HeavenStudioPlus/Assets/Scripts/LevelEditor/Editor.cs

481 lines
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C#
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using System;
using System.IO;
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using System.Collections;
using System.Collections.Generic;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.Networking;
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using Newtonsoft.Json;
using TMPro;
using Starpelly;
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using SFB;
using HeavenStudio.Common;
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using HeavenStudio.Editor.Track;
using HeavenStudio.Util;
using HeavenStudio.StudioDance;
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using Jukebox;
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using System.IO.Compression;
using System.Text;
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namespace HeavenStudio.Editor
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{
public class Editor : MonoBehaviour
{
private GameInitializer Initializer;
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[SerializeField] public Canvas MainCanvas;
[SerializeField] public Camera EditorCamera;
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[Header("Rect")]
[SerializeField] private RenderTexture ScreenRenderTexture;
[SerializeField] private RawImage Screen;
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[SerializeField] private RectTransform GridGameSelector;
public RectTransform eventSelectorBG;
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[Header("Components")]
[SerializeField] private Timeline Timeline;
[SerializeField] private TMP_Text GameEventSelectorTitle;
[SerializeField] private TMP_Text BuildDateDisplay;
[SerializeField] public StudioDanceManager StudioDanceManager;
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[Header("Toolbar")]
[SerializeField] private Button NewBTN;
[SerializeField] private Button OpenBTN;
[SerializeField] private Button SaveBTN;
[SerializeField] private Button UndoBTN;
[SerializeField] private Button RedoBTN;
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[SerializeField] private Button MusicSelectBTN;
[SerializeField] private Button FullScreenBTN;
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[SerializeField] private Button TempoFinderBTN;
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[SerializeField] private Button SnapDiagBTN;
[SerializeField] private Button ChartParamBTN;
[SerializeField] private Button SortGamesBTN;
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[SerializeField] private Button EditorThemeBTN;
[SerializeField] private Button EditorSettingsBTN;
[Header("Dialogs")]
[SerializeField] private Dialog[] Dialogs;
[Header("Tooltip")]
public TMP_Text tooltipText;
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[Header("Properties")]
private bool changedMusic = false;
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private bool loadedMusic = false;
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private string currentRemixPath = "";
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private string remixName = "";
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public bool fullscreen;
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public bool discordDuringTesting = false;
public bool canSelect = true;
public bool editingInputField = false;
public bool inAuthorativeMenu = false;
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public bool isCursorEnabled = true;
public bool isDiscordEnabled = true;
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public bool isShortcutsEnabled { get { return (!inAuthorativeMenu) && (!editingInputField); } }
public static Editor instance { get; private set; }
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private void Start()
{
instance = this;
Initializer = GetComponent<GameInitializer>();
canSelect = true;
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}
public void Init()
{
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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GameManager.instance.StaticCamera.targetTexture = ScreenRenderTexture;
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GameManager.instance.CursorCam.targetTexture = ScreenRenderTexture;
Screen.texture = ScreenRenderTexture;
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GameManager.instance.Init();
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Timeline.Init();
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foreach (var minigame in EventCaller.instance.minigames)
AddIcon(minigame);
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Tooltip.AddTooltip(NewBTN.gameObject, "New <color=#adadad>[Ctrl+N]</color>");
Tooltip.AddTooltip(OpenBTN.gameObject, "Open <color=#adadad>[Ctrl+O]</color>");
Tooltip.AddTooltip(SaveBTN.gameObject, "Save Project <color=#adadad>[Ctrl+S]</color>\nSave Project As <color=#adadad>[Ctrl+Alt+S]</color>");
Tooltip.AddTooltip(UndoBTN.gameObject, "Undo <color=#adadad>[Ctrl+Z]</color>");
Tooltip.AddTooltip(RedoBTN.gameObject, "Redo <color=#adadad>[Ctrl+Y or Ctrl+Shift+Z]</color>");
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Tooltip.AddTooltip(MusicSelectBTN.gameObject, "Music Select");
Tooltip.AddTooltip(FullScreenBTN.gameObject, "Preview <color=#adadad>[Tab]</color>");
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Tooltip.AddTooltip(TempoFinderBTN.gameObject, "Tempo Finder");
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Tooltip.AddTooltip(SnapDiagBTN.gameObject, "Snap Settings");
Tooltip.AddTooltip(ChartParamBTN.gameObject, "Remix Properties");
Tooltip.AddTooltip(SortGamesBTN.gameObject, "Sort By Favorite");
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Tooltip.AddTooltip(EditorSettingsBTN.gameObject, "Editor Settings <color=#adadad>[Ctrl+Shift+O]</color>");
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UpdateEditorStatus(true);
BuildDateDisplay.text = GlobalGameManager.buildTime;
isCursorEnabled = PersistentDataManager.gameSettings.editorCursorEnable;
isDiscordEnabled = PersistentDataManager.gameSettings.discordRPCEnable;
GameManager.instance.CursorCam.enabled = isCursorEnabled;
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}
public void AddIcon(Minigames.Minigame minigame)
{
if (minigame.hidden) return;
GameObject GameIcon_ = Instantiate(GridGameSelector.GetChild(0).gameObject, GridGameSelector);
GameIcon_.GetComponent<Image>().sprite = GameIcon(minigame.name);
GameIcon_.GetComponent<GridGameSelectorGame>().MaskTex = GameIconMask(minigame.name);
GameIcon_.GetComponent<GridGameSelectorGame>().UnClickIcon();
GameIcon_.gameObject.SetActive(true);
GameIcon_.name = minigame.name;
}
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public void LateUpdate()
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{
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#region Keyboard Shortcuts
if (isShortcutsEnabled)
{
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if (Input.GetKeyDown(KeyCode.Tab))
{
Fullscreen();
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}
if (Input.GetKeyDown(KeyCode.Delete) || Input.GetKeyDown(KeyCode.Backspace))
{
List<TimelineEventObj> ev = new List<TimelineEventObj>();
for (int i = 0; i < Selections.instance.eventsSelected.Count; i++) ev.Add(Selections.instance.eventsSelected[i]);
CommandManager.instance.Execute(new Commands.Deletion(ev));
}
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if (Input.GetKey(KeyCode.LeftControl))
{
if (Input.GetKeyDown(KeyCode.Z))
{
if (Input.GetKey(KeyCode.LeftShift))
CommandManager.instance.Redo();
else
CommandManager.instance.Undo();
}
else if (Input.GetKeyDown(KeyCode.Y))
{
CommandManager.instance.Redo();
}
if (Input.GetKey(KeyCode.LeftShift))
{
if (Input.GetKeyDown(KeyCode.D))
{
ToggleDebugCam();
}
}
}
if (Input.GetKey(KeyCode.LeftControl))
{
if (Input.GetKeyDown(KeyCode.N))
{
NewBTN.onClick.Invoke();
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}
else if (Input.GetKeyDown(KeyCode.O))
{
OpenRemix();
}
else if (Input.GetKey(KeyCode.LeftAlt))
{
if (Input.GetKeyDown(KeyCode.S))
{
SaveRemix(true);
}
}
else if (Input.GetKeyDown(KeyCode.S))
{
SaveRemix(false);
}
}
}
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#endregion
if (CommandManager.instance.canUndo())
UndoBTN.transform.GetChild(0).GetComponent<Image>().color = Color.white;
else
UndoBTN.transform.GetChild(0).GetComponent<Image>().color = Color.gray;
if (CommandManager.instance.canRedo())
RedoBTN.transform.GetChild(0).GetComponent<Image>().color = Color.white;
else
RedoBTN.transform.GetChild(0).GetComponent<Image>().color = Color.gray;
if (Timeline.instance.timelineState.selected && Editor.instance.canSelect)
{
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if (Input.GetMouseButtonUp(0))
{
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List<TimelineEventObj> selectedEvents = Timeline.instance.eventObjs.FindAll(c => c.selected == true && c.eligibleToMove == true);
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if (selectedEvents.Count > 0)
{
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List<TimelineEventObj> result = new List<TimelineEventObj>();
for (int i = 0; i < selectedEvents.Count; i++)
{
//TODO: this is in LateUpdate, so this will never run! change this to something that works properly
if (!(selectedEvents[i].isCreating || selectedEvents[i].wasDuplicated))
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{
result.Add(selectedEvents[i]);
}
selectedEvents[i].OnUp();
}
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CommandManager.instance.Execute(new Commands.Move(result));
}
}
}
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}
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public static Sprite GameIcon(string name)
{
return Resources.Load<Sprite>($"Sprites/Editor/GameIcons/{name}");
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}
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public static Texture GameIconMask(string name)
{
return Resources.Load<Texture>($"Sprites/Editor/GameIcons/{name}_mask");
}
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#region Dialogs
public void SelectMusic()
{
var extensions = new[]
{
new ExtensionFilter("Music Files", "mp3", "ogg", "wav")
};
#if UNITY_STANDALONE_WINDOWS
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StandaloneFileBrowser.OpenFilePanelAsync("Open File", "", extensions, false, async (string[] paths) =>
{
if (paths.Length > 0)
{
try
{
if (paths.Length == 0) return;
RiqFileHandler.WriteSong(paths[0]);
StartCoroutine(LoadMusic());
return;
}
catch (System.Exception e)
{
Debug.Log($"Error selecting music file: {e.Message}");
Debug.LogException(e);
GlobalGameManager.ShowErrorMessage("Error", e.Message);
return;
}
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}
await Task.Yield();
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}
);
#else
StandaloneFileBrowser.OpenFilePanelAsync("Open File", "", extensions, false, async (string[] paths) =>
{
if (paths.Length > 0)
{
try
{
if (paths.Length == 0) return;
RiqFileHandler.WriteSong(paths[0]);
StartCoroutine(LoadMusic());
return;
}
catch (System.Exception e)
{
Debug.Log($"Error selecting music file: {e.Message}");
Debug.LogException(e);
GlobalGameManager.ShowErrorMessage("Error", e.Message);
return;
}
}
await Task.Yield();
}
);
#endif
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}
IEnumerator LoadMusic()
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{
yield return GameManager.instance.LoadMusic();
Timeline.FitToSong();
// Timeline.CreateWaveform();
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}
public void SaveRemix(bool saveAs = true)
{
if (saveAs == true)
{
SaveRemixFilePanel();
}
else
{
if (currentRemixPath == string.Empty || currentRemixPath == null)
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{
SaveRemixFilePanel();
}
else
{
SaveRemixFile(currentRemixPath);
}
}
}
private void SaveRemixFilePanel()
{
var extensions = new[]
{
new ExtensionFilter("Heaven Studio Remix File", "riq")
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};
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StandaloneFileBrowser.SaveFilePanelAsync("Save Remix As", "", "remix_level", extensions, (string path) =>
{
if (path != String.Empty)
{
SaveRemixFile(path);
}
});
}
private void SaveRemixFile(string path)
{
try
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{
RiqFileHandler.WriteRiq(GameManager.instance.Beatmap);
RiqFileHandler.PackRiq(path, true);
Debug.Log("Packed RIQ successfully!");
return;
}
catch (System.Exception e)
{
Debug.Log($"Error packing RIQ: {e.Message}");
return;
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}
}
public void NewRemix()
{
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if (Timeline.instance != null)
Timeline.instance?.Stop(0);
else
GameManager.instance.Stop(0);
LoadRemix(true);
}
public void LoadRemix(bool create = false)
{
if (create)
{
GameManager.instance.NewRemix();
currentRemixPath = string.Empty;
}
else
{
GameManager.instance.LoadRemix(true);
}
Timeline.instance.LoadRemix();
Timeline.FitToSong();
}
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public void OpenRemix()
{
var extensions = new[]
{
new ExtensionFilter("Heaven Studio Remix File ", new string[] { "riq" }),
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};
StandaloneFileBrowser.OpenFilePanelAsync("Open Remix", "", extensions, false, (string[] paths) =>
{
var path = Path.Combine(paths);
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if (path == string.Empty) return;
try
{
string tmpDir = RiqFileHandler.ExtractRiq(path);
Debug.Log("Imported RIQ successfully!");
LoadRemix();
}
catch (System.Exception e)
{
Debug.Log($"Error importing RIQ: {e.Message}");
Debug.LogException(e);
GlobalGameManager.ShowErrorMessage("Error Loading RIQ", e.Message + "\n\n" + e.StackTrace);
return;
}
StartCoroutine(LoadMusic());
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currentRemixPath = path;
remixName = Path.GetFileName(path);
UpdateEditorStatus(false);
CommandManager.instance.Clear();
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});
}
#endregion
public void Fullscreen()
{
MainCanvas.gameObject.SetActive(fullscreen);
if (fullscreen == false)
{
MainCanvas.enabled = false;
EditorCamera.enabled = false;
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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GameManager.instance.StaticCamera.targetTexture = null;
GameManager.instance.CursorCam.enabled = false;
fullscreen = true;
}
else
{
MainCanvas.enabled = true;
EditorCamera.enabled = true;
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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GameManager.instance.StaticCamera.targetTexture = ScreenRenderTexture;
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GameManager.instance.CursorCam.enabled = true && isCursorEnabled;
fullscreen = false;
GameCamera.instance.camera.rect = new Rect(0, 0, 1, 1);
GameManager.instance.CursorCam.rect = new Rect(0, 0, 1, 1);
GameManager.instance.OverlayCamera.rect = new Rect(0, 0, 1, 1);
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EditorCamera.rect = new Rect(0, 0, 1, 1);
}
Timeline.AutoBtnUpdate();
}
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private void UpdateEditorStatus(bool updateTime)
{
GlobalGameManager.UpdateDiscordStatus($"{remixName}", true, updateTime);
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}
public void SetGameEventTitle(string txt)
{
GameEventSelectorTitle.text = txt;
}
public static bool MouseInRectTransform(RectTransform rectTransform)
{
return (rectTransform.gameObject.activeSelf && RectTransformUtility.RectangleContainsScreenPoint(rectTransform, Input.mousePosition, Editor.instance.EditorCamera));
}
public void ToggleDebugCam()
{
var game = GameManager.instance.currentGameO;
if (game != null)
{
foreach(FreeCam c in game.GetComponentsInChildren<FreeCam>(true))
{
c.enabled = !c.enabled;
}
}
}
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}
}