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https://github.com/RHeavenStudio/HeavenStudio.git
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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
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@ -132,10 +132,6 @@ namespace HeavenStudio.Editor.Track
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[SerializeField] private RectTransform TimelineEventObjRef;
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[SerializeField] private RectTransform LayersRect;
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[SerializeField] private GameObject TimelineSectionDisplay;
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[SerializeField] private TMP_Text TimelineSectionText;
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[SerializeField] private Slider TimelineSectionProgress;
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[Header("Timeline Inputs")]
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public TMP_InputField FirstBeatOffset;
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public TMP_InputField StartingTempoSpecialAll;
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@ -307,7 +303,6 @@ namespace HeavenStudio.Editor.Track
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timelineState.SetState(CurrentTimelineState.State.Selection);
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AutoBtnUpdate();
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GameManager.instance.onSectionChange += OnSectionChange;
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}
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public void FitToSong()
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@ -387,7 +382,6 @@ namespace HeavenStudio.Editor.Track
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SongBeat.text = $"Beat {string.Format("{0:0.000}", Conductor.instance.songPositionInBeats)}";
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SongPos.text = FormatTime(Conductor.instance.songPosition);
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}
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TimelineSectionProgress.value = GameManager.instance.sectionProgress;
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SliderControl();
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@ -993,21 +987,6 @@ namespace HeavenStudio.Editor.Track
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UpdateStartingVolText();
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}
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public void OnSectionChange(DynamicBeatmap.ChartSection section)
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{
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if (section == null)
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{
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TimelineSectionDisplay.SetActive(false);
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}
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else
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{
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if (!TimelineSectionDisplay.activeSelf)
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TimelineSectionDisplay.SetActive(true);
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TimelineSectionText.text = section.sectionName;
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TimelineSectionProgress.value = GameManager.instance.sectionProgress;
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}
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}
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#endregion
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#region Commands
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