mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +00:00
bb2ae74339
* 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
210 lines
No EOL
5.8 KiB
C#
210 lines
No EOL
5.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Jukebox;
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using Jukebox.Legacy;
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using HeavenStudio.Editor.Track;
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namespace HeavenStudio.Editor.Commands
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{
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public class Selection : IAction
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{
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List<TimelineEventObj> eventObjs;
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List<TimelineEventObj> lastEventObjs;
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public Selection(List<TimelineEventObj> eventObjs)
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{
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this.eventObjs = eventObjs;
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}
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public void Execute()
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{
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}
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public void Redo()
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{
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for (int i = 0; i < lastEventObjs.Count; i++)
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{
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Selections.instance.ShiftClickSelect(lastEventObjs[i]);
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}
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}
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public void Undo()
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{
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lastEventObjs = eventObjs;
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for (int i = 0; i < eventObjs.Count; i++)
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{
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Selections.instance.ShiftClickSelect(eventObjs[i]);
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}
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}
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}
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// I spent 7 hours trying to fix this instead of sleeping, which would've probably worked better.
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// I'll go fuck myself later I'm just glad it works
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// I give massive props to people who code undo/redo systems
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// -- Starpelly
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public class Move : IAction
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{
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public List<Pos> pos = new List<Pos>();
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public class Pos
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{
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public TimelineEventObj eventObj;
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public Vector2 lastPos_;
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public Vector3 previousPos;
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}
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public Move(List<TimelineEventObj> eventObjs)
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{
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pos.Clear();
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for (int i = 0; i < eventObjs.Count; i++)
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{
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Pos p = new Pos();
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p.eventObj = eventObjs[i];
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p.lastPos_ = eventObjs[i].moveStartPos;
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p.previousPos = eventObjs[i].transform.localPosition;
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this.pos.Add(p);
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}
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}
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public void Execute()
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{
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}
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public void Redo()
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{
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for (int i = 0; i < pos.Count; i++)
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{
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EnsureEventObj(i);
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pos[i].eventObj.transform.localPosition = pos[i].previousPos;
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pos[i].eventObj.entity.beat = pos[i].eventObj.transform.localPosition.x;
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}
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}
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public void Undo()
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{
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for (int i = 0; i < pos.Count; i++)
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{
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EnsureEventObj(i);
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pos[i].eventObj.transform.localPosition = pos[i].lastPos_;
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pos[i].eventObj.entity.beat = pos[i].eventObj.transform.localPosition.x;
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}
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}
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private void EnsureEventObj(int id)
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{
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if (pos[id].eventObj == null)
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{
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pos[id].eventObj = Timeline.instance.eventObjs.Find(c => c.eventObjID == pos[id].eventObj.eventObjID);
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}
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}
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}
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public class Place : IAction
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{
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TimelineEventObj eventObj;
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TimelineEventObj deletedObj;
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public Place(TimelineEventObj eventObj)
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{
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this.eventObj = eventObj;
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}
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public void Execute()
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{
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}
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public void Redo()
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{
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deletedObj = Timeline.instance.AddEventObject(deletedObj.entity.datamodel, false, new Vector3((float) deletedObj.entity.beat, -deletedObj.entity["track"] * Timeline.instance.LayerHeight()), deletedObj.entity, true);
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}
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public void Undo()
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{
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deletedObj = eventObj;
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Selections.instance.Deselect(eventObj);
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Timeline.instance.DestroyEventObject(eventObj.entity);
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// RiqEntity e = deletedObjs[i].entity;
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// Timeline.instance.AddEventObject(e.datamodel, false, new Vector3(e.beat, -e.track * Timeline.instance.LayerHeight()), e, true, e.eventObj.eventObjID);
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}
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}
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public class Deletion : IAction
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{
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List<TimelineEventObj> eventObjs;
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List<TimelineEventObj> deletedObjs;
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public Deletion(List<TimelineEventObj> eventObjs)
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{
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this.eventObjs = eventObjs;
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}
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public void Execute()
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{
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deletedObjs = eventObjs;
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for (int i = 0; i < eventObjs.Count; i++)
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{
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Selections.instance.Deselect(eventObjs[i]);
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Timeline.instance.DestroyEventObject(eventObjs[i].entity);
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}
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}
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public void Redo()
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{
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deletedObjs = eventObjs;
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for (int i = 0; i < eventObjs.Count; i++)
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{
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Selections.instance.Deselect(eventObjs[i]);
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Timeline.instance.DestroyEventObject(eventObjs[i].entity);
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}
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}
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public void Undo()
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{
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for (int i = 0; i < deletedObjs.Count; i++)
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{
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RiqEntity e = deletedObjs[i].entity;
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eventObjs[i] = Timeline.instance.AddEventObject(e.datamodel, false, new Vector3((float)e.beat, -e["track"] * Timeline.instance.LayerHeight()), e, true);
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}
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}
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}
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public class Duplicate : IAction
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{
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List<TimelineEventObj> eventObjs;
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List<TimelineEventObj> copiedObjs;
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public Duplicate(List<TimelineEventObj> eventObjs)
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{
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this.eventObjs = eventObjs;
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}
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public void Execute()
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{
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}
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public void Redo()
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{
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for (int i = 0; i < copiedObjs.Count; i++)
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{
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RiqEntity e = copiedObjs[i].entity;
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eventObjs[i] = Timeline.instance.AddEventObject(e.datamodel, false, new Vector3((float)e.beat, -e["track"] * Timeline.instance.LayerHeight()), e, true);
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}
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}
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public void Undo()
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{
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copiedObjs = eventObjs;
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for (int i = 0; i < eventObjs.Count; i++)
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{
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Selections.instance.Deselect(eventObjs[i]);
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Timeline.instance.DestroyEventObject(eventObjs[i].entity);
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}
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}
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}
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} |