mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
d74fe11e68
* 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
229 lines
9.8 KiB
C#
229 lines
9.8 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 SpecialTimeline : MonoBehaviour
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{
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[Header("References")]
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[SerializeField] private RectTransform RefTempoChange;
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[SerializeField] private RectTransform RefVolumeChange;
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[SerializeField] private RectTransform RefSectionChange;
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[Header("Components")]
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private RectTransform rectTransform;
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public List<SpecialTimelineObj> specialTimelineObjs = new List<SpecialTimelineObj>();
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[System.Flags]
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public enum HoveringTypes
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{
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TempoChange = 1,
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VolumeChange = 2,
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SectionChange = 4,
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}
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public static HoveringTypes hoveringTypes = 0;
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private bool firstUpdate;
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public static SpecialTimeline instance;
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private void Start()
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{
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instance = this;
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rectTransform = this.GetComponent<RectTransform>();
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Setup();
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}
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public void Setup()
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{
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ClearSpecialTimeline();
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foreach (var tempoChange in GameManager.instance.Beatmap.tempoChanges)
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AddTempoChange(false, tempoChange);
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foreach (var volumeChange in GameManager.instance.Beatmap.volumeChanges)
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AddVolumeChange(false, volumeChange);
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foreach (var sectionChange in GameManager.instance.Beatmap.beatmapSections)
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AddChartSection(false, sectionChange);
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Timeline.instance.timelineState.SetState(Timeline.CurrentTimelineState.State.Selection);
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FixObjectsVisibility();
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}
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private void Update()
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{
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if (!firstUpdate)
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{
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hoveringTypes = 0;
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firstUpdate = true;
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}
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if (Timeline.instance.userIsEditingInputField || Editor.instance.inAuthorativeMenu)
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return;
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if (!Conductor.instance.NotStopped())
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{
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if (RectTransformUtility.RectangleContainsScreenPoint(rectTransform, Input.mousePosition, Editor.instance.EditorCamera))
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{
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if (Input.GetMouseButtonDown(0))
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{
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switch (Timeline.instance.timelineState.currentState)
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{
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case Timeline.CurrentTimelineState.State.TempoChange:
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if (!hoveringTypes.HasFlag(HoveringTypes.TempoChange))
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AddTempoChange(true);
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break;
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case Timeline.CurrentTimelineState.State.MusicVolume:
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if (!hoveringTypes.HasFlag(HoveringTypes.VolumeChange))
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AddVolumeChange(true);
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break;
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case Timeline.CurrentTimelineState.State.ChartSection:
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if (!hoveringTypes.HasFlag(HoveringTypes.SectionChange))
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AddChartSection(true);
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break;
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}
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}
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}
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}
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hoveringTypes = 0;
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}
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public void FixObjectsVisibility()
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{
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foreach (SpecialTimelineObj obj in specialTimelineObjs)
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{
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obj.SetVisibility(Timeline.instance.timelineState.currentState);
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}
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}
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public void ClearSpecialTimeline()
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{
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foreach (SpecialTimelineObj obj in specialTimelineObjs)
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{
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Destroy(obj.gameObject);
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}
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specialTimelineObjs.Clear();
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}
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public void AddTempoChange(bool create, DynamicBeatmap.TempoChange tempoChange_ = null)
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{
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GameObject tempoChange = Instantiate(RefTempoChange.gameObject, this.transform);
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tempoChange.transform.GetChild(0).GetComponent<Image>().color = EditorTheme.theme.properties.TempoLayerCol.Hex2RGB();
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tempoChange.transform.GetChild(1).GetComponent<Image>().color = EditorTheme.theme.properties.TempoLayerCol.Hex2RGB();
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tempoChange.transform.GetChild(2).GetComponent<TMP_Text>().color = EditorTheme.theme.properties.TempoLayerCol.Hex2RGB();
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tempoChange.SetActive(true);
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TempoTimelineObj tempoTimelineObj = tempoChange.GetComponent<TempoTimelineObj>();
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if (create == true)
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{
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tempoChange.transform.position = new Vector3(Editor.instance.EditorCamera.ScreenToWorldPoint(Input.mousePosition).x + 0.08f, tempoChange.transform.position.y);
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tempoChange.transform.localPosition = new Vector3(Starpelly.Mathp.Round2Nearest(tempoChange.transform.localPosition.x, Timeline.SnapInterval()), tempoChange.transform.localPosition.y);
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DynamicBeatmap.TempoChange tempoC = new DynamicBeatmap.TempoChange();
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tempoC.beat = tempoChange.transform.localPosition.x;
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tempoC.tempo = GameManager.instance.Beatmap.bpm;
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tempoTimelineObj.tempoChange = tempoC;
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GameManager.instance.Beatmap.tempoChanges.Add(tempoC);
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}
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else
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{
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tempoChange.transform.localPosition = new Vector3(tempoChange_.beat, tempoChange.transform.localPosition.y);
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tempoTimelineObj.tempoChange = tempoChange_;
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}
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tempoTimelineObj.SetVisibility(Timeline.instance.timelineState.currentState);
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specialTimelineObjs.Add(tempoTimelineObj);
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Timeline.instance.FitToSong();
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}
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public void AddVolumeChange(bool create, DynamicBeatmap.VolumeChange volumeChange_ = null)
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{
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GameObject volumeChange = Instantiate(RefVolumeChange.gameObject, this.transform);
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volumeChange.transform.GetChild(0).GetComponent<Image>().color = EditorTheme.theme.properties.MusicLayerCol.Hex2RGB();
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volumeChange.transform.GetChild(1).GetComponent<Image>().color = EditorTheme.theme.properties.MusicLayerCol.Hex2RGB();
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volumeChange.transform.GetChild(2).GetComponent<TMP_Text>().color = EditorTheme.theme.properties.MusicLayerCol.Hex2RGB();
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volumeChange.SetActive(true);
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VolumeTimelineObj volumeTimelineObj = volumeChange.GetComponent<VolumeTimelineObj>();
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if (create == true)
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{
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volumeChange.transform.position = new Vector3(Editor.instance.EditorCamera.ScreenToWorldPoint(Input.mousePosition).x + 0.08f, volumeChange.transform.position.y);
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volumeChange.transform.localPosition = new Vector3(Starpelly.Mathp.Round2Nearest(volumeChange.transform.localPosition.x, Timeline.SnapInterval()), volumeChange.transform.localPosition.y);
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DynamicBeatmap.VolumeChange volumeC = new DynamicBeatmap.VolumeChange();
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volumeC.beat = volumeChange.transform.localPosition.x;
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volumeC.volume = GameManager.instance.Beatmap.musicVolume;
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volumeTimelineObj.volumeChange = volumeC;
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GameManager.instance.Beatmap.volumeChanges.Add(volumeC);
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}
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else
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{
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volumeChange.transform.localPosition = new Vector3(volumeChange_.beat, volumeChange.transform.localPosition.y);
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volumeTimelineObj.volumeChange = volumeChange_;
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}
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volumeTimelineObj.SetVisibility(Timeline.instance.timelineState.currentState);
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specialTimelineObjs.Add(volumeTimelineObj);
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}
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public void AddChartSection(bool create, DynamicBeatmap.ChartSection chartSection_ = null)
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{
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GameObject chartSection = Instantiate(RefSectionChange.gameObject, this.transform);
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chartSection.transform.GetChild(0).GetComponent<Image>().color = EditorTheme.theme.properties.SectionLayerCol.Hex2RGB();
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chartSection.transform.GetChild(1).GetComponent<Image>().color = EditorTheme.theme.properties.SectionLayerCol.Hex2RGB();
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chartSection.transform.GetChild(2).GetComponent<Image>().color = EditorTheme.theme.properties.SectionLayerCol.Hex2RGB();
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chartSection.transform.GetChild(3).GetComponent<TMP_Text>().color = EditorTheme.theme.properties.SectionLayerCol.Hex2RGB();
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chartSection.SetActive(true);
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SectionTimelineObj sectionTimelineObj = chartSection.GetComponent<SectionTimelineObj>();
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if (create == true)
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{
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chartSection.transform.position = new Vector3(Editor.instance.EditorCamera.ScreenToWorldPoint(Input.mousePosition).x + 0.08f, chartSection.transform.position.y);
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chartSection.transform.localPosition = new Vector3(Starpelly.Mathp.Round2Nearest(chartSection.transform.localPosition.x, Timeline.SnapInterval()), chartSection.transform.localPosition.y);
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DynamicBeatmap.ChartSection sectionC = new DynamicBeatmap.ChartSection();
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sectionC.beat = chartSection.transform.localPosition.x;
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sectionC.sectionName = "New Section";
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sectionC.startPerfect = false;
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sectionC.isCheckpoint = false;
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sectionTimelineObj.chartSection = sectionC;
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GameManager.instance.Beatmap.beatmapSections.Add(sectionC);
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}
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else
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{
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chartSection.transform.localPosition = new Vector3(chartSection_.beat, chartSection.transform.localPosition.y);
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sectionTimelineObj.chartSection = chartSection_;
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}
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sectionTimelineObj.SetVisibility(Timeline.instance.timelineState.currentState);
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specialTimelineObjs.Add(sectionTimelineObj);
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//auto-open the dialog
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sectionTimelineObj.OnRightClick();
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}
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}
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}
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