2022-07-10 21:39:14 +00:00
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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2023-01-24 19:31:49 +00:00
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using HeavenStudio.Common;
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2022-07-10 21:39:14 +00:00
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namespace HeavenStudio.Editor
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{
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2022-09-02 00:57:47 +00:00
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public class EditorSettings : TabsContent
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2022-07-10 21:39:14 +00:00
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{
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Advanced Blocks (#720)
* play sfx and play animation blocks
i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction
i can revert this if need be but it just seemed vestigial
* count in rework + preloading, multisound addition
multisound was using an array that was converted to a list..?
very silly when you consider it's a list first so sometimes it's list -> array -> list lol
new Count-In and Play SFX block preloads sfx now!! epic.
* prefab-ify event properties, Button EntityType
* things are very nearly working!
however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
* okay it's WORKING now
i just need to do some better dropdown stuff
* ITS WORKING ITS WORKING ITS WORKING
arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!!
* about to make a struct + class, tooltip improvements
gonna make the struct define it, then the class will actually be the dropdown
this is gonna make things so so so so much easier to comprehend
* finishing up, probably one more commit after this
* split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol
* fixed a count bug
* added param tooltip toggle
* grah it's ALMOST DONE
* it's 99.9% finished.
just some touch ups, i don't think i even know of any bugs
* alright, looks like that's all the bugs gone
* EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
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[SerializeField] Toggle cursorCheckbox;
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[SerializeField] Toggle discordRPCCheckbox;
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[SerializeField] Button editorScaleDecre, editorScaleIncre;
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[SerializeField] Toggle scaleWSS;
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[SerializeField] Toggle paramTooltipsToggle;
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2024-03-22 01:37:41 +00:00
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[SerializeField] Toggle previewNoteSoundsToggle;
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Advanced Blocks (#720)
* play sfx and play animation blocks
i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction
i can revert this if need be but it just seemed vestigial
* count in rework + preloading, multisound addition
multisound was using an array that was converted to a list..?
very silly when you consider it's a list first so sometimes it's list -> array -> list lol
new Count-In and Play SFX block preloads sfx now!! epic.
* prefab-ify event properties, Button EntityType
* things are very nearly working!
however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
* okay it's WORKING now
i just need to do some better dropdown stuff
* ITS WORKING ITS WORKING ITS WORKING
arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!!
* about to make a struct + class, tooltip improvements
gonna make the struct define it, then the class will actually be the dropdown
this is gonna make things so so so so much easier to comprehend
* finishing up, probably one more commit after this
* split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol
* fixed a count bug
* added param tooltip toggle
* grah it's ALMOST DONE
* it's 99.9% finished.
just some touch ups, i don't think i even know of any bugs
* alright, looks like that's all the bugs gone
* EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
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// [SerializeField] Toggle cornerTooltipsToggle;
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2023-01-24 19:31:49 +00:00
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2023-10-27 20:19:16 +00:00
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private void Start()
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{
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2023-01-24 19:31:49 +00:00
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cursorCheckbox.isOn = PersistentDataManager.gameSettings.editorCursorEnable;
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discordRPCCheckbox.isOn = PersistentDataManager.gameSettings.discordRPCEnable;
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2023-10-27 20:19:16 +00:00
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scaleWSS.isOn = PersistentDataManager.gameSettings.scaleWScreenSize;
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Advanced Blocks (#720)
* play sfx and play animation blocks
i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction
i can revert this if need be but it just seemed vestigial
* count in rework + preloading, multisound addition
multisound was using an array that was converted to a list..?
very silly when you consider it's a list first so sometimes it's list -> array -> list lol
new Count-In and Play SFX block preloads sfx now!! epic.
* prefab-ify event properties, Button EntityType
* things are very nearly working!
however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
* okay it's WORKING now
i just need to do some better dropdown stuff
* ITS WORKING ITS WORKING ITS WORKING
arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!!
* about to make a struct + class, tooltip improvements
gonna make the struct define it, then the class will actually be the dropdown
this is gonna make things so so so so much easier to comprehend
* finishing up, probably one more commit after this
* split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol
* fixed a count bug
* added param tooltip toggle
* grah it's ALMOST DONE
* it's 99.9% finished.
just some touch ups, i don't think i even know of any bugs
* alright, looks like that's all the bugs gone
* EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
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paramTooltipsToggle.isOn = PersistentDataManager.gameSettings.showParamTooltips;
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2024-03-22 01:37:41 +00:00
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previewNoteSoundsToggle.isOn = PersistentDataManager.gameSettings.previewNoteSounds;
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2023-10-27 20:19:16 +00:00
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SetDecreIncreInteractable();
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2023-01-24 19:31:49 +00:00
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}
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2022-07-10 21:39:14 +00:00
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public void OnCursorCheckboxChanged()
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{
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Editor.instance.isCursorEnabled = cursorCheckbox.isOn;
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2023-01-24 19:31:49 +00:00
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PersistentDataManager.gameSettings.editorCursorEnable = cursorCheckbox.isOn;
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2023-03-12 02:56:26 +00:00
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if (Editor.instance != null && !Editor.instance.fullscreen)
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2022-07-10 21:39:14 +00:00
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{
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GameManager.instance.CursorCam.enabled = Editor.instance.isCursorEnabled;
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}
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}
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2022-09-02 00:57:47 +00:00
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2023-01-24 19:31:49 +00:00
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public void OnRPCCheckboxChanged()
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{
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PersistentDataManager.gameSettings.discordRPCEnable = discordRPCCheckbox.isOn;
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Editor.instance.isDiscordEnabled = discordRPCCheckbox.isOn;
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}
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2022-09-02 00:57:47 +00:00
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public override void OnOpenTab()
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{
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Advanced Blocks (#720)
* play sfx and play animation blocks
i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction
i can revert this if need be but it just seemed vestigial
* count in rework + preloading, multisound addition
multisound was using an array that was converted to a list..?
very silly when you consider it's a list first so sometimes it's list -> array -> list lol
new Count-In and Play SFX block preloads sfx now!! epic.
* prefab-ify event properties, Button EntityType
* things are very nearly working!
however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
* okay it's WORKING now
i just need to do some better dropdown stuff
* ITS WORKING ITS WORKING ITS WORKING
arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!!
* about to make a struct + class, tooltip improvements
gonna make the struct define it, then the class will actually be the dropdown
this is gonna make things so so so so much easier to comprehend
* finishing up, probably one more commit after this
* split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol
* fixed a count bug
* added param tooltip toggle
* grah it's ALMOST DONE
* it's 99.9% finished.
just some touch ups, i don't think i even know of any bugs
* alright, looks like that's all the bugs gone
* EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
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Start();
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2022-09-02 00:57:47 +00:00
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}
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public override void OnCloseTab()
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{
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}
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2023-10-27 20:19:16 +00:00
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public void OnSWSSChanged()
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{
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PersistentDataManager.gameSettings.scaleWScreenSize = scaleWSS.isOn;
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scaleWSS.isOn = PersistentDataManager.gameSettings.scaleWScreenSize;
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}
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|
Advanced Blocks (#720)
* play sfx and play animation blocks
i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction
i can revert this if need be but it just seemed vestigial
* count in rework + preloading, multisound addition
multisound was using an array that was converted to a list..?
very silly when you consider it's a list first so sometimes it's list -> array -> list lol
new Count-In and Play SFX block preloads sfx now!! epic.
* prefab-ify event properties, Button EntityType
* things are very nearly working!
however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
* okay it's WORKING now
i just need to do some better dropdown stuff
* ITS WORKING ITS WORKING ITS WORKING
arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!!
* about to make a struct + class, tooltip improvements
gonna make the struct define it, then the class will actually be the dropdown
this is gonna make things so so so so much easier to comprehend
* finishing up, probably one more commit after this
* split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol
* fixed a count bug
* added param tooltip toggle
* grah it's ALMOST DONE
* it's 99.9% finished.
just some touch ups, i don't think i even know of any bugs
* alright, looks like that's all the bugs gone
* EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
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public void OnParamTooltipsChanged()
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{
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PersistentDataManager.gameSettings.showParamTooltips = paramTooltipsToggle.isOn;
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}
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2024-03-22 01:37:41 +00:00
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public void OnPreviewNoteSoundsChanged()
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{
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PersistentDataManager.gameSettings.previewNoteSounds = previewNoteSoundsToggle.isOn;
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}
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Advanced Blocks (#720)
* play sfx and play animation blocks
i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction
i can revert this if need be but it just seemed vestigial
* count in rework + preloading, multisound addition
multisound was using an array that was converted to a list..?
very silly when you consider it's a list first so sometimes it's list -> array -> list lol
new Count-In and Play SFX block preloads sfx now!! epic.
* prefab-ify event properties, Button EntityType
* things are very nearly working!
however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
* okay it's WORKING now
i just need to do some better dropdown stuff
* ITS WORKING ITS WORKING ITS WORKING
arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!!
* about to make a struct + class, tooltip improvements
gonna make the struct define it, then the class will actually be the dropdown
this is gonna make things so so so so much easier to comprehend
* finishing up, probably one more commit after this
* split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol
* fixed a count bug
* added param tooltip toggle
* grah it's ALMOST DONE
* it's 99.9% finished.
just some touch ups, i don't think i even know of any bugs
* alright, looks like that's all the bugs gone
* EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
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// public void OnCornerTooltipsChanged()
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// {
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// PersistentDataManager.gameSettings.showParamTooltips = cornerTooltipsToggle.isOn;
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// }
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2023-10-27 20:19:16 +00:00
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public void OnEditorScaleDecre()
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{
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PersistentDataManager.gameSettings.editorScale--;
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if (PersistentDataManager.gameSettings.editorScale < -3)
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PersistentDataManager.gameSettings.editorScale = -3;
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SetDecreIncreInteractable();
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}
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public void OnEditorScaleIncre()
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{
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PersistentDataManager.gameSettings.editorScale++;
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if (PersistentDataManager.gameSettings.editorScale > 5)
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PersistentDataManager.gameSettings.editorScale = 5;
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SetDecreIncreInteractable();
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}
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public void OnEditorScaleReset()
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{
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PersistentDataManager.gameSettings.editorScale = 0;
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SetDecreIncreInteractable();
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}
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private void SetDecreIncreInteractable()
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{
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editorScaleDecre.interactable = PersistentDataManager.gameSettings.editorScale > -3; // hardcoded? We might not change.
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editorScaleIncre.interactable = PersistentDataManager.gameSettings.editorScale < 5;
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}
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2022-07-10 21:39:14 +00:00
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}
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}
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