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
92 lines
No EOL
2.7 KiB
C#
92 lines
No EOL
2.7 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
using TMPro;
|
|
|
|
using DG.Tweening;
|
|
|
|
namespace HeavenStudio.Editor.Track
|
|
{
|
|
public class SectionTimelineObj : SpecialTimelineObj
|
|
{
|
|
[Header("Components")]
|
|
[SerializeField] private TMP_Text sectionLabel;
|
|
[SerializeField] private GameObject chartLine;
|
|
[SerializeField] private SectionDialog sectionDialog;
|
|
|
|
public DynamicBeatmap.ChartSection chartSection;
|
|
|
|
new private void Update()
|
|
{
|
|
base.Update();
|
|
if (hovering)
|
|
{
|
|
SpecialTimeline.hoveringTypes |= SpecialTimeline.HoveringTypes.SectionChange;
|
|
}
|
|
|
|
UpdateLabel();
|
|
}
|
|
|
|
public void UpdateLabel()
|
|
{
|
|
sectionLabel.text = chartSection.sectionName;
|
|
}
|
|
|
|
public override void Init()
|
|
{
|
|
UpdateLabel();
|
|
}
|
|
|
|
public override void OnLeftClick()
|
|
{
|
|
if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.ChartSection)
|
|
StartMove();
|
|
}
|
|
|
|
public override void OnRightClick()
|
|
{
|
|
if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.ChartSection)
|
|
{
|
|
sectionDialog.SetSectionObj(this);
|
|
sectionDialog.SwitchSectionDialog();
|
|
}
|
|
}
|
|
|
|
public override bool OnMove(float beat)
|
|
{
|
|
foreach (var sectionChange in GameManager.instance.Beatmap.beatmapSections)
|
|
{
|
|
if (this.chartSection == sectionChange)
|
|
continue;
|
|
if (beat > sectionChange.beat - Timeline.instance.snapInterval && beat < sectionChange.beat + Timeline.instance.snapInterval)
|
|
return false;
|
|
}
|
|
this.chartSection.beat = beat;
|
|
return true;
|
|
}
|
|
|
|
public override void SetVisibility(Timeline.CurrentTimelineState.State state)
|
|
{
|
|
if (state == Timeline.CurrentTimelineState.State.ChartSection || state == Timeline.CurrentTimelineState.State.Selection)
|
|
{
|
|
gameObject.SetActive(true);
|
|
if (state == Timeline.CurrentTimelineState.State.ChartSection)
|
|
{
|
|
chartLine.SetActive(true);
|
|
sectionLabel.gameObject.SetActive(true);
|
|
}
|
|
else
|
|
{
|
|
chartLine.SetActive(false);
|
|
sectionLabel.gameObject.SetActive(false);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gameObject.SetActive(false);
|
|
|
|
}
|
|
}
|
|
}
|
|
} |