HeavenStudioPlus/Assets/Scripts/LevelEditor/Commands/Block.cs
minenice55 d74fe11e68 Beatmap Sections & Latency Reduction (#170)
* prep UI for chart section

* all special layers now on one area

todo: have buttons toggle between special layers  (selection mode shows all?), use the tabs system for this

* swapping between special timelines - prelim

* special entities can be placed

* spec. timeline base functions complete

music volume changes should work now

* attempt at input lag reduction

needs testing

* fix dsp issues

* smaller DSP buffer?

* Revert "smaller DSP buffer?"

This reverts commit 9d36db5ff90cf4e2d7bb8db9b4b7376cb493e02b.

* make conductor clock use real time (double)

change order of execution of input-related scripts to further attempt a reduction in input latency

* start values can be changed

make the old special entity bar visible when the corresponding type is selected

* creation of Chart Sections (TODO: GO REFERENCE)

* added GO references

* section edit dialog

* disable wrapping on chart section obj

* backspace can now delete entities

* entities don't shift when duplicated

* fix PlayerActionEvent order of operations

- fixed remix loading trying to clear special timeline while it's writing to itself

* make oop check match parity

* more operation order fix

* fix Karate Man BG initialization

* show section progress in editor

todo: section progress in-game

* more fix for entity duping
2022-09-18 16:48:14 -04:00

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5.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using HeavenStudio.Editor.Track;
namespace HeavenStudio.Editor.Commands
{
public class Selection : IAction
{
List<TimelineEventObj> eventObjs;
List<TimelineEventObj> lastEventObjs;
public Selection(List<TimelineEventObj> eventObjs)
{
this.eventObjs = eventObjs;
}
public void Execute()
{
}
public void Redo()
{
for (int i = 0; i < lastEventObjs.Count; i++)
{
Selections.instance.ShiftClickSelect(lastEventObjs[i]);
}
}
public void Undo()
{
lastEventObjs = eventObjs;
for (int i = 0; i < eventObjs.Count; i++)
{
Selections.instance.ShiftClickSelect(eventObjs[i]);
}
}
}
// I spent 7 hours trying to fix this instead of sleeping, which would've probably worked better.
// I'll go fuck myself later I'm just glad it works
// I give massive props to people who code undo/redo systems
// -- Starpelly
public class Move : IAction
{
public List<Pos> pos = new List<Pos>();
public class Pos
{
public TimelineEventObj eventObj;
public Vector2 lastPos_;
public Vector3 previousPos;
}
public Move(List<TimelineEventObj> eventObjs)
{
pos.Clear();
for (int i = 0; i < eventObjs.Count; i++)
{
Pos p = new Pos();
p.eventObj = eventObjs[i];
p.lastPos_ = eventObjs[i].moveStartPos;
p.previousPos = eventObjs[i].transform.localPosition;
this.pos.Add(p);
}
}
public void Execute()
{
}
public void Redo()
{
for (int i = 0; i < pos.Count; i++)
{
EnsureEventObj(i);
pos[i].eventObj.transform.localPosition = pos[i].previousPos;
pos[i].eventObj.entity.beat = pos[i].eventObj.transform.localPosition.x;
}
}
public void Undo()
{
for (int i = 0; i < pos.Count; i++)
{
EnsureEventObj(i);
pos[i].eventObj.transform.localPosition = pos[i].lastPos_;
pos[i].eventObj.entity.beat = pos[i].eventObj.transform.localPosition.x;
}
}
private void EnsureEventObj(int id)
{
if (pos[id].eventObj == null)
{
pos[id].eventObj = GameManager.instance.Beatmap.entities.Find(c => c.eventObj.eventObjID == pos[id].eventObj.eventObjID).eventObj;
}
}
}
public class Place : IAction
{
TimelineEventObj eventObj;
TimelineEventObj deletedObj;
public Place(TimelineEventObj eventObj)
{
this.eventObj = eventObj;
}
public void Execute()
{
}
public void Redo()
{
deletedObj = Timeline.instance.AddEventObject(deletedObj.entity.datamodel, false, new Vector3(deletedObj.entity.beat, -deletedObj.entity.track * Timeline.instance.LayerHeight()), deletedObj.entity, true, deletedObj.entity.eventObj.eventObjID);
}
public void Undo()
{
deletedObj = eventObj;
Selections.instance.Deselect(eventObj);
Timeline.instance.DestroyEventObject(eventObj.entity);
// DynamicBeatmap.DynamicEntity e = deletedObjs[i].entity;
// Timeline.instance.AddEventObject(e.datamodel, false, new Vector3(e.beat, -e.track * Timeline.instance.LayerHeight()), e, true, e.eventObj.eventObjID);
}
}
public class Deletion : IAction
{
List<TimelineEventObj> eventObjs;
List<TimelineEventObj> deletedObjs;
public Deletion(List<TimelineEventObj> eventObjs)
{
this.eventObjs = eventObjs;
}
public void Execute()
{
deletedObjs = eventObjs;
for (int i = 0; i < eventObjs.Count; i++)
{
Selections.instance.Deselect(eventObjs[i]);
Timeline.instance.DestroyEventObject(eventObjs[i].entity);
}
}
public void Redo()
{
deletedObjs = eventObjs;
for (int i = 0; i < eventObjs.Count; i++)
{
Selections.instance.Deselect(eventObjs[i]);
Timeline.instance.DestroyEventObject(eventObjs[i].entity);
}
}
public void Undo()
{
for (int i = 0; i < deletedObjs.Count; i++)
{
DynamicBeatmap.DynamicEntity e = deletedObjs[i].entity;
eventObjs[i] = Timeline.instance.AddEventObject(e.datamodel, false, new Vector3(e.beat, -e.track * Timeline.instance.LayerHeight()), e, true, e.eventObj.eventObjID);
}
}
}
public class Duplicate : IAction
{
List<TimelineEventObj> eventObjs;
List<TimelineEventObj> copiedObjs;
public Duplicate(List<TimelineEventObj> eventObjs)
{
this.eventObjs = eventObjs;
}
public void Execute()
{
}
public void Redo()
{
for (int i = 0; i < copiedObjs.Count; i++)
{
DynamicBeatmap.DynamicEntity e = copiedObjs[i].entity;
eventObjs[i] = Timeline.instance.AddEventObject(e.datamodel, false, new Vector3(e.beat, -e.track * Timeline.instance.LayerHeight()), e, true, e.eventObj.eventObjID);
}
}
public void Undo()
{
copiedObjs = eventObjs;
for (int i = 0; i < eventObjs.Count; i++)
{
Selections.instance.Deselect(eventObjs[i]);
Timeline.instance.DestroyEventObject(eventObjs[i].entity);
}
}
}
}