using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using HeavenStudio; using HeavenStudio.Editor; using HeavenStudio.Editor.Track; using TMPro; public class SectionDialog : Dialog { SectionTimelineObj sectionObj; [SerializeField] TMP_InputField sectionName; [SerializeField] Toggle challengeEnable; public void SwitchSectionDialog() { if(dialog.activeSelf) { sectionObj = null; dialog.SetActive(false); Editor.instance.inAuthorativeMenu = false; } else { Editor.instance.inAuthorativeMenu = true; ResetAllDialogs(); dialog.SetActive(true); } } public void SetSectionObj(SectionTimelineObj sectionObj) { this.sectionObj = sectionObj; sectionName.text = sectionObj.chartSection["sectionName"]; challengeEnable.isOn = sectionObj.chartSection["startPerfect"]; } public void DeleteSection() { if(dialog.activeSelf) { dialog.SetActive(false); Editor.instance.inAuthorativeMenu = false; } if (sectionObj == null) return; GameManager.instance.Beatmap.SectionMarkers.Remove(sectionObj.chartSection); sectionObj.DeleteObj(); } public void ChangeSectionName(string name) { if (sectionObj == null) return; sectionObj.chartSection["sectionName"] = name; sectionObj.UpdateLabel(); } public void SetSectionChallenge() { if (sectionObj == null) return; sectionObj.chartSection["startPerfect"] = challengeEnable.isOn; } }