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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
This commit is contained in:
77
Assets/Scripts/UI/Overlays/SectionMedalsManager.cs
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77
Assets/Scripts/UI/Overlays/SectionMedalsManager.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using HeavenStudio.Games;
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namespace HeavenStudio.Common
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{
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public class SectionMedalsManager : MonoBehaviour
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{
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public static SectionMedalsManager instance { get; private set; }
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[SerializeField] GameObject MedalsHolder;
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[SerializeField] GameObject MedalOkPrefab;
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[SerializeField] GameObject MedalMissPrefab;
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Conductor cond;
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bool isMedalsStarted = false;
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bool isMedalsEligible = true;
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// Start is called before the first frame update
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void Start()
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{
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instance = this;
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cond = Conductor.instance;
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GameManager.instance.onSectionChange += OnSectionChange;
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void MakeIneligible()
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{
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isMedalsEligible = false;
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}
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public void Reset()
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{
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isMedalsStarted = false;
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isMedalsEligible = true;
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foreach (Transform child in MedalsHolder.transform)
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{
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Destroy(child.gameObject);
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}
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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) return;
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Debug.Log(PersistentDataManager.gameSettings.isMedalOn);
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if (PersistentDataManager.gameSettings.isMedalOn && !isMedalsStarted)
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{
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isMedalsStarted = true;
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isMedalsEligible = true;
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}
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else
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{
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GameObject medal = Instantiate(isMedalsEligible ? MedalOkPrefab : MedalMissPrefab, MedalsHolder.transform);
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medal.SetActive(true);
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isMedalsEligible = true;
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}
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}
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public void OnRemixEnd()
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{
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if (PersistentDataManager.gameSettings.isMedalOn && isMedalsStarted)
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{
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GameObject medal = Instantiate(isMedalsEligible ? MedalOkPrefab : MedalMissPrefab, MedalsHolder.transform);
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medal.SetActive(true);
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}
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}
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}
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}
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