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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
add tabs system to editor settings
This commit is contained in:
parent
027bb071ff
commit
0f1eb77988
25 changed files with 38881 additions and 15 deletions
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20
Assets/Scripts/LevelEditor/SettingsDialog/TabButton.cs
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Assets/Scripts/LevelEditor/SettingsDialog/TabButton.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.Editor.Track;
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using TMPro;
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namespace HeavenStudio.Editor
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{
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public class TabButton : MonoBehaviour
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{
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[SerializeField] GameObject Content;
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public void OnClick()
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{
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var tabsManager = transform.parent.GetComponent<TabsManager>();
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tabsManager.SetActiveContent(Content);
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}
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}
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}
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Assets/Scripts/LevelEditor/SettingsDialog/TabButton.cs.meta
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8
Assets/Scripts/LevelEditor/SettingsDialog/Tabs.meta
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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.Editor.Track;
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using HeavenStudio.Util;
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using TMPro;
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namespace HeavenStudio.Editor
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{
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public class CreditsLegalSettings : MonoBehaviour
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{
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private int SecretCounter = 0;
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private static bool SecretActive = false;
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[SerializeField] private GameObject secretObject;
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private void Start()
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{
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SecretCounter = 0;
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secretObject.SetActive(false);
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}
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public void OnClickCountUp()
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{
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SecretCounter++;
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Debug.Log("SecretCounter: " + SecretCounter);
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if (SecretCounter == 10)
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{
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secretObject.SetActive(true);
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}
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}
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public void OnClickSecret()
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{
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if (SecretActive) return;
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SecretActive = true;
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Jukebox.PlayOneShot("applause");
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Debug.Log("Activating Studio Dance...");
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}
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}
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}
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24
Assets/Scripts/LevelEditor/SettingsDialog/TabsManager.cs
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Assets/Scripts/LevelEditor/SettingsDialog/TabsManager.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.Editor.Track;
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using TMPro;
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namespace HeavenStudio.Editor
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{
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public class TabsManager : MonoBehaviour
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{
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[SerializeField] GameObject activeContent;
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public void SetActiveContent(GameObject content)
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{
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if (activeContent != null)
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{
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activeContent.SetActive(false);
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}
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activeContent = content;
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activeContent.SetActive(true);
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}
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}
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}
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