mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 05:35:08 +00:00
89 lines
2.7 KiB
C#
89 lines
2.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using System;
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using TMPro;
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using Starpelly;
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namespace HeavenStudio.Editor.Track
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{
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public class VolumeTimeline : MonoBehaviour
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{
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[Header("Components")]
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private RectTransform rectTransform;
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public TMP_InputField StartingVolume;
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private RectTransform StartingVolumeRect;
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public List<VolumeTimelineObj> volumeTimelineObjs = new List<VolumeTimelineObj>();
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private bool firstUpdate;
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void Start()
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{
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rectTransform = this.GetComponent<RectTransform>();
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StartingVolumeRect = StartingVolume.GetComponent<RectTransform>();
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}
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void Update()
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{
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if (!firstUpdate)
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{
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UpdateStartingVolumeText();
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firstUpdate = true;
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}
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if (Timeline.instance.userIsEditingInputField)
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return;
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if (Timeline.instance.timelineState.musicVolume && !Conductor.instance.NotStopped())
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{
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if (RectTransformUtility.RectangleContainsScreenPoint(StartingVolumeRect, Input.mousePosition, Editor.instance.EditorCamera))
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{
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int increase = Mathf.RoundToInt(Input.mouseScrollDelta.y);
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if (Input.GetKey(KeyCode.LeftShift))
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increase *= 5;
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if (increase != 0)
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{
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GameManager.instance.Beatmap.musicVolume += increase;
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UpdateStartingVolumeText();
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UpdateStartingVolumeFromText(); // In case the scrolled-to value is invalid.
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}
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}
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}
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}
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public void UpdateStartingVolumeText()
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{
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StartingVolume.text = GameManager.instance.Beatmap.musicVolume.ToString();
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}
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public void UpdateStartingVolumeFromText()
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{
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// Failsafe against empty string.
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if (String.IsNullOrEmpty(StartingVolume.text))
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StartingVolume.text = "100";
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var newVol = Convert.ToInt32(StartingVolume.text);
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// Failsafe against invalid volume.
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if (newVol > 100)
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{
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StartingVolume.text = "100";
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newVol = 100;
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}
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else if (newVol < 0)
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{
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StartingVolume.text = "0";
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newVol = 0;
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}
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GameManager.instance.Beatmap.musicVolume = newVol;
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// In case the newVol ended up differing from the inputted string.
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UpdateStartingVolumeText();
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}
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}
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}
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