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
103 lines
No EOL
3.3 KiB
C#
103 lines
No EOL
3.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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using DG.Tweening;
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namespace HeavenStudio.Editor.Track
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{
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public class SpecialTimelineObj : MonoBehaviour
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{
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[Header("Components")]
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[SerializeField] private RectTransform rectTransform;
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[SerializeField] private RectTransform raycastRect;
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private float startPosX;
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private bool moving = false;
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public bool hovering;
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private float lastPosX;
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private void Start()
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{
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rectTransform = GetComponent<RectTransform>();
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}
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protected void Update()
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{
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if (!Conductor.instance.NotStopped())
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{
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if (RectTransformUtility.RectangleContainsScreenPoint(raycastRect, 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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OnLeftClick();
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}
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else if (Input.GetMouseButtonDown(1))
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{
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OnRightClick();
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}
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hovering = true;
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}
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else
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{
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hovering = false;
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}
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if (moving)
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{
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Vector3 mousePos = Editor.instance.EditorCamera.ScreenToWorldPoint(Input.mousePosition);
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transform.position = new Vector3(mousePos.x - startPosX, transform.position.y, 0);
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transform.localPosition = new Vector3(Mathf.Clamp(Starpelly.Mathp.Round2Nearest(transform.localPosition.x, Timeline.SnapInterval()), 0, Mathf.Infinity), transform.localPosition.y);
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if (Input.GetMouseButtonUp(0))
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{
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if (!OnMove(transform.localPosition.x))
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transform.localPosition = new Vector3(lastPosX, transform.localPosition.y);
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moving = false;
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lastPosX = transform.localPosition.x;
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}
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}
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}
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else
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{
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if (moving)
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{
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if (!OnMove(transform.localPosition.x))
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transform.localPosition = new Vector3(lastPosX, transform.localPosition.y);
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moving = false;
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lastPosX = transform.localPosition.x;
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}
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hovering = false;
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}
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}
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public void StartMove()
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{
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Vector3 mousePos = Editor.instance.EditorCamera.ScreenToWorldPoint(Input.mousePosition);
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startPosX = mousePos.x - transform.position.x;
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moving = true;
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lastPosX = transform.localPosition.x;
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}
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public void DeleteObj()
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{
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transform.parent.GetComponent<SpecialTimeline>().specialTimelineObjs.Remove(this);
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Destroy(this.gameObject);
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}
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//events
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public virtual void Init() {}
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public virtual void OnLeftClick() {}
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public virtual void OnRightClick() {}
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public virtual bool OnMove(float beat)
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{
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return true;
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}
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public virtual void SetVisibility(Timeline.CurrentTimelineState.State state) {}
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}
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} |