mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 13:45:10 +00:00
dd24a96338
* Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
150 lines
No EOL
5.3 KiB
C#
150 lines
No EOL
5.3 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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using Jukebox;
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namespace HeavenStudio.Editor
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{
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public class ChartInfoProperties : TabsContent
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{
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[Header("General References")]
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[SerializeField] private GameObject propertyHolder;
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RemixPropertiesDialog dialog;
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[Header("Editable Properties")]
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[SerializeField] RemixPropertiesDialog.PropertyTag[] tags;
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bool initialized = false;
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public void Init(RemixPropertiesDialog diag)
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{
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dialog = diag;
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dialog.SetupDialog(tags, this);
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initialized = true;
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}
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public void AddParam(RemixPropertiesDialog diag, string propertyName, object type, string caption, bool isReadOnly = false, string tooltip = "")
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{
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GameObject prefab = diag.IntegerP;
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GameObject input;
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var objType = type.GetType();
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if (objType == typeof(EntityTypes.Integer))
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{
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prefab = diag.IntegerP;
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input = InitPrefab(prefab, tooltip);
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var property = input.GetComponent<NumberChartPropertyPrefab>();
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property.SetProperties(diag, propertyName, type, caption);
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}
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else if (objType == typeof(EntityTypes.Float))
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{
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prefab = diag.FloatP;
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input = InitPrefab(prefab, tooltip);
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var property = input.GetComponent<NumberChartPropertyPrefab>();
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property.SetProperties(diag, propertyName, type, caption);
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}
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else if (type is bool)
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{
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prefab = diag.BooleanP;
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input = InitPrefab(prefab, tooltip);
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var property = input.GetComponent<BoolChartPropertyPrefab>();
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property.SetProperties(diag, propertyName, type, caption);
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}
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else if (objType.IsEnum)
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{
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prefab = diag.DropdownP;
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input = InitPrefab(prefab, tooltip);
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var property = input.GetComponent<EnumChartPropertyPrefab>();
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property.SetProperties(diag, propertyName, type, caption);
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}
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else if (objType == typeof(Color))
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{
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prefab = diag.ColorP;
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input = InitPrefab(prefab, tooltip);
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var property = input.GetComponent<ColorChartPropertyPrefab>();
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property.SetProperties(diag, propertyName, type, caption);
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}
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else if (objType == typeof(string))
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{
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prefab = diag.StringP;
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input = InitPrefab(prefab, tooltip);
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var property = input.GetComponent<StringChartPropertyPrefab>();
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property.SetProperties(diag, propertyName, type, caption);
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}
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else if (objType == typeof(EntityTypes.Resource))
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{
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switch (((EntityTypes.Resource)type).type)
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{
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case EntityTypes.Resource.ResourceType.Image:
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prefab = diag.ImageP;
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input = InitPrefab(prefab, tooltip);
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var property = input.GetComponent<ImageChartResourcePrefab>();
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property.SetProperties(diag, propertyName, type, caption);
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break;
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default:
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Debug.LogError("Can't make property interface of type: " + type.GetType());
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return;
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}
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}
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else
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{
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Debug.LogError("Can't make property interface of type: " + type.GetType());
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return;
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}
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}
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public void AddDivider(RemixPropertiesDialog diag)
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{
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InitPrefab(diag.DividerP);
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}
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public void AddHeader(RemixPropertiesDialog diag, string text)
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{
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var input = InitPrefab(diag.HeaderP);
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input.GetComponent<RemixPropertyPrefab>().InitProperties(diag, "", text);
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}
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public void AddSubHeader(RemixPropertiesDialog diag, string text)
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{
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var input = InitPrefab(diag.SubHeaderP);
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input.GetComponent<RemixPropertyPrefab>().InitProperties(diag, "", text);
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}
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public void AddResultMessageEditor(RemixPropertiesDialog diag)
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{
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var input = InitPrefab(diag.ResultDialogP);
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input.GetComponent<RatingScreenPropertyDialog>().InitProperties(diag, "", "");
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}
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private GameObject InitPrefab(GameObject prefab, string tooltip = "")
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{
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GameObject input = Instantiate(prefab);
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input.transform.SetParent(propertyHolder.transform);
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input.SetActive(true);
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input.transform.localScale = Vector2.one;
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if(tooltip != string.Empty)
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Tooltip.AddTooltip(input, "", tooltip);
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return input;
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}
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public override void OnOpenTab()
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{
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if (dialog != null && !initialized)
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{
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initialized = true;
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dialog.SetupDialog(tags, this);
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}
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}
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public override void OnCloseTab()
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{
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initialized = false;
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foreach (Transform child in propertyHolder.transform) {
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Destroy(child.gameObject);
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}
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}
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}
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} |