mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
b1fab52ad9
* add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing
113 lines
No EOL
3.8 KiB
C#
113 lines
No EOL
3.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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namespace HeavenStudio
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{
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public class DebugUI : MonoBehaviour
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{
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public GameObject Template;
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private int indexL;
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private int indexR;
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private TMP_Text Title;
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private TMP_Text SongPosBeats;
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private TMP_Text SecPerBeat;
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private TMP_Text SongPos;
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private TMP_Text BPM;
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private TMP_Text currEvent;
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private TMP_Text eventLength;
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private TMP_Text eventType;
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private TMP_Text currentGame;
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private TMP_Text graphicsDeviceName;
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private TMP_Text operatingSystem;
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private TMP_Text fps;
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private void Start()
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{
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CreateDebugUI(out Title); SetText(Title, $"Heaven Studio {GlobalGameManager.buildTime}");
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CreateDebugUI(out SongPosBeats);
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CreateDebugUI(out SongPos);
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CreateDebugUI(out SecPerBeat);
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CreateDebugUI(out BPM);
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Separate();
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CreateDebugUI(out currEvent);
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CreateDebugUI(out eventLength);
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CreateDebugUI(out eventType);
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CreateDebugUI(out currentGame);
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CreateDebugUI(out operatingSystem, true); SetText(operatingSystem, SystemInfo.operatingSystem);
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CreateDebugUI(out graphicsDeviceName, true); SetText(graphicsDeviceName, SystemInfo.graphicsDeviceName);
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CreateDebugUI(out fps, true);
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transform.GetChild(0).GetComponent<Canvas>().worldCamera = GameManager.instance.CursorCam;
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}
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private void Update()
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{
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SetText(SongPosBeats, $"Song Position In Beats: {Conductor.instance.songPositionInBeats}");
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SetText(SongPos, $"Song Position: {Conductor.instance.songPosition}");
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SetText(BPM, $"BPM: {Conductor.instance.songBpm}");
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SetText(fps, $"FPS: {1.0f / Time.smoothDeltaTime}");
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SetText(SecPerBeat, $"Seconds Per Beat: {Conductor.instance.secPerBeat}");
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SetText(currentGame, $"Current Game: {GameManager.instance.currentGame}");
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int minus = 0;
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if (GameManager.instance.Beatmap.Entities.Count > 0)
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{
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if (GameManager.instance.currentEvent - 1 >= 0) minus = 1;
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SetText(currEvent, $"CurrentEvent: {GameManager.instance.Beatmap.Entities[GameManager.instance.currentEvent - minus].datamodel}");
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SetText(eventLength, $"Event Length: {GameManager.instance.Beatmap.Entities[GameManager.instance.currentEvent - minus].length}");
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}
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}
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private void CreateDebugUI(out TMP_Text t, bool right = false)
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{
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GameObject debug = Instantiate(Template, Template.transform.parent);
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debug.SetActive(true);
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if (right)
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{
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debug.transform.localPosition = new Vector3(322.69f, Template.transform.localPosition.y - 34f * indexR);
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debug.GetComponent<TMP_Text>().alignment = TextAlignmentOptions.Right;
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debug.transform.GetChild(0).GetComponent<TMP_Text>().alignment = TextAlignmentOptions.Right;
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indexR++;
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}
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else
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{
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debug.transform.localPosition = new Vector3(Template.transform.localPosition.x, Template.transform.localPosition.y - 34f * indexL);
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indexL++;
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}
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t = debug.transform.GetChild(0).GetComponent<TMP_Text>();
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}
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private void Separate(bool right = false)
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{
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if (right)
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indexR++;
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else
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indexL++;
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}
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private void SetText(TMP_Text t, string text)
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{
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t.transform.parent.GetComponent<TMP_Text>().text = $"<mark=#3d3d3d padding=\"44.9301, 44.9301, 44.9301, 44.9301\">{text}</mark>";
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t.text = text;
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}
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}
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} |