HeavenStudioPlus/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/VolumeTimelineObj.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using DG.Tweening;
namespace HeavenStudio.Editor.Track
{
public class VolumeTimelineObj : SpecialTimelineObj
{
[Header("Components")]
[SerializeField] private TMP_Text volumeTXT;
[SerializeField] private GameObject volumeLine;
public DynamicBeatmap.VolumeChange volumeChange;
new private void Update()
{
base.Update();
if (hovering)
{
SpecialTimeline.hoveringTypes |= SpecialTimeline.HoveringTypes.VolumeChange;
if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.MusicVolume)
{
float newVolume = Input.mouseScrollDelta.y;
if (Input.GetKey(KeyCode.LeftShift))
newVolume *= 5f;
if (Input.GetKey(KeyCode.LeftControl))
newVolume /= 100f;
volumeChange.volume += newVolume;
//make sure volume is positive
volumeChange.volume = Mathf.Clamp(volumeChange.volume, 0, 100);
}
}
UpdateVolume();
}
private void UpdateVolume()
{
volumeTXT.text = $"{volumeChange.volume}%";
}
public override void Init()
{
UpdateVolume();
}
public override void OnLeftClick()
{
if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.MusicVolume)
StartMove();
}
public override void OnRightClick()
{
if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.MusicVolume)
{
GameManager.instance.Beatmap.volumeChanges.Remove(volumeChange);
DeleteObj();
}
}
public override bool OnMove(float beat)
{
foreach (var volumeChange in GameManager.instance.Beatmap.volumeChanges)
{
if (this.volumeChange == volumeChange)
continue;
if (beat > volumeChange.beat - Timeline.instance.snapInterval && beat < volumeChange.beat + Timeline.instance.snapInterval)
return false;
}
this.volumeChange.beat = beat;
return true;
}
public override void SetVisibility(Timeline.CurrentTimelineState.State state)
{
if (state == Timeline.CurrentTimelineState.State.MusicVolume || state == Timeline.CurrentTimelineState.State.Selection)
{
gameObject.SetActive(true);
if (state == Timeline.CurrentTimelineState.State.MusicVolume)
volumeLine.SetActive(true);
else
volumeLine.SetActive(false);
}
else
gameObject.SetActive(false);
}
}
}