using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; namespace RhythmHeavenMania.Editor.Commands { public class Selection : IAction { List eventObjs; public Selection(List eventObjs) { this.eventObjs = eventObjs; } public void Execute() { } public void Redo() { for (int i = 0; i < eventObjs.Count; i++) { Selections.instance.ShiftClickSelect(eventObjs[i]); } } public void Undo() { for (int i = 0; i < eventObjs.Count; i++) { Selections.instance.ShiftClickSelect(eventObjs[i]); } } } // I spent 7 hours trying to fix this instead of sleeping, which would've probably worked better. // I'll go fuck myself later I'm just glad it works // I give massive props to people who code undo/redo systems // -- Starpelly public class Move : IAction { public List pos = new List(); public class Pos { public TimelineEventObj eventObj; public Vector2 lastPos_; public Vector3 previousPos; } public Move(List eventObjs) { pos.Clear(); for (int i = 0; i < eventObjs.Count; i++) { Pos p = new Pos(); p.eventObj = eventObjs[i]; p.lastPos_ = eventObjs[i].lastPos_; p.previousPos = eventObjs[i].transform.localPosition; this.pos.Add(p); } } public void Execute() { } public void Redo() { for (int i = 0; i < pos.Count; i++) { EnsureEventObj(i); pos[i].eventObj.transform.localPosition = pos[i].previousPos; } } public void Undo() { for (int i = 0; i < pos.Count; i++) { EnsureEventObj(i); pos[i].eventObj.transform.localPosition = pos[i].lastPos_; } } private void EnsureEventObj(int id) { if (pos[id].eventObj == null) { pos[id].eventObj = GameManager.instance.Beatmap.entities.Find(c => c.eventObj.eventObjID == pos[id].eventObj.eventObjID).eventObj; } } } public class Place : IAction { TimelineEventObj eventObj; public Place(TimelineEventObj eventObj) { this.eventObj = eventObj; } public void Execute() { } public void Redo() { throw new System.NotImplementedException(); } public void Undo() { Selections.instance.Deselect(eventObj); Timeline.instance.DestroyEventObject(eventObj.entity); // Beatmap.Entity e = deletedObjs[i].entity; // Timeline.instance.AddEventObject(e.datamodel, false, new Vector3(e.beat, -e.track * Timeline.instance.LayerHeight()), e, true, e.eventObj.eventObjID); } } public class Deletion : IAction { List eventObjs; List deletedObjs; public Deletion(List eventObjs) { this.eventObjs = eventObjs; } public void Execute() { deletedObjs = eventObjs; for (int i = 0; i < eventObjs.Count; i++) { Selections.instance.Deselect(eventObjs[i]); Timeline.instance.DestroyEventObject(eventObjs[i].entity); } } public void Redo() { deletedObjs = eventObjs; for (int i = 0; i < eventObjs.Count; i++) { Selections.instance.Deselect(eventObjs[i]); Timeline.instance.DestroyEventObject(eventObjs[i].entity); } } public void Undo() { for (int i = 0; i < deletedObjs.Count; i++) { Beatmap.Entity e = deletedObjs[i].entity; eventObjs[i] = Timeline.instance.AddEventObject(e.datamodel, false, new Vector3(e.beat, -e.track * Timeline.instance.LayerHeight()), e, true, e.eventObj.eventObjID); } } } }