using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; namespace RhythmHeavenMania.Editor { public class Editor : MonoBehaviour { private Initializer Initializer; [SerializeField] private Canvas MainCanvas; [SerializeField] public Camera EditorCamera; [Header("Rect")] [SerializeField] private RenderTexture ScreenRenderTexture; [SerializeField] private RawImage Screen; [SerializeField] private RectTransform GridGameSelector; [Header("Components")] [SerializeField] private Timeline Timeline; public static Editor instance { get; private set; } private void Start() { instance = this; Initializer = GetComponent(); } public void Init() { GameManager.instance.GameCamera.targetTexture = ScreenRenderTexture; GameManager.instance.CursorCam.targetTexture = ScreenRenderTexture; Screen.texture = ScreenRenderTexture; GameManager.instance.Init(); Timeline.Init(); for (int i = 0; i < EventCaller.instance.minigames.Count; i++) { GameObject GameIcon_ = Instantiate(GridGameSelector.GetChild(0).gameObject, GridGameSelector); GameIcon_.GetComponent().sprite = GameIcon(EventCaller.instance.minigames[i].name); GameIcon_.gameObject.SetActive(true); GameIcon_.name = EventCaller.instance.minigames[i].displayName; } } public static Sprite GameIcon(string name) { return Resources.Load($"Sprites/Editor/GameIcons/{name}"); } } }