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prepare work for remix properties UI
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11 changed files with 3134 additions and 6 deletions
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@ -29,10 +29,11 @@ namespace HeavenStudio
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// mapper set properties? (use this to flash the button)
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// mapper set properties? (use this to flash the button)
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{"propertiesmodified", false},
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{"propertiesmodified", false},
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////// CATEGORY 1: SONG INFO
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// general chart info
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// general chart info
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{"remixtitle", "New Remix"}, // chart name
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{"remixtitle", "New Remix"}, // chart name
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{"remixauthor", "Your Name"}, // charter's name
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{"remixauthor", "Your Name"}, // charter's name
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{"remixlevel", 1}, // chart difficulty
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{"remixlevel", 1}, // chart difficulty (maybe offer a suggestion but still have the mapper determine it)
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{"remixtempo", 120f}, // avg. chart tempo
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{"remixtempo", 120f}, // avg. chart tempo
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{"remixtags", ""}, // chart tags
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{"remixtags", ""}, // chart tags
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{"icontype", 0}, // chart icon (presets, custom - future)
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{"icontype", 0}, // chart icon (presets, custom - future)
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@ -43,6 +44,7 @@ namespace HeavenStudio
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{"idolsong", "Song Name"}, // song name
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{"idolsong", "Song Name"}, // song name
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{"idolcredit", "Artist"}, // song artist
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{"idolcredit", "Artist"}, // song artist
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////// CATEGORY 2: PROLOGUE AND EPILOGUE
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// chart prologue
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// chart prologue
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{"prologuetype", 0}, // prologue card animation (future)
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{"prologuetype", 0}, // prologue card animation (future)
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{"prologuecaption", "Remix"}, // prologue card sub-title (future)
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{"prologuecaption", "Remix"}, // prologue card sub-title (future)
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@ -70,6 +72,7 @@ namespace HeavenStudio
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public List<DynamicEntity> entities = new List<DynamicEntity>();
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public List<DynamicEntity> entities = new List<DynamicEntity>();
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public List<TempoChange> tempoChanges = new List<TempoChange>();
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public List<TempoChange> tempoChanges = new List<TempoChange>();
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public List<VolumeChange> volumeChanges = new List<VolumeChange>();
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public List<VolumeChange> volumeChanges = new List<VolumeChange>();
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public List<ChartSection> beatmapSections = new List<ChartSection>();
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public float firstBeatOffset;
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public float firstBeatOffset;
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[Serializable]
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[Serializable]
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@ -178,6 +181,20 @@ namespace HeavenStudio
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}
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}
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}
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}
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[Serializable]
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public class ChartSection : ICloneable
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{
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public float beat;
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public bool startPerfect;
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public string sectionName;
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public bool isCheckpoint; // really don't think we need this but who knows
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public object Clone()
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{
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return this.MemberwiseClone();
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}
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}
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public dynamic this[string propertyName]
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public dynamic this[string propertyName]
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{
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{
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get
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get
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8
Assets/Scripts/LevelEditor/DialogHelpers.meta
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Assets/Scripts/LevelEditor/DialogHelpers.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 37f86271d7b215d48a41243e6b22ae5b
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Scripts/LevelEditor/RemixPropertiesDialog.meta
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8
Assets/Scripts/LevelEditor/RemixPropertiesDialog.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: ad016dbf1f5b3ef4cad714464aaec76a
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,27 @@
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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 RemixPropertiesDialog : MonoBehaviour
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{
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[SerializeField] private GameObject propertiesMenu;
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private void Start() {}
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public void SwitchSettingsDialog()
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{
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if(propertiesMenu.activeSelf) {
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propertiesMenu.SetActive(false);
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} else {
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propertiesMenu.SetActive(true);
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}
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}
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private void Update() {}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: eedc1c2d03f4b22478ebb914e36371d8
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 814063e92ed9584478db2112bd34ca75
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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