mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-11 12:15:11 +00:00
ec78a150a7
* play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
177 lines
No EOL
6.1 KiB
C#
177 lines
No EOL
6.1 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
using Jukebox;
|
|
using System.Linq;
|
|
using System;
|
|
using static HeavenStudio.EntityTypes;
|
|
using HeavenStudio.Common;
|
|
|
|
namespace HeavenStudio.Editor
|
|
{
|
|
public class EventParameterManager : MonoBehaviour
|
|
{
|
|
[Header("General References")]
|
|
[SerializeField] private GameObject eventSelector;
|
|
[SerializeField] private GridGameSelector gridGameSelector;
|
|
|
|
[Header("Property Prefabs")]
|
|
[SerializeField] private GameObject IntegerP;
|
|
[SerializeField] private GameObject FloatP;
|
|
[SerializeField] private GameObject ButtonP;
|
|
[SerializeField] private GameObject BooleanP;
|
|
[SerializeField] private GameObject DropdownP;
|
|
[SerializeField] private GameObject ColorP;
|
|
[SerializeField] private GameObject StringP;
|
|
private static Dictionary<Type, GameObject> PropertyPrefabs;
|
|
|
|
public RiqEntity entity;
|
|
|
|
public bool active;
|
|
|
|
private int childCountAtStart;
|
|
|
|
public bool canDisable = true;
|
|
|
|
public static EventParameterManager instance { get; set; }
|
|
|
|
private void Awake()
|
|
{
|
|
instance = this;
|
|
|
|
if (PropertyPrefabs == null) {
|
|
PropertyPrefabs = new() {
|
|
{ typeof(Integer), IntegerP },
|
|
{ typeof(Float), FloatP },
|
|
{ typeof(Dropdown), DropdownP },
|
|
{ typeof(Button), ButtonP },
|
|
{ typeof(Color), ColorP },
|
|
{ typeof(bool), BooleanP },
|
|
{ typeof(string), StringP },
|
|
};
|
|
}
|
|
}
|
|
|
|
private void Start()
|
|
{
|
|
childCountAtStart = transform.childCount;
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if (Input.GetMouseButtonDown(0))
|
|
{
|
|
if (canDisable && active)
|
|
{
|
|
Disable();
|
|
}
|
|
}
|
|
canDisable = true;
|
|
}
|
|
|
|
public void Disable()
|
|
{
|
|
active = false;
|
|
eventSelector.SetActive(true);
|
|
|
|
DestroyParams();
|
|
Editor.instance.SetGameEventTitle($"Select game event for {gridGameSelector.SelectedMinigame.displayName.Replace("\n", "")}");
|
|
}
|
|
|
|
public void StartParams(RiqEntity entity)
|
|
{
|
|
active = true;
|
|
AddParams(entity);
|
|
}
|
|
|
|
private void AddParams(RiqEntity entity)
|
|
{
|
|
string[] split = entity.datamodel.Split('/');
|
|
var minigame = EventCaller.instance.GetMinigame(split[0]);
|
|
int actionIndex = minigame.actions.IndexOf(minigame.actions.Find(c => c.actionName == split[1]));
|
|
Minigames.GameAction action = minigame.actions[actionIndex];
|
|
|
|
if (action.parameters != null)
|
|
{
|
|
eventSelector.SetActive(false);
|
|
this.entity = entity;
|
|
|
|
string col = (int)entity["track"] switch
|
|
{
|
|
1 => EditorTheme.theme.properties.Layer2Col,
|
|
2 => EditorTheme.theme.properties.Layer3Col,
|
|
3 => EditorTheme.theme.properties.Layer4Col,
|
|
4 => EditorTheme.theme.properties.Layer5Col,
|
|
_ => EditorTheme.theme.properties.Layer1Col
|
|
};
|
|
Editor.instance.SetGameEventTitle($"Properties for <color=#{col}>{action.displayName}</color> on Beat {entity.beat.ToString("F2")} on <color=#{col}>Track {(int)entity["track"] + 1}</color>");
|
|
|
|
DestroyParams();
|
|
|
|
Dictionary<string, GameObject> ePrefabs = new();
|
|
|
|
for (int i = 0; i < action.parameters.Count; i++)
|
|
{
|
|
var p = action.parameters[i];
|
|
ePrefabs.Add(p.propertyName, AddParam(p.propertyName, p.parameter, p.caption, p.tooltip));
|
|
}
|
|
|
|
foreach (var p in action.parameters)
|
|
{
|
|
if (p.collapseParams == null || p.collapseParams.Count == 0) continue;
|
|
EventPropertyPrefab input = ePrefabs[p.propertyName].GetComponent<EventPropertyPrefab>();
|
|
foreach (var c in p.collapseParams)
|
|
{
|
|
List<GameObject> collapseables = c.collapseables.Select(x => ePrefabs[x]).ToList();
|
|
input.propertyCollapses.Add(new EventPropertyPrefab.PropertyCollapse(collapseables, c.CollapseOn, entity));
|
|
}
|
|
input.SetCollapses(p.parameter);
|
|
}
|
|
|
|
active = true;
|
|
}
|
|
else
|
|
{
|
|
active = false;
|
|
}
|
|
}
|
|
|
|
private GameObject AddParam(string propertyName, object type, string caption, string tooltip = "")
|
|
{
|
|
Type typeType = type.GetType();
|
|
GameObject propertyPrefab = DropdownP; // enum check is hardcoded because enums are awesome (lying)
|
|
if (!typeType.IsEnum && !PropertyPrefabs.TryGetValue(typeType, out propertyPrefab)) {
|
|
Debug.LogError("Can't make property interface of type: " + typeType);
|
|
return null;
|
|
}
|
|
|
|
GameObject input = Instantiate(propertyPrefab, transform);
|
|
input.SetActive(true);
|
|
input.transform.localScale = Vector3.one;
|
|
|
|
if (tooltip != string.Empty) {
|
|
if (PersistentDataManager.gameSettings.showParamTooltips) {
|
|
Tooltip.AddTooltip(input, tooltip);
|
|
} else {
|
|
Tooltip.AddTooltip(input, "", tooltip);
|
|
}
|
|
}
|
|
|
|
EventPropertyPrefab property = input.GetComponent<EventPropertyPrefab>();
|
|
property.SetProperties(propertyName, type, caption);
|
|
|
|
return input;
|
|
}
|
|
|
|
private void DestroyParams()
|
|
{
|
|
Editor.instance.editingInputField = false;
|
|
active = false;
|
|
for (int i = childCountAtStart; i < transform.childCount; i++)
|
|
{
|
|
Destroy(transform.GetChild(i).gameObject);
|
|
}
|
|
}
|
|
}
|
|
} |