a/Assets/Scripts/LevelEditor/Timeline/Timeline.cs b/Assets/Scripts/LevelEditor/Timeline/Timeline.cs index 87e07d124..11009b5de 100644 --- a/Assets/Scripts/LevelEditor/Timeline/Timeline.cs +++ b/Assets/Scripts/LevelEditor/Timeline/Timeline.cs @@ -132,10 +132,6 @@ namespace HeavenStudio.Editor.Track [SerializeField] private RectTransform TimelineEventObjRef; [SerializeField] private RectTransform LayersRect; - [SerializeField] private GameObject TimelineSectionDisplay; - [SerializeField] private TMP_Text TimelineSectionText; - [SerializeField] private Slider TimelineSectionProgress; - [Header("Timeline Inputs")] public TMP_InputField FirstBeatOffset; public TMP_InputField StartingTempoSpecialAll; @@ -307,7 +303,6 @@ namespace HeavenStudio.Editor.Track timelineState.SetState(CurrentTimelineState.State.Selection); AutoBtnUpdate(); - GameManager.instance.onSectionChange += OnSectionChange; } public void FitToSong() @@ -387,7 +382,6 @@ namespace HeavenStudio.Editor.Track SongBeat.text = $"Beat {string.Format("{0:0.000}", Conductor.instance.songPositionInBeats)}"; SongPos.text = FormatTime(Conductor.instance.songPosition); } - TimelineSectionProgress.value = GameManager.instance.sectionProgress; SliderControl(); @@ -993,21 +987,6 @@ namespace HeavenStudio.Editor.Track UpdateStartingVolText(); } - public void OnSectionChange(DynamicBeatmap.ChartSection section) - { - if (section == null) - { - TimelineSectionDisplay.SetActive(false); - } - else - { - if (!TimelineSectionDisplay.activeSelf) - TimelineSectionDisplay.SetActive(true); - TimelineSectionText.text = section.sectionName; - TimelineSectionProgress.value = GameManager.instance.sectionProgress; - } - } - #endregion #region Commands diff --git a/Assets/Scripts/Minigames.cs b/Assets/Scripts/Minigames.cs index a05874da7..b34445ba1 100644 --- a/Assets/Scripts/Minigames.cs +++ b/Assets/Scripts/Minigames.cs @@ -268,7 +268,19 @@ namespace HeavenStudio GameManager.instance.Stop(0); } ), - new GameAction("skill star", "Skill Star", 1f, true), + new GameAction("skill star", "Skill Star", 1f, true) + { + //temp for testing + function = delegate { + var e = eventCaller.currentEntity; + HeavenStudio.Common.SkillStarManager.instance.DoStarIn(e.beat, e.length); + // BeatAction.New(HeavenStudio.Common.SkillStarManager.instance.gameObject, new List(){ + // new BeatAction.Action(e.beat + e.length, delegate { + // HeavenStudio.Common.SkillStarManager.instance.DoStarJust(); + // }) + // }); + } + }, new GameAction("toggle inputs", "Toggle Inputs", 0.5f, true, new List() { @@ -391,20 +403,44 @@ namespace HeavenStudio ), new GameAction("move camera", "Move Camera", 1f, true, new List() { - new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left"), - new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down"), - new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out"), - new Param("ease", EasingFunction.Ease.Linear, "Ease Type") + new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Next position on the X axis"), + new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Next position on the Y axis"), + new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out", "Next position on the Z axis"), + new Param("ease", EasingFunction.Ease.Linear, "Ease Type"), + new Param("axis", GameCamera.CameraAxis.All, "Axis", "The axis to move the camera on" ) } ), new GameAction("rotate camera", "Rotate Camera", 1f, true, new List() { - new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch"), - new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw"), - new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll"), - new Param("ease", EasingFunction.Ease.Linear, "Ease Type") + new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch", "Next rotation on the X axis"), + new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw", "Next rotation on the Y axis"), + new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll", "Next rotation on the Z axis"), + new Param("ease", EasingFunction.Ease.Linear, "Ease Type"), + new Param("axis", GameCamera.CameraAxis.All, "Axis", "The axis to move the camera on" ) } ), + new GameAction("pan view", "Pan Viewport", 1f, true, new List() + { + new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Next position on the X axis"), + new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Next position on the Y axis"), + new Param("ease", EasingFunction.Ease.Linear, "Ease Type"), + new Param("axis", StaticCamera.ViewAxis.All, "Axis", "The axis to pan the viewport in" ) + } + ), + new GameAction("rotate view", "Rotate Viewport", 1f, true, new List() + { + new Param("valA", new EntityTypes.Float(-360, 360, 0), "Rotation", "Next viewport rotation"), + new Param("ease", EasingFunction.Ease.Linear, "Ease Type"), + } + ), + new GameAction("scale view", "Scale Viewport", 1f, true, new List() + { + new Param("valA", new EntityTypes.Float(0, 50, 1), "Width", "Next viewport width"), + new Param("valB", new EntityTypes.Float(0, 50, 1), "Height", "Next viewport height"), + new Param("ease", EasingFunction.Ease.Linear, "Ease Type"), + new Param("axis", StaticCamera.ViewAxis.All, "Axis", "The axis to scale the viewport in" ) + } + ), new GameAction("screen shake", "Screen Shake", 1f, true, new List() diff --git a/Assets/Scripts/PersistentDataManager.cs b/Assets/Scripts/PersistentDataManager.cs index 8f6b21a63..9c791f4ad 100644 --- a/Assets/Scripts/PersistentDataManager.cs +++ b/Assets/Scripts/PersistentDataManager.cs @@ -10,28 +10,52 @@ namespace HeavenStudio.Common { public static class PersistentDataManager { + public enum PerfectChallengeType + { + Off, // no perfect challenge + Arcade, // "arcade rule" + Legacy, // "legacy rule" + On // "megamix rule" + } + [NonSerialized] public static GameSettings gameSettings; public static void CreateDefaultSettings() { - gameSettings = new GameSettings(); - - gameSettings.isFullscreen = false; - - gameSettings.resolutionIndex = 0; - gameSettings.resolutionWidth = GlobalGameManager.DEFAULT_SCREEN_SIZES[gameSettings.resolutionIndex].width; - gameSettings.resolutionHeight = GlobalGameManager.DEFAULT_SCREEN_SIZES[gameSettings.resolutionIndex].height; - - gameSettings.masterVolume = 0.8f; - - gameSettings.editorCursorEnable = true; + gameSettings = new GameSettings( + false, + 1, + GlobalGameManager.DEFAULT_SCREEN_SIZES[1].width, + GlobalGameManager.DEFAULT_SCREEN_SIZES[1].height, + 0.8f, + 256, + 44100, + true, + true, + PerfectChallengeType.On, + true, + false + ); // disable if platform is mac if (Application.platform == RuntimePlatform.OSXPlayer || Application.platform == RuntimePlatform.OSXEditor) gameSettings.discordRPCEnable = false; else gameSettings.discordRPCEnable = true; - + + gameSettings.timingDisplayComponents = new List() + { + OverlaysManager.TimingDisplayComponent.CreateDefaultDual() + }; + gameSettings.skillStarComponents = new List() + { + OverlaysManager.SkillStarComponent.CreateDefault() + }; + gameSettings.sectionComponents = new List() + { + OverlaysManager.SectionComponent.CreateDefault() + }; + SaveSettings(); } @@ -68,6 +92,58 @@ namespace HeavenStudio.Common [Serializable] public struct GameSettings { + // default settings constructor + public GameSettings( + bool isFullscreen = false, + int resolutionIndex = 0, + int resolutionWidth = 1280, + int resolutionHeight = 720, + float masterVolume = 0.8f, + int dspSize = 256, + int sampleRate = 44100, + bool editorCursorEnable = true, + bool discordRPCEnable = true, + PerfectChallengeType perfectChallengeType = PerfectChallengeType.On, + bool isMedalOn = true, + bool timingDisplayMinMode = false, + bool overlaysInEditor = true + ) + { + this.isFullscreen = isFullscreen; + + this.resolutionIndex = resolutionIndex; + this.resolutionWidth = resolutionWidth; + this.resolutionHeight = resolutionHeight; + + this.masterVolume = masterVolume; + this.dspSize = dspSize; + this.sampleRate = sampleRate; + + this.editorCursorEnable = editorCursorEnable; + if (Application.platform == RuntimePlatform.OSXPlayer || Application.platform == RuntimePlatform.OSXEditor) + this.discordRPCEnable = false; + else + this.discordRPCEnable = true; + + this.perfectChallengeType = perfectChallengeType; + this.isMedalOn = isMedalOn; + this.timingDisplayMinMode = timingDisplayMinMode; + this.overlaysInEditor = overlaysInEditor; + + this.timingDisplayComponents = new List() + { + OverlaysManager.TimingDisplayComponent.CreateDefaultDual() + }; + this.skillStarComponents = new List() + { + OverlaysManager.SkillStarComponent.CreateDefault() + }; + this.sectionComponents = new List() + { + OverlaysManager.SectionComponent.CreateDefault() + }; + } + // Display / Audio Settings public bool isFullscreen; @@ -76,11 +152,21 @@ namespace HeavenStudio.Common public int resolutionHeight; public float masterVolume; + public int dspSize; + public int sampleRate; // Editor Settings public bool editorCursorEnable; public bool discordRPCEnable; + + // Gameplay Settings + public PerfectChallengeType perfectChallengeType; + public bool isMedalOn; + public bool timingDisplayMinMode; + public bool overlaysInEditor; + public List timingDisplayComponents; + public List skillStarComponents; + public List sectionComponents; } } - } \ No newline at end of file diff --git a/Assets/Scripts/StaticCamera.cs b/Assets/Scripts/StaticCamera.cs new file mode 100644 index 000000000..c83ef5d2f --- /dev/null +++ b/Assets/Scripts/StaticCamera.cs @@ -0,0 +1,201 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +using HeavenStudio.Util; + +namespace HeavenStudio +{ + public class StaticCamera : MonoBehaviour + { + [SerializeField] RectTransform canvas; + [SerializeField] GameObject overlayView; + public static StaticCamera instance { get; private set; } + public new Camera camera; + + public enum ViewAxis + { + All, + X, + Y, + } + + const float AspectRatioWidth = 1; + const float AspectRatioHeight = 1; + + private List panEvents = new List(); + private List scaleEvents = new List(); + private List rotationEvents = new List(); + + static Vector3 defaultPan = new Vector3(0, 0, 0); + static Vector3 defaultScale = new Vector3(1, 1, 1); + static float defaultRotation = 0; + + private static Vector3 pan; + private static Vector3 scale; + private static float rotation; + + private static Vector3 panLast; + private static Vector3 scaleLast; + private static float rotationLast; + + private void Awake() + { + instance = this; + camera = this.GetComponent(); + } + + // Start is called before the first frame update + void Start() + { + GameManager.instance.onBeatChanged += OnBeatChanged; + + Reset(); + + panLast = defaultPan; + scaleLast = defaultScale; + rotationLast = defaultRotation; + } + + public void OnBeatChanged(float beat) + { + Reset(); + + panEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "pan view" }); + scaleEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "scale view" }); + rotationEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "rotate view" }); + + panLast = defaultPan; + scaleLast = defaultScale; + rotationLast = defaultRotation; + + UpdatePan(); + UpdateRotation(); + UpdateScale(); + } + + // Update is called once per frame + void Update() + { + UpdatePan(); + UpdateRotation(); + UpdateScale(); + + canvas.localPosition = pan; + canvas.eulerAngles = new Vector3(0, 0, rotation); + canvas.localScale = scale; + } + + private void UpdatePan() + { + foreach (var e in panEvents) + { + float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length); + if (prog >= 0f) + { + EasingFunction.Function func = EasingFunction.GetEasingFunction((EasingFunction.Ease) e["ease"]); + switch (e["axis"]) + { + case (int) ViewAxis.X: + pan.x = func(panLast.x, e["valA"], Mathf.Min(prog, 1f)); + break; + case (int) ViewAxis.Y: + pan.y = func(panLast.y, e["valB"], Mathf.Min(prog, 1f)); + break; + default: + float dx = func(panLast.x, e["valA"], Mathf.Min(prog, 1f)); + float dy = func(panLast.y, e["valB"], Mathf.Min(prog, 1f)); + pan = new Vector3(dx, dy, 0); + break; + } + } + if (prog > 1f) + { + switch (e["axis"]) + { + case (int) ViewAxis.X: + panLast.x = e["valA"]; + break; + case (int) ViewAxis.Y: + panLast.y = e["valB"]; + break; + default: + panLast = new Vector3(e["valA"], e["valB"], 0); + break; + } + } + } + } + + private void UpdateRotation() + { + foreach (var e in rotationEvents) + { + float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length); + if (prog >= 0f) + { + EasingFunction.Function func = EasingFunction.GetEasingFunction((EasingFunction.Ease) e["ease"]); + rotation = func(rotationLast, -e["valA"], Mathf.Min(prog, 1f)); + } + if (prog > 1f) + { + rotationLast = -e["valA"]; + } + } + } + + private void UpdateScale() + { + foreach (var e in scaleEvents) + { + float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length); + if (prog >= 0f) + { + EasingFunction.Function func = EasingFunction.GetEasingFunction((EasingFunction.Ease) e["ease"]); + switch (e["axis"]) + { + case (int) ViewAxis.X: + scale.x = func(scaleLast.x, e["valA"], Mathf.Min(prog, 1f)) * AspectRatioWidth; + break; + case (int) ViewAxis.Y: + scale.y = func(scaleLast.y, e["valB"], Mathf.Min(prog, 1f)) * AspectRatioHeight; + break; + default: + float dx = func(scaleLast.x, e["valA"], Mathf.Min(prog, 1f)) * AspectRatioWidth; + float dy = func(scaleLast.y, e["valB"], Mathf.Min(prog, 1f)) * AspectRatioHeight; + scale = new Vector3(dx, dy, 1); + break; + } + } + if (prog > 1f) + { + switch (e["axis"]) + { + case (int) ViewAxis.X: + scaleLast.x = e["valA"] * AspectRatioWidth; + break; + case (int) ViewAxis.Y: + scaleLast.y = e["valB"] * AspectRatioHeight; + break; + default: + scaleLast = new Vector3(e["valA"] * AspectRatioWidth, e["valB"] * AspectRatioHeight, 1); + break; + } + } + } + } + + public static void Reset() + { + pan = defaultPan; + scale = defaultScale; + rotation = defaultRotation; + } + + public void ToggleOverlayView(bool toggle) + { + overlayView.SetActive(toggle); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/StaticCamera.cs.meta b/Assets/Scripts/StaticCamera.cs.meta new file mode 100644 index 000000000..e84c1c2a2 --- /dev/null +++ b/Assets/Scripts/StaticCamera.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 06f773c6342e2994997dd1dbfb45edda +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/Overlays.meta b/Assets/Scripts/UI/Overlays.meta new file mode 100644 index 000000000..e6bf008b6 --- /dev/null +++ b/Assets/Scripts/UI/Overlays.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 04104d67d26331a4faaa333588f757e3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/Overlays/ChartSectionDisplay.cs b/Assets/Scripts/UI/Overlays/ChartSectionDisplay.cs new file mode 100644 index 000000000..fb43e73d5 --- /dev/null +++ b/Assets/Scripts/UI/Overlays/ChartSectionDisplay.cs @@ -0,0 +1,54 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using UnityEngine.UI; +using TMPro; + +using HeavenStudio.Editor; + +namespace HeavenStudio.Common +{ + public class ChartSectionDisplay : MonoBehaviour + { + [SerializeField] private TMP_Text SectionText; + [SerializeField] private Slider SectionProgress; + + // Start is called before the first frame update + void Start() + { + GameManager.instance.onSectionChange += OnSectionChange; + GameManager.instance.onBeatChanged += OnBeatChanged; + gameObject.SetActive(GameManager.instance.currentSection != null); + } + + // Update is called once per frame + void Update() + { + SectionProgress.value = GameManager.instance.sectionProgress; + } + + public void OnBeatChanged(float beat) + { + gameObject.SetActive(GameManager.instance.currentSection != null); + SectionProgress.value = GameManager.instance.sectionProgress; + } + + public void OnSectionChange(DynamicBeatmap.ChartSection section) + { + if (section != null) + { + gameObject.SetActive(true); + SectionText.text = section.sectionName; + SectionProgress.value = GameManager.instance.sectionProgress; + + if (PersistentDataManager.gameSettings.perfectChallengeType == PersistentDataManager.PerfectChallengeType.Off) return; + if (!OverlaysManager.OverlaysEnabled) return; + if (section.startPerfect && GoForAPerfect.instance != null && GoForAPerfect.instance.perfect && !GoForAPerfect.instance.gameObject.activeSelf) + { + GoForAPerfect.instance.Enable(section.beat); + } + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/Overlays/ChartSectionDisplay.cs.meta b/Assets/Scripts/UI/Overlays/ChartSectionDisplay.cs.meta new file mode 100644 index 000000000..38d040f9f --- /dev/null +++ b/Assets/Scripts/UI/Overlays/ChartSectionDisplay.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 52530e94ebdc2e343a3aa77a9dfd8e71 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/Overlays/GoForAPerfect.cs b/Assets/Scripts/UI/Overlays/GoForAPerfect.cs new file mode 100644 index 000000000..f07ccb3fb --- /dev/null +++ b/Assets/Scripts/UI/Overlays/GoForAPerfect.cs @@ -0,0 +1,123 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using HeavenStudio.Util; + +namespace HeavenStudio.Common +{ + public class GoForAPerfect : MonoBehaviour + { + public static GoForAPerfect instance { get; set; } + + [SerializeField] Animator texAnim; + [SerializeField] Animator pAnim; + + private bool active = false; + private bool hiddenActive = false; + + public bool perfect; + + Conductor cond; + float lastReportedBeat = 0f; + float currentBeat = 0f; + long currentBlink = 0; + + + private void Awake() + { + instance = this; + } + + private void Start() + { + perfect = true; + cond = Conductor.instance; + } + + private void Update() { + gameObject.SetActive(hiddenActive); + if (!active) return; + if (!OverlaysManager.OverlaysEnabled) return; + if (cond == null || !cond.isPlaying) return; + + if (cond.ReportBeat(ref lastReportedBeat)) + { + currentBeat = lastReportedBeat; + if (currentBlink != 0) + { + currentBlink++; + if (currentBlink % 2 == 0) + { + texAnim.Play("GoForAPerfect_Blink", -1, 0); + } + else + { + texAnim.Play("GoForAPerfect_Blink2", -1, 0); + } + } + else + { + currentBlink++; + } + } + else if (cond.songPositionInBeats < lastReportedBeat) + { + lastReportedBeat = Mathf.Round(cond.songPositionInBeats); + } + } + + public void Hit() + { + if (!active) return; + if (!OverlaysManager.OverlaysEnabled) return; + pAnim.Play("PerfectIcon_Hit", 0, 0); + } + + public void Miss() + { + perfect = false; + if (!active) return; + SetInactive(); + if (!OverlaysManager.OverlaysEnabled) + { + hiddenActive = false; + return; + } + + GameProfiler.instance.perfect = false; + + texAnim.Play("GoForAPerfect_Miss"); + pAnim.Play("PerfectIcon_Miss", -1, 0); + Jukebox.PlayOneShot("perfectMiss"); + } + + public void Enable(double startBeat) + { + SetActive(); + gameObject.SetActive(true); + pAnim.gameObject.SetActive(true); + texAnim.gameObject.SetActive(true); + texAnim.Play("GoForAPerfect_Idle"); + + currentBlink = 0; + } + + public void Disable() + { + SetInactive(); + gameObject.SetActive(false); + } + + public void SetActive() + { + hiddenActive = true; + active = true; + } + public void SetInactive() + { + active = false; + } + } + +} \ No newline at end of file diff --git a/Assets/Scripts/GoForAPerfect.cs.meta b/Assets/Scripts/UI/Overlays/GoForAPerfect.cs.meta similarity index 100% rename from Assets/Scripts/GoForAPerfect.cs.meta rename to Assets/Scripts/UI/Overlays/GoForAPerfect.cs.meta diff --git a/Assets/Scripts/UI/Overlays/OverlaysManager.cs b/Assets/Scripts/UI/Overlays/OverlaysManager.cs new file mode 100644 index 000000000..65bf94557 --- /dev/null +++ b/Assets/Scripts/UI/Overlays/OverlaysManager.cs @@ -0,0 +1,284 @@ +using System; +using System.Collections.Generic; +using System.IO; +using UnityEngine; +using UnityEngine.UI; + + +namespace HeavenStudio.Common +{ + public class OverlaysManager : MonoBehaviour + { + public static OverlaysManager instance { get; private set; } + public static bool OverlaysEnabled; + + const float WIDTH_SPAN = 10f; + const float HEIGHT_SPAN = 10f * (9f / 16f); + + [Header("Prefabs")] + [SerializeField] GameObject TimingDisplayPrefab; + [SerializeField] GameObject SkillStarPrefab; + [SerializeField] GameObject ChartSectionPrefab; + + [Header("Components")] + [SerializeField] Transform ComponentHolder; + + List lytElements = new List(); + + // Start is called before the first frame update + void Start() + { + instance = this; + RefreshOverlaysLayout(); + } + + // Update is called once per frame + void Update() + { + + } + + public void TogleOverlaysVisibility(bool visible) + { + OverlaysEnabled = visible; + RepositionElements(); + } + + public void RefreshOverlaysLayout() + { + if (PersistentDataManager.gameSettings.timingDisplayComponents == null || PersistentDataManager.gameSettings.timingDisplayComponents.Count == 0) + { + PersistentDataManager.gameSettings.timingDisplayComponents = new List() + { + TimingDisplayComponent.CreateDefaultDual() + }; + } + if (PersistentDataManager.gameSettings.skillStarComponents == null || PersistentDataManager.gameSettings.skillStarComponents.Count == 0) + { + PersistentDataManager.gameSettings.skillStarComponents = new List() + { + SkillStarComponent.CreateDefault() + }; + } + if (PersistentDataManager.gameSettings.sectionComponents == null || PersistentDataManager.gameSettings.sectionComponents.Count == 0) + { + PersistentDataManager.gameSettings.sectionComponents = new List() + { + SectionComponent.CreateDefault() + }; + } + + lytElements = new List(); + foreach (var c in PersistentDataManager.gameSettings.timingDisplayComponents) { lytElements.Add(c); } + foreach (var c in PersistentDataManager.gameSettings.skillStarComponents) { lytElements.Add(c); } + foreach (var c in PersistentDataManager.gameSettings.sectionComponents) { lytElements.Add(c); } + + foreach (Transform child in ComponentHolder.transform) + { + Destroy(child.gameObject); + } + + foreach (var c in lytElements) + { + if (c is TimingDisplayComponent) { + Debug.Log("TimingDisplayComponent"); + c.CreateElement(TimingDisplayPrefab, ComponentHolder); + } + else if (c is SkillStarComponent) { + Debug.Log("SkillStarComponent"); + c.CreateElement(SkillStarPrefab, ComponentHolder); + } + else if (c is SectionComponent) { + Debug.Log("SectionComponent"); + c.CreateElement(ChartSectionPrefab, ComponentHolder); + } + c.PositionElement(); + } + } + + void RepositionElements() + { + lytElements = new List(); + foreach (var c in PersistentDataManager.gameSettings.timingDisplayComponents) { lytElements.Add(c); } + foreach (var c in PersistentDataManager.gameSettings.skillStarComponents) { lytElements.Add(c); } + foreach (var c in PersistentDataManager.gameSettings.sectionComponents) { lytElements.Add(c); } + foreach (var c in lytElements) + { + c.PositionElement(); + } + } + + [Serializable] + public class TimingDisplayComponent : OverlayOption + { + public enum TimingDisplayType + { + Dual, + Single, + } + + [NonSerialized] GameObject go2; + [SerializeField] public TimingDisplayType tdType; + + public TimingDisplayComponent(TimingDisplayType type, bool enable, Vector2 position, float scale, float rotation) + { + tdType = type; + this.enable = enable; + this.position = position; + this.scale = scale; + this.rotation = rotation; + } + + public override void CreateElement(GameObject prefab, Transform holder) + { + if (go == null) go = Instantiate(prefab, holder); + if (go2 == null) go2 = Instantiate(prefab, holder); + } + + public override void PositionElement() + { + if (go != null) + { + switch (tdType) + { + case TimingDisplayType.Dual: + go.transform.localPosition = position * new Vector2(WIDTH_SPAN, HEIGHT_SPAN) * new Vector2(-1, 1); + go.transform.localScale = Vector3.one * scale; + go.transform.localRotation = Quaternion.Euler(0, 0, -rotation); + + go2.transform.localPosition = position * new Vector2(WIDTH_SPAN, HEIGHT_SPAN); + go2.transform.localScale = Vector3.one * scale; + go2.transform.localRotation = Quaternion.Euler(0, 0, rotation); + + go.SetActive(enable && OverlaysManager.OverlaysEnabled); + go2.SetActive(enable && OverlaysManager.OverlaysEnabled); + break; + case TimingDisplayType.Single: + go.transform.localPosition = position * new Vector2(WIDTH_SPAN, HEIGHT_SPAN); + go.transform.localScale = Vector3.one * scale; + go.transform.localRotation = Quaternion.Euler(0, 0, rotation); + go.SetActive(enable && OverlaysManager.OverlaysEnabled); + go2.SetActive(false); + break; + } + } + } + + public override void EnablePreview() {} + public override void DisablePreview() {} + + public static TimingDisplayComponent CreateDefaultDual() + { + return new TimingDisplayComponent(TimingDisplayType.Dual, true, new Vector2(-0.84f, 0), 1f, 0f); + } + + public static TimingDisplayComponent CreateDefaultSingle() + { + return new TimingDisplayComponent(TimingDisplayType.Single, true, new Vector2(0, -0.8f), 1f, 90f); + } + } + + [Serializable] + public class SkillStarComponent : OverlayOption + { + public SkillStarComponent(bool enable, Vector2 position, float scale, float rotation) + { + this.enable = enable; + this.position = position; + this.scale = scale; + this.rotation = rotation; + } + + public override void PositionElement() + { + if (go != null) + { + go.transform.localPosition = position * new Vector2(WIDTH_SPAN, HEIGHT_SPAN); + go.transform.localScale = Vector3.one * scale; + go.transform.localRotation = Quaternion.Euler(0, 0, rotation); + go.SetActive(enable && OverlaysManager.OverlaysEnabled); + } + } + + public override void EnablePreview() { SkillStarManager.instance?.DoStarPreview(); } + public override void DisablePreview() { SkillStarManager.instance.ResetStarPreview(); } + + public static SkillStarComponent CreateDefault() + { + return new SkillStarComponent(true, new Vector2(0.75f, -0.7f), 1f, 0f); + } + } + + [Serializable] + public class SectionComponent : OverlayOption + { + public SectionComponent(bool enable, Vector2 position, float scale, float rotation) + { + this.enable = enable; + this.position = position; + this.scale = scale; + this.rotation = rotation; + } + + public override void PositionElement() + { + if (go != null) + { + go.transform.localPosition = position * new Vector2(WIDTH_SPAN, HEIGHT_SPAN); + go.transform.localScale = Vector3.one * scale; + go.transform.localRotation = Quaternion.Euler(0, 0, rotation); + go.SetActive(enable && OverlaysManager.OverlaysEnabled); + } + } + + public override void EnablePreview() + { + if (go != null) + { + go.GetComponent().enabled = true; + } + } + + public override void DisablePreview() + { + if (go != null) + { + go.GetComponent().enabled = false; + } + } + + public static SectionComponent CreateDefault() + { + return new SectionComponent(true, new Vector2(0.7f, 0.765f), 1f, 0f); + } + + } + + [Serializable] + public abstract class OverlayOption + { + static long uuidCounter = 0; + [NonSerialized] protected GameObject go; + [NonSerialized] public long uuid = GenerateUUID(); + [SerializeField] public bool enable; + [SerializeField] public Vector2 position; + [SerializeField] public float scale; + [SerializeField] public float rotation; + + static long GenerateUUID() + { + return uuidCounter++; + } + + public virtual void CreateElement(GameObject prefab, Transform holder) + { + if (go == null) + go = Instantiate(prefab, holder); + } + + public abstract void PositionElement(); + public abstract void EnablePreview(); + public abstract void DisablePreview(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/Overlays/OverlaysManager.cs.meta b/Assets/Scripts/UI/Overlays/OverlaysManager.cs.meta new file mode 100644 index 000000000..0a9897147 --- /dev/null +++ b/Assets/Scripts/UI/Overlays/OverlaysManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6c9513d62ced05840a5db89f2a529a71 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/Overlays/SectionMedalsManager.cs b/Assets/Scripts/UI/Overlays/SectionMedalsManager.cs new file mode 100644 index 000000000..e63c05347 --- /dev/null +++ b/Assets/Scripts/UI/Overlays/SectionMedalsManager.cs @@ -0,0 +1,77 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using HeavenStudio.Util; +using HeavenStudio.Games; + +namespace HeavenStudio.Common +{ + public class SectionMedalsManager : MonoBehaviour + { + public static SectionMedalsManager instance { get; private set; } + + [SerializeField] GameObject MedalsHolder; + [SerializeField] GameObject MedalOkPrefab; + [SerializeField] GameObject MedalMissPrefab; + + Conductor cond; + bool isMedalsStarted = false; + bool isMedalsEligible = true; + + // Start is called before the first frame update + void Start() + { + instance = this; + cond = Conductor.instance; + GameManager.instance.onSectionChange += OnSectionChange; + } + + // Update is called once per frame + void Update() + { + + } + + public void MakeIneligible() + { + isMedalsEligible = false; + } + + public void Reset() + { + isMedalsStarted = false; + isMedalsEligible = true; + foreach (Transform child in MedalsHolder.transform) + { + Destroy(child.gameObject); + } + } + + public void OnSectionChange(DynamicBeatmap.ChartSection section) + { + if (section == null) return; + Debug.Log(PersistentDataManager.gameSettings.isMedalOn); + if (PersistentDataManager.gameSettings.isMedalOn && !isMedalsStarted) + { + isMedalsStarted = true; + isMedalsEligible = true; + } + else + { + GameObject medal = Instantiate(isMedalsEligible ? MedalOkPrefab : MedalMissPrefab, MedalsHolder.transform); + medal.SetActive(true); + isMedalsEligible = true; + } + } + + public void OnRemixEnd() + { + if (PersistentDataManager.gameSettings.isMedalOn && isMedalsStarted) + { + GameObject medal = Instantiate(isMedalsEligible ? MedalOkPrefab : MedalMissPrefab, MedalsHolder.transform); + medal.SetActive(true); + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/Overlays/SectionMedalsManager.cs.meta b/Assets/Scripts/UI/Overlays/SectionMedalsManager.cs.meta new file mode 100644 index 000000000..883f82040 --- /dev/null +++ b/Assets/Scripts/UI/Overlays/SectionMedalsManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 93e2705ea532cf24d8c161d8762aeccc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/Overlays/SkillStarManager.cs b/Assets/Scripts/UI/Overlays/SkillStarManager.cs new file mode 100644 index 000000000..d777f5b18 --- /dev/null +++ b/Assets/Scripts/UI/Overlays/SkillStarManager.cs @@ -0,0 +1,123 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using HeavenStudio.Util; +using HeavenStudio.Games; + +namespace HeavenStudio.Common +{ + public class SkillStarManager : MonoBehaviour + { + public enum StarState + { + None, + In, + Collected, + Out + } + public static SkillStarManager instance { get; private set; } + [SerializeField] private Animator starAnim; + [SerializeField] private ParticleSystem starParticle; + + public float StarTargetTime { get { return starStart + starLength; } } + public bool IsEligible { get; private set; } + + float starStart = float.MaxValue; + float starLength = float.MaxValue; + StarState state = StarState.None; + Conductor cond; + + // Start is called before the first frame update + void Start() + { + instance = this; + cond = Conductor.instance; + } + + // Update is called once per frame + void Update() + { + if (cond.songPositionInBeatsAsDouble > starStart && state == StarState.In) + { + double offset = cond.SecsToBeats(Minigame.AceStartTime()-1, cond.GetBpmAtBeat(StarTargetTime)); + if (cond.songPositionInBeatsAsDouble <= starStart + starLength + offset) + starAnim.DoScaledAnimation("StarIn", starStart, starLength + (float)offset); + else + starAnim.Play("StarIn", -1, 1f); + + offset = cond.SecsToBeats(Minigame.AceEndTime()-1, cond.GetBpmAtBeat(StarTargetTime)); + if (cond.songPositionInBeatsAsDouble > starStart + starLength + offset) + KillStar(); + } + } + + public void DoStarPreview() + { + if (starAnim == null) return; + starAnim.Play("StarJust", -1, 0.5f); + starAnim.speed = 0f; + } + + public void ResetStarPreview() + { + if (starAnim == null) return; + starAnim.Play("NoPose", -1, 0f); + starAnim.speed = 1f; + } + + public void Reset() + { + IsEligible = false; + cond = Conductor.instance; + state = StarState.None; + starAnim.Play("NoPose", -1, 0f); + starAnim.speed = 1f; + starStart = float.MaxValue; + starLength = float.MaxValue; + } + + public void DoStarIn(float beat, float length) + { + if (!OverlaysManager.OverlaysEnabled) return; + IsEligible = true; + state = StarState.In; + starStart = beat; + starLength = length; + + TimingAccuracyDisplay.instance.StartStarFlash(); + + starAnim.DoScaledAnimation("StarIn", beat, length); + } + + public bool DoStarJust() + { + if (state == StarState.In && + cond.songPositionInBeatsAsDouble >= StarTargetTime + cond.SecsToBeats(Minigame.AceStartTime()-1, cond.GetBpmAtBeat(StarTargetTime)) && + cond.songPositionInBeatsAsDouble <= StarTargetTime + cond.SecsToBeats(Minigame.AceEndTime()-1, cond.GetBpmAtBeat(StarTargetTime)) + ) + { + state = StarState.Collected; + starAnim.Play("StarJust", -1, 0f); + starParticle.Play(); + Jukebox.PlayOneShot("skillStar"); + + TimingAccuracyDisplay.instance.StopStarFlash(); + return true; + } + return false; + } + + public void KillStar() + { + if (state == StarState.In && cond.songPositionInBeatsAsDouble >= starStart + starLength*0.5f || !cond.isPlaying) + { + IsEligible = false; + state = StarState.Out; + starAnim.Play("NoPose", -1, 0f); + + TimingAccuracyDisplay.instance.StopStarFlash(); + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/Overlays/SkillStarManager.cs.meta b/Assets/Scripts/UI/Overlays/SkillStarManager.cs.meta new file mode 100644 index 000000000..4cc78daee --- /dev/null +++ b/Assets/Scripts/UI/Overlays/SkillStarManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0521855ace8165a44b98e3d0022da114 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs b/Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs new file mode 100644 index 000000000..bc7f13159 --- /dev/null +++ b/Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs @@ -0,0 +1,172 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using HeavenStudio.Games; + +namespace HeavenStudio.Common +{ + public class TimingAccuracyDisplay : MonoBehaviour + { + public enum Rating + { + NG, + OK, + Just + } + + public static TimingAccuracyDisplay instance { get; private set; } + + [SerializeField] GameObject NG; + [SerializeField] GameObject OK; + [SerializeField] GameObject Just; + [SerializeField] GameObject MinimalJust; + [SerializeField] GameObject MinimalOK; + [SerializeField] GameObject MinimalNG; + + [SerializeField] Animator MetreAnim; + + [SerializeField] Transform arrowTransform; + [SerializeField] Transform barTransform; + [SerializeField] Transform barJustTransform; + [SerializeField] Transform barOKTransform; + [SerializeField] Transform barNGTransform; + + float targetArrowPos = 0f; + + // Start is called before the first frame update + void Start() + { + instance = this; + } + + // Update is called once per frame + void Update() + { + arrowTransform.localPosition = Vector3.Lerp(arrowTransform.localPosition, new Vector3(0, targetArrowPos, 0), 4f * Time.deltaTime); + } + + public void ResetArrow() + { + targetArrowPos = 0f; + arrowTransform.localPosition = Vector3.zero; + StopStarFlash(); + + NG.GetComponent().Stop(); + OK.GetComponent().Stop(); + Just.GetComponent().Stop(); + MinimalNG.GetComponent().Stop(); + MinimalOK.GetComponent().Stop(); + MinimalJust.GetComponent().Stop(); + } + + public void StartStarFlash() + { + MetreAnim.Play("StarWarn", -1, 0f); + } + + public void StopStarFlash() + { + MetreAnim.Play("NoPose", -1, 0f); + } + + public void MakeAccuracyVfx(double time, bool late = false) + { + if (!OverlaysManager.OverlaysEnabled) return; + GameObject it; + Rating type = Rating.NG; + + // centre of the transfor would be "perfect ace" + // move the object up or down the bar depending on hit time + // use bar's scale Y for now, we're waiting for proper assets + + // this probably doesn't work + float frac = 0f; + float y = barTransform.position.y; + + // SetArrowPos(time); + + // no Clamp() because double + time = System.Math.Max(Minigame.EarlyTime(), System.Math.Min(Minigame.EndTime(), time)); + + if (time >= Minigame.AceStartTime() && time <= Minigame.AceEndTime()) + { + type = Rating.Just; + frac = (float)((time - Minigame.AceStartTime()) / (Minigame.AceEndTime() - Minigame.AceStartTime())); + y = barJustTransform.localScale.y * frac - (barJustTransform.localScale.y * 0.5f); + } + else + { + if (time > 1.0) + { + // goes "down" + if (time <= Minigame.LateTime()) + { + type = Rating.OK; + frac = (float)((time - Minigame.AceEndTime()) / (Minigame.LateTime() - Minigame.AceEndTime())); + y = ((barOKTransform.localScale.y - barJustTransform.localScale.y) * frac) + barJustTransform.localScale.y; + } + else + { + type = Rating.NG; + frac = (float)((time - Minigame.LateTime()) / (Minigame.EndTime() - Minigame.LateTime())); + y = ((barNGTransform.localScale.y - barOKTransform.localScale.y) * frac) + barOKTransform.localScale.y; + } + } + else + { + // goes "up" + if (time >= Minigame.PerfectTime()) + { + type = Rating.OK; + frac = (float)((time - Minigame.PerfectTime()) / (Minigame.AceStartTime() - Minigame.PerfectTime())); + y = ((barOKTransform.localScale.y - barJustTransform.localScale.y) * -frac) - barJustTransform.localScale.y; + } + else + { + type = Rating.NG; + frac = (float)((time - Minigame.EarlyTime()) / (Minigame.PerfectTime() - Minigame.EarlyTime())); + y = ((barNGTransform.localScale.y - barOKTransform.localScale.y) * -frac) - barOKTransform.localScale.y; + } + } + y *= -0.5f; + } + + targetArrowPos = (targetArrowPos + y) * 0.5f; + + if (PersistentDataManager.gameSettings.timingDisplayMinMode) + { + switch (type) + { + case Rating.OK: + it = MinimalOK; + break; + case Rating.Just: + it = MinimalJust; + break; + default: + it = MinimalNG; + break; + } + } + else + { + switch (type) + { + case Rating.OK: + it = OK; + break; + case Rating.Just: + it = Just; + break; + default: + it = NG; + break; + } + } + + it.transform.position = barTransform.position + new Vector3(0, barTransform.localScale.y * y, 0); + it.GetComponent().Play(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs.meta b/Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs.meta new file mode 100644 index 000000000..05af4e389 --- /dev/null +++ b/Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a91127b0615e4d341bcde412b3e92f93 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/AudioManager.asset b/ProjectSettings/AudioManager.asset index cbf72d24c..d9a46415e 100644 --- a/ProjectSettings/AudioManager.asset +++ b/ProjectSettings/AudioManager.asset @@ -8,13 +8,13 @@ AudioManager: Rolloff Scale: 1 Doppler Factor: 1 Default Speaker Mode: 2 - m_SampleRate: 48000 - m_DSPBufferSize: 512 - m_VirtualVoiceCount: 512 - m_RealVoiceCount: 32 + m_SampleRate: 44100 + m_DSPBufferSize: 256 + m_VirtualVoiceCount: 96 + m_RealVoiceCount: 64 m_EnableOutputSuspension: 1 m_SpatializerPlugin: m_AmbisonicDecoderPlugin: m_DisableAudio: 0 m_VirtualizeEffects: 1 - m_RequestedDSPBufferSize: 512 + m_RequestedDSPBufferSize: 256 diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index ead6498e4..a1e4f798c 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -25,6 +25,7 @@ TagManager: - - - + - GameOverlaysCmn - - - @@ -34,9 +35,8 @@ TagManager: - - - - - - - - - + - TimingAccuracy + - GameScreen m_SortingLayers: - name: Default uniqueID: 0 @@ -47,3 +47,6 @@ TagManager: - name: StudioDance uniqueID: 2311759579 locked: 0 + - name: Overlays + uniqueID: 805687615 + locked: 0

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