prepare work for remix properties UI

This commit is contained in:
minenice55 2022-08-23 10:56:39 -04:00
parent a0f25ad4a4
commit 6c80073b12
11 changed files with 3134 additions and 6 deletions

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@ -29,10 +29,11 @@ namespace HeavenStudio
// mapper set properties? (use this to flash the button)
{"propertiesmodified", false},
////// CATEGORY 1: SONG INFO
// general chart info
{"remixtitle", "New Remix"}, // chart name
{"remixauthor", "Your Name"}, // charter's name
{"remixlevel", 1}, // chart difficulty
{"remixlevel", 1}, // chart difficulty (maybe offer a suggestion but still have the mapper determine it)
{"remixtempo", 120f}, // avg. chart tempo
{"remixtags", ""}, // chart tags
{"icontype", 0}, // chart icon (presets, custom - future)
@ -43,6 +44,7 @@ namespace HeavenStudio
{"idolsong", "Song Name"}, // song name
{"idolcredit", "Artist"}, // song artist
////// CATEGORY 2: PROLOGUE AND EPILOGUE
// chart prologue
{"prologuetype", 0}, // prologue card animation (future)
{"prologuecaption", "Remix"}, // prologue card sub-title (future)
@ -70,6 +72,7 @@ namespace HeavenStudio
public List<DynamicEntity> entities = new List<DynamicEntity>();
public List<TempoChange> tempoChanges = new List<TempoChange>();
public List<VolumeChange> volumeChanges = new List<VolumeChange>();
public List<ChartSection> beatmapSections = new List<ChartSection>();
public float firstBeatOffset;
[Serializable]
@ -178,6 +181,20 @@ namespace HeavenStudio
}
}
[Serializable]
public class ChartSection : ICloneable
{
public float beat;
public bool startPerfect;
public string sectionName;
public bool isCheckpoint; // really don't think we need this but who knows
public object Clone()
{
return this.MemberwiseClone();
}
}
public dynamic this[string propertyName]
{
get

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@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Editor.Track;
using TMPro;
namespace HeavenStudio.Editor
{
public class RemixPropertiesDialog : MonoBehaviour
{
[SerializeField] private GameObject propertiesMenu;
private void Start() {}
public void SwitchSettingsDialog()
{
if(propertiesMenu.activeSelf) {
propertiesMenu.SetActive(false);
} else {
propertiesMenu.SetActive(true);
}
}
private void Update() {}
}
}

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