add cursor toggle, master volume

This commit is contained in:
minenice55 2022-07-10 17:39:14 -04:00
parent 7fd1617ea7
commit a7bea351c5
57 changed files with 48810 additions and 3410 deletions

8
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using UnityEngine;
using System.Collections;
using UnityEditor;
namespace Rellac.Windows
{
[CustomEditor(typeof(GUIPointerObject))]
[CanEditMultipleObjects]
public class GUIPointerObjectEditor : Editor
{
SerializedProperty onPointerUp;
SerializedProperty onPointerDown;
SerializedProperty onPointerEnter;
SerializedProperty onPointerExit;
void OnEnable()
{
onPointerUp = serializedObject.FindProperty("onPointerUp");
onPointerDown = serializedObject.FindProperty("onPointerDown");
onPointerEnter = serializedObject.FindProperty("onPointerEnter");
onPointerExit = serializedObject.FindProperty("onPointerExit");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(onPointerUp);
EditorGUILayout.PropertyField(onPointerDown);
EditorGUILayout.PropertyField(onPointerEnter);
EditorGUILayout.PropertyField(onPointerExit);
serializedObject.ApplyModifiedProperties();
}
}
}

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using UnityEngine;
namespace Rellac.Windows
{
/// <summary>
/// Contains a reference to all GUIWindowHandle objects below this Transform for ease of referencing
/// </summary>
public class GUIBorderParent : MonoBehaviour
{
private GUIWindowHandle[] handles;
// Use this for initialization
void Start()
{
handles = GetComponentsInChildren<GUIWindowHandle>();
}
/// <summary>
/// Toggle interactivity of handles
/// </summary>
/// <param name="input">is interactive</param>
public void SetIsLocked(bool input)
{
for (int i = 0; i < handles.Length; i++)
{
handles[i].SetIsLocked(input);
}
}
}
}

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using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
namespace Rellac.Windows
{
/// <summary>
/// Contains events referencing IPointerHandlers
/// </summary>
public class GUIPointerObject : MonoBehaviour, IPointerUpHandler, IPointerDownHandler, IPointerEnterHandler, IPointerExitHandler
{
/// <summary>
/// Fires when a pointer up is detected
/// </summary>
[HideInInspector]
[Tooltip("Fires when a pointer up is detected")]
public UnityEvent onPointerUp = null;
/// <summary>
/// Fires when a pointer down is detected
/// </summary>
[HideInInspector]
[Tooltip("Fires when a pointer down is detected")]
public UnityEvent onPointerDown = null;
/// <summary>
/// Fires when a pointer enter is detected
/// </summary>
[HideInInspector]
[Tooltip("Fires when a pointer enter is detected")]
public UnityEvent onPointerEnter = null;
/// <summary>
/// Fires when a pointer exit is detected
/// </summary>
[HideInInspector]
[Tooltip("Fires when a pointer exit is detected")]
public UnityEvent onPointerExit = null;
public void OnPointerUp(PointerEventData eventData)
{
if (onPointerUp != null)
{
onPointerUp.Invoke();
}
}
public void OnPointerDown(PointerEventData eventData)
{
if (onPointerDown != null)
{
onPointerDown.Invoke();
}
}
public void OnPointerEnter(PointerEventData eventData)
{
if (onPointerEnter != null)
{
onPointerEnter.Invoke();
}
}
public void OnPointerExit(PointerEventData eventData)
{
if (onPointerExit != null)
{
onPointerExit.Invoke();
}
}
}
}

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using UnityEngine;
namespace Rellac.Windows
{
/// <summary>
/// Simple script to destroy the target GameObject when window is closed
/// </summary>
public class GUIWindow : MonoBehaviour
{
/// <summary>
/// Close window by destroying this GameObject
/// </summary>
public void CloseWindow()
{
Destroy(gameObject);
}
}
}

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using UnityEngine;
using UnityEngine.Events;
namespace Rellac.Windows
{
/// <summary>
/// Script to handle expanding and restoring a window to/from screen size
/// </summary>
public class GUIWindowExpander : GUIPointerObject
{
private const float MaxTimeForDoubleClick = 0.5f;
/// <summary>
/// Window to apply expand effect to
/// </summary>
[Tooltip("")]
[SerializeField] private RectTransform parentWindow = null;
/// <summary>
/// Expander is locked and unusable
/// </summary>
[Tooltip("")]
[SerializeField] private bool isLocked = false;
/// <summary>
/// Allows you to double click this target image to minimise/maximise
/// </summary>
[Tooltip("Allows you to double click this target image to minimise/maximise")]
[SerializeField] private bool doubleClick = true;
/// <summary>
/// Fires when window starts restoring to a smaller size
/// </summary>
public UnityEvent onMinimised = null;
/// <summary>
/// Fires when window starts expanding
/// </summary>
public UnityEvent onMaximised = null;
private bool isMaximised = false;
private bool doAction = false;
private Vector2 initialPosition;
private Vector2 initialMinAnchor;
private Vector2 initialMaxAnchor;
private Vector2 initialSize;
private Vector2 initialPivot = Vector2.one * -1;
private Vector2 targetPosition;
private Vector2 targetSize;
private int numClicks;
void Start()
{
onPointerDown.AddListener(parentWindow.SetAsLastSibling);
onPointerDown.AddListener(TryDoubleClick);
}
// Update is called once per frame
void Update()
{
if (doAction)
{
// Lerp to position & size
parentWindow.sizeDelta = Vector2.MoveTowards(parentWindow.sizeDelta, targetSize, Time.deltaTime * 10000);
parentWindow.anchoredPosition = Vector2.MoveTowards(parentWindow.anchoredPosition, targetPosition, Time.deltaTime * 5000);
// reached target
if (parentWindow.sizeDelta == targetSize && parentWindow.anchoredPosition == targetPosition)
{
doAction = false;
if (isMaximised)
{ // set to a full stretched rect
parentWindow.anchorMin = Vector2.zero;
parentWindow.anchorMax = Vector2.one;
parentWindow.sizeDelta = Vector2.zero;
parentWindow.anchoredPosition = Vector2.zero;
if (onMaximised != null)
{
onMaximised.Invoke();
}
}
else
{ // just invoke the event for a minimised window
if (onMinimised != null)
{
onMinimised.Invoke();
}
}
}
}
}
/// <summary>
/// Toggle interactivity of expander
/// </summary>
/// <param name="input">is interactive</param>
public void SetIsLocked(bool input)
{
isLocked = input;
parentWindow.SetAsLastSibling();
}
/// <summary>
/// Set window to fill screen
/// </summary>
public void MaximiseWindow()
{
if (isLocked) return;
initialPosition = parentWindow.anchoredPosition;
initialMinAnchor = parentWindow.anchorMin;
initialMaxAnchor = parentWindow.anchorMax;
initialSize = parentWindow.sizeDelta;
initialPivot = parentWindow.pivot;
parentWindow.SetPivot(Vector2.one * 0.5f);
targetPosition = Vector2.zero;
targetSize = new Vector2(Screen.width, Screen.height);
isMaximised = true;
doAction = true;
parentWindow.SetAsLastSibling();
}
/// <summary>
/// Set window to small size
/// </summary>
public void MinimiseWindow()
{
if (isLocked) return;
parentWindow.anchorMin = initialMinAnchor;
parentWindow.anchorMax = initialMaxAnchor;
parentWindow.sizeDelta = new Vector2(Screen.width, Screen.height);
if (initialPivot != Vector2.one * -1)
{
parentWindow.SetPivot(initialPivot);
}
targetPosition = initialPosition;
targetSize = initialSize;
isMaximised = false;
doAction = true;
parentWindow.SetAsLastSibling();
}
/// <summary>
/// Do a click for attempting to expand by double click
/// </summary>
public void TryDoubleClick()
{
parentWindow.SetAsLastSibling();
if (isLocked || !doubleClick) return;
numClicks++;
if (numClicks == 1)
{
Invoke("ResetDoubleClick", MaxTimeForDoubleClick);
}
else if (numClicks >= 2)
{
Invoke("Swap", 0.1f); // wait in case we're interrupting a mover
}
}
/// <summary>
/// Swap between minimised and maximised
/// </summary>
public void Swap()
{
if (isMaximised)
{
MinimiseWindow();
}
else
{
MaximiseWindow();
}
}
private void ResetDoubleClick()
{
numClicks = 0;
}
}
}

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using UnityEngine;
using UnityEngine.Events;
namespace Rellac.Windows
{
/// <summary>
/// Script to handle pull handles to expand the windows
/// </summary>
public class GUIWindowHandle : GUIPointerObject
{
/// <summary>
/// Window to apply pull effect to
/// </summary>
[Tooltip("Window to apply pull effect to")]
[SerializeField] private RectTransform parentWindow = null;
/// <summary>
/// Handle is locked and unusable
/// </summary>
[Tooltip("Handle is locked and unusable")]
[SerializeField] private bool isLocked = false;
/// <summary>
/// Minimum width parent window can be set to
/// </summary>
[Tooltip("Minimum width parent window can be set to")]
[SerializeField] private float minWidth = 50;
/// <summary>
/// Minimum height parent window can be set to
/// </summary>
[Tooltip("Minimum height parent window can be set to")]
[SerializeField] private float minHeight = 50;
/// <summary>
/// Sprite to show for cursor when this handle is highlighted
/// </summary>
[Tooltip("Sprite to show for cursor when this handle is highlighted")]
[SerializeField] private Texture2D cursor = null;
/// <summary>
/// Directional axis to pull window with this handle
/// </summary>
[Tooltip("Directional axis to pull window with this handle")]
[SerializeField] private Axis axis = Axis.Horizontal;
/// <summary>
/// Fired when user pulls on the handle
/// </summary>
public UnityEvent onWindowPulled = null;
Direction direction;
private bool isGrabbed = false;
private Vector2 initialMousePos;
private Vector2 initialSize;
private Vector2 initialPivot;
void Start()
{
//register to pointer events
onPointerDown.AddListener(SetIsGrabbed);
onPointerDown.AddListener(parentWindow.SetAsLastSibling);
// onPointerEnter.AddListener(ShowCursor);
// onPointerExit.AddListener(ResetCursor);
// find what direction we're pulling with this handle
switch (axis)
{
case Axis.Horizontal:
if (transform.position.x > parentWindow.position.x)
{
direction = Direction.Right;
}
else
{
direction = Direction.Left;
}
break;
case Axis.Vertical:
if (transform.position.y > parentWindow.position.y)
{
direction = Direction.Up;
}
else
{
direction = Direction.Down;
}
break;
case Axis.Diagonal:
if (transform.position.y > parentWindow.position.y)
{
if (transform.position.x > parentWindow.position.x)
{
direction = Direction.UpRight;
}
else
{
direction = Direction.UpLeft;
}
}
else
{
if (transform.position.x > parentWindow.position.x)
{
direction = Direction.DownRight;
}
else
{
direction = Direction.DownLeft;
}
}
break;
}
}
void Update()
{
if (!isGrabbed)
return;
if (Input.GetMouseButtonUp(0))
{
isGrabbed = false;
parentWindow.SetPivot(initialPivot);
if (onWindowPulled != null)
{
onWindowPulled.Invoke();
}
return;
}
Vector2 scaleOffset = (Vector2.one - (Vector2)transform.lossyScale) + Vector2.one;
Vector2 parentScale = parentWindow.transform.parent.GetComponent<RectTransform>().rect.size;
Vector2 mouseDelta = Vector2.Scale((Vector2)Camera.main.ScreenToWorldPoint(GUIWindowUtils.MousePosition()) - initialMousePos, scaleOffset*parentScale);
Vector2 size = initialSize;
switch (direction)
{
case Direction.Up:
size += new Vector2(0, mouseDelta.y);
break;
case Direction.Down:
size -= new Vector2(0, mouseDelta.y);
break;
case Direction.Left:
size -= new Vector2(mouseDelta.x, 0);
break;
case Direction.Right:
size += new Vector2(mouseDelta.x, 0);
break;
case Direction.UpRight:
size += new Vector2(mouseDelta.x, mouseDelta.y);
break;
case Direction.UpLeft:
size += new Vector2(-mouseDelta.x, mouseDelta.y);
break;
case Direction.DownRight:
size += new Vector2(mouseDelta.x, -mouseDelta.y);
break;
case Direction.DownLeft:
size += new Vector2(-mouseDelta.x, -mouseDelta.y);
break;
}
// Keep Window within minimum size
if (size.x < minWidth || size.y < minHeight)
{
Vector2 newsize = size;
if (size.x < minWidth)
{
newsize.x = minWidth;
}
if (size.y < minHeight)
{
newsize.y = minHeight;
}
parentWindow.sizeDelta = newsize;
return;
}
// set position & size
parentWindow.sizeDelta = size;
}
/// <summary>
/// Toggle interactivity of handle
/// </summary>
/// <param name="input">is interactive</param>
public void SetIsLocked(bool input)
{
isLocked = input;
parentWindow.SetAsLastSibling();
}
/// <summary>
/// Trigger that this handle has been grabbed
/// </summary>
public void SetIsGrabbed()
{
if (isLocked) return;
isGrabbed = true;
initialMousePos = Camera.main.ScreenToWorldPoint(GUIWindowUtils.MousePosition());
initialSize = parentWindow.sizeDelta;
initialPivot = parentWindow.pivot;
// Set Pivot to correct value based on direction so we don't need to offset movement
switch (direction)
{
case Direction.Up:
parentWindow.SetPivot(new Vector2(0.5f, 0));
break;
case Direction.Down:
parentWindow.SetPivot(new Vector2(0.5f, 1));
break;
case Direction.Left:
parentWindow.SetPivot(new Vector2(1, 0.5f));
break;
case Direction.Right:
parentWindow.SetPivot(new Vector2(0, 0.5f));
break;
case Direction.UpRight:
parentWindow.SetPivot(new Vector2(0, 0));
break;
case Direction.UpLeft:
parentWindow.SetPivot(new Vector2(1, 0));
break;
case Direction.DownRight:
parentWindow.SetPivot(new Vector2(0, 1));
break;
case Direction.DownLeft:
parentWindow.SetPivot(new Vector2(1, 1));
break;
}
parentWindow.SetAsLastSibling();
}
/// <summary>
/// Show the changed cursor when this handle is highlighted
/// </summary>
public void ShowCursor()
{
if (!isLocked && cursor != null)
{
Cursor.SetCursor(cursor, new Vector2(16, 16), CursorMode.Auto);
}
}
/// <summary>
/// Return the cursor to the default state
/// </summary>
public void ResetCursor()
{
if (cursor != null)
{
Cursor.SetCursor(null, Vector2.zero, CursorMode.Auto);
}
}
private enum Axis
{
Horizontal,
Vertical,
Diagonal
}
private enum Direction
{
Up,
Down,
Left,
Right,
UpLeft,
UpRight,
DownLeft,
DownRight
}
}
}

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using UnityEngine;
using UnityEngine.Events;
namespace Rellac.Windows
{
/// <summary>
/// Script to handle moving windows
/// </summary>
public class GUIWindowMover : GUIPointerObject
{
/// <summary>
/// Window to move
/// </summary>
[Tooltip("Window to move")]
[SerializeField] private RectTransform parentWindow = null;
/// <summary>
/// Mover is locked and unusable
/// </summary>
[Tooltip("Mover is locked and unusable")]
[SerializeField] private bool isLocked = false;
/// <summary>
/// Fires when a window has been moved
/// </summary>
[Tooltip("Fires when a window has been moved")]
[SerializeField] private UnityEvent onWindowMoved = null;
private Vector2 mouseOffset;
private bool isGrabbed = false;
void Start()
{
onPointerDown.AddListener(SetIsGrabbed);
}
void Update()
{
if (!isGrabbed || isLocked) return;
parentWindow.position = (Vector2)GUIWindowUtils.MousePosition() + mouseOffset;
if (Input.GetMouseButtonUp(0))
{
isGrabbed = false;
if (onWindowMoved != null)
{
onWindowMoved.Invoke();
}
}
}
/// <summary>
/// Toggle interactivity of handle
/// </summary>
/// <param name="input">is interactive</param>
public void SetIsLocked(bool input)
{
isLocked = input;
isGrabbed = false;
}
/// <summary>
/// Trigger that window has started to be moved
/// </summary>
public void SetIsGrabbed()
{
mouseOffset = parentWindow.position - GUIWindowUtils.MousePosition();
isGrabbed = true;
parentWindow.SetAsLastSibling();
}
}
}

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using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Rellac.Windows
{
public static class GUIWindowUtils
{
#if UNITY_EDITOR
[MenuItem("GameObject/UI/Window")]
public static void InstantiateWindow()
{
NewWindow();
}
#endif
public static GameObject NewWindow()
{
Object prefab = Resources.Load("WindowUIComponent");
Canvas canvas = GameObject.FindObjectOfType<Canvas>();
if (canvas == null)
{
// Create default canvas
GameObject newCanvas = new GameObject("Canvas");
canvas = newCanvas.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
newCanvas.AddComponent<CanvasScaler>();
newCanvas.AddComponent<GraphicRaycaster>();
if (GameObject.FindObjectOfType<EventSystem>() == null)
{
// Create defalut EventSystem
new GameObject("EventSystem").AddComponent<EventSystem>(). // create new GameObject with EventSystem
gameObject.AddComponent<StandaloneInputModule>() // add Input Module
#if UNITY_5_3_OR_NEWER
; // we don't need the Touch Input Module at 5.3+
#else
.gameObject.AddComponent<TouchInputModule>();
#endif
}
}
GameObject go = (GameObject)GameObject.Instantiate(prefab);
go.transform.SetParent(canvas.transform);
go.transform.localPosition = Vector2.zero;
go.name = "Window";
return go;
}
public static void SetPivot(this RectTransform rectTransform, Vector2 pivot)
{
if (rectTransform == null) return;
Vector2 size = rectTransform.rect.size;
Vector2 deltaPivot = rectTransform.pivot - pivot;
Vector3 deltaPosition = new Vector3(deltaPivot.x * size.x, deltaPivot.y * size.y);
rectTransform.pivot = pivot;
rectTransform.localPosition -= deltaPosition;
}
public static Vector3 MousePosition()
{
var mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
return new Vector3(mousePos.x, mousePos.y, 0);
}
}
}

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m_WrapW: 1
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m_VolumeDepth: 1

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@ -0,0 +1,8 @@
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@ -28,6 +28,8 @@ namespace HeavenStudio
public static readonly string[] DEFAULT_SCREEN_SIZES_STRING = new[] { "1280x720", "1920x1080", "2560x1440", "3840x2160", "Custom" };
public static int ScreenSizeIndex = 0;
public static float MasterVolume = 0.8f;
public enum Scenes : int
{
SplashScreen = 0,
@ -133,5 +135,11 @@ namespace HeavenStudio
Screen.SetResolution(DEFAULT_SCREEN_SIZES[ScreenSizeIndex].width, DEFAULT_SCREEN_SIZES[ScreenSizeIndex].height, mode);
}
}
public static void ChangeMasterVolume(float value)
{
MasterVolume = value;
AudioListener.volume = MasterVolume;
}
}
}

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@ -13,6 +13,7 @@ using TMPro;
using Starpelly;
using SFB;
using HeavenStudio.Editor;
using HeavenStudio.Editor.Track;
using HeavenStudio.Util;
@ -63,10 +64,11 @@ namespace HeavenStudio.Editor
private bool loadedMusic = false;
private string currentRemixPath = "";
private string remixName = "";
private bool fullscreen;
public bool fullscreen;
public bool discordDuringTesting = false;
public bool canSelect = true;
public bool editingInputField = false;
public bool isCursorEnabled = true;
public static Editor instance { get; private set; }
@ -456,7 +458,7 @@ namespace HeavenStudio.Editor
MainCanvas.enabled = true;
EditorCamera.enabled = true;
GameCamera.instance.camera.targetTexture = ScreenRenderTexture;
GameManager.instance.CursorCam.enabled = true;
GameManager.instance.CursorCam.enabled = true && isCursorEnabled;
GameManager.instance.OverlayCamera.targetTexture = ScreenRenderTexture;
fullscreen = false;

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@ -3,6 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Editor.Track;
using HeavenStudio.Util;
using HeavenStudio.StudioDance;
using TMPro;
@ -11,8 +12,9 @@ namespace HeavenStudio.Editor
public class CreditsLegalSettings : MonoBehaviour
{
private int SecretCounter = 0;
private static bool SecretActive = false;
private bool SecretActive = false;
[SerializeField] private GameObject secretObject;
[SerializeField] private StudioDanceManager secretContent;
private void Start()
{
@ -37,6 +39,16 @@ namespace HeavenStudio.Editor
SecretActive = true;
Jukebox.PlayOneShot("applause");
Debug.Log("Activating Studio Dance...");
secretContent.OpenDanceWindow();
}
public void MakeSecretInactive()
{
SecretCounter = 0;
secretObject.SetActive(false);
SecretActive = false;
secretContent.CloseDanceWindow();
}
}
}

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@ -1,7 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Editor.Track;
using UnityEngine.UI;
using TMPro;
@ -13,6 +12,10 @@ namespace HeavenStudio.Editor
public GameObject customSetter;
public TMP_InputField widthInputField, heightInputField;
public Slider volSlider;
public TMP_InputField volLabel;
private void Start() {
List<TMP_Dropdown.OptionData> dropDownData = new List<TMP_Dropdown.OptionData>();
var vals = GlobalGameManager.DEFAULT_SCREEN_SIZES_STRING;
@ -42,6 +45,9 @@ namespace HeavenStudio.Editor
GlobalGameManager.CustomScreenHeight = System.Math.Max(int.Parse(heightInputField.text), 64);
heightInputField.text = GlobalGameManager.CustomScreenHeight.ToString();
});
volSlider.value = GlobalGameManager.MasterVolume;
volLabel.text = System.Math.Round(volSlider.value * 100, 2).ToString();
}
public void WindowFullScreen()
@ -53,5 +59,17 @@ namespace HeavenStudio.Editor
{
GlobalGameManager.ChangeScreenSize();
}
public void OnVolSliderChanged()
{
GlobalGameManager.ChangeMasterVolume(volSlider.value);
volLabel.text = System.Math.Round(volSlider.value * 100, 2).ToString();
}
public void OnVolLabelChanged()
{
volSlider.value = (float)System.Math.Round(System.Convert.ToSingle(volLabel.text), 2);
GlobalGameManager.ChangeMasterVolume(volSlider.value);
}
}
}

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@ -0,0 +1,20 @@
using UnityEngine;
using UnityEngine.UI;
using TMPro;
namespace HeavenStudio.Editor
{
public class EditorSettings : MonoBehaviour
{
public Toggle cursorCheckbox;
public void OnCursorCheckboxChanged()
{
Editor.instance.isCursorEnabled = cursorCheckbox.isOn;
if (!Editor.instance.fullscreen)
{
GameManager.instance.CursorCam.enabled = Editor.instance.isCursorEnabled;
}
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,8 @@
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@ -0,0 +1,57 @@
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.StudioDance
{
public class Dancer : MonoBehaviour
{
private Animator animator;
private float lastReportedBeat = 0f;
private float currentBeat = 0f;
private bool isDance = false;
private void Start()
{
animator = GetComponent<Animator>();
}
private void Update()
{
var cond = Conductor.instance;
if (cond == null || !cond.isPlaying)
{
if (!isDance) return;
if (currentBeat % 2 != 0)
{
animator.DoScaledAnimationAsync("PoseL");
}
else
{
animator.DoScaledAnimationAsync("PoseR");
}
isDance = false;
return;
}
isDance = true;
if (cond.ReportBeat(ref lastReportedBeat))
{
currentBeat = lastReportedBeat;
}
else if (cond.songPositionInBeats < lastReportedBeat)
{
lastReportedBeat = Mathf.Round(cond.songPositionInBeats);
}
if (currentBeat % 2 != 0)
{
animator.DoScaledAnimation("DanceL", currentBeat);
}
else
{
animator.DoScaledAnimation("DanceR", currentBeat);
}
}
}
}

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@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio;
namespace HeavenStudio.StudioDance
{
public class StudioDanceManager : MonoBehaviour
{
[SerializeField] private GameObject windowBase;
[SerializeField] private Transform windowHolder;
[SerializeField] private GameObject content;
public void OpenDanceWindow()
{
var mobj = GameObject.Instantiate(windowBase, windowHolder);
mobj.SetActive(true);
content.SetActive(true);
}
public void CloseDanceWindow()
{
content.SetActive(false);
}
}
}

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@ -0,0 +1,11 @@
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@ -19,7 +19,7 @@ TagManager:
- 3DAlt
- Flash
- Textboxes
-
- StudioDanceRender
-
-
-
@ -44,3 +44,6 @@ TagManager:
- name: Textboxes
uniqueID: 610346305
locked: 0
- name: StudioDance
uniqueID: 2311759579
locked: 0