HeavenStudioPlus/Assets/Scripts/LevelEditor/RemixPropertiesDialog/RemixPropertiesDialog.cs
minenice55 50a1b7bcdb Integration of Jukebox Library (#451)
* 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
2023-06-10 15:13:29 -04:00

116 lines
No EOL
3.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Editor.Track;
using Jukebox;
using Jukebox.Legacy;
using TMPro;
namespace HeavenStudio.Editor
{
public class RemixPropertiesDialog : Dialog
{
[Header("General References")]
[SerializeField] TabsManager tabsManager;
[Header("Containers")]
[SerializeField] ChartInfoProperties[] containers;
[Header("Tabs")]
[SerializeField] private TabsManager.TabsEntry[] tabs;
[Header("Property Prefabs")]
[SerializeField] public GameObject IntegerP;
[SerializeField] public GameObject FloatP;
[SerializeField] public GameObject BooleanP;
[SerializeField] public GameObject DropdownP;
[SerializeField] public GameObject ColorP;
[SerializeField] public GameObject StringP;
[Header("Layout Prefabs")]
[SerializeField] public GameObject DividerP;
[SerializeField] public GameObject HeaderP;
[SerializeField] public GameObject SubHeaderP;
[NonSerialized] public RiqBeatmap chart;
List<GameObject> tabContents;
private void Start() { }
public void SwitchPropertiesDialog()
{
if (dialog.activeSelf)
{
Editor.instance.canSelect = true;
Editor.instance.inAuthorativeMenu = false;
dialog.SetActive(false);
tabsManager.CleanTabs();
tabContents = null;
}
else
{
ResetAllDialogs();
Editor.instance.canSelect = false;
Editor.instance.inAuthorativeMenu = true;
dialog.SetActive(true);
chart = GameManager.instance.Beatmap;
chart["propertiesmodified"] = true;
tabContents = tabsManager.GenerateTabs(tabs);
foreach (var tab in tabContents)
{
tab.GetComponent<ChartInfoProperties>().Init(this);
}
}
}
public void SetupDialog(PropertyTag[] tags, ChartInfoProperties container)
{
chart = GameManager.instance.Beatmap;
chart["propertiesmodified"] = true;
foreach (PropertyTag property in tags)
{
if (chart.data.properties.ContainsKey(property.tag))
{
container.AddParam(this, property.tag, chart.data.properties[property.tag], property.label, property.isReadOnly);
}
else
{
if (property.tag == "divider")
{
container.AddDivider(this);
}
else if (property.tag == "header")
{
container.AddHeader(this, property.label);
}
else if (property.tag == "subheader")
{
container.AddSubHeader(this, property.label);
}
else
{
Debug.LogWarning("Property Menu generation Warning: Property " + property.tag + " not found, skipping...");
}
}
}
}
private void CleanDialog() {}
private void Update() {}
[Serializable]
public class PropertyTag
{
public string tag;
public string label;
public bool isReadOnly;
}
}
}