mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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8d8c275e66
* Remove all hardcoded Tooltip.AddTooltip() calls * Add TooltipGiver component where previously hardcoded * Add TooltipGiver.cs * Revert "Add TooltipGiver component where previously hardcoded" This reverts commit 45ef0fb0bcf05464230a9a2da77eb716fc4b984d. * Add TooltipGiver component where previously hardcoded * Remove cherry-pick residue
93 lines
No EOL
3.4 KiB
C#
93 lines
No EOL
3.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using UnityEngine.UI;
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using Newtonsoft.Json;
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using TMPro;
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using Starpelly;
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using HeavenStudio.Common;
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using HeavenStudio.Editor.Track;
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namespace HeavenStudio.Editor
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{
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public class EditorTheme : MonoBehaviour
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{
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public TextAsset ThemeTXT;
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public static Theme theme;
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[Header("Components")]
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[SerializeField] private Image layer;
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[SerializeField] private Image specialLayers;
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[SerializeField] private Image tempoLayer;
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[SerializeField] private Image musicLayer;
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[SerializeField] private Image sectionLayer;
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private void Awake()
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{
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var defaultTheme = JsonConvert.DeserializeObject<Theme>(ThemeTXT.text);
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if (File.Exists(Application.persistentDataPath + "/editorTheme.json"))
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{
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string json = File.ReadAllText(Application.persistentDataPath + "/editorTheme.json");
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theme = JsonConvert.DeserializeObject<Theme>(json);
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// Naive way of doing it? Possibly, but we should have a theme editor in the future.
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if (defaultTheme.properties.LayerColors != null)
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{
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theme.properties.LayerColors = new string[]
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{
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theme.properties.Layer1Col,
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theme.properties.Layer2Col,
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theme.properties.Layer3Col,
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theme.properties.Layer4Col,
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theme.properties.Layer5Col
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};
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// Create a function for this in the future.
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var savedTheme = JsonConvert.SerializeObject(theme, Formatting.Indented, new JsonSerializerSettings()
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{
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TypeNameHandling = TypeNameHandling.None,
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NullValueHandling = NullValueHandling.Include,
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ReferenceLoopHandling = ReferenceLoopHandling.Ignore,
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});
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PersistentDataManager.SaveTheme(savedTheme);
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}
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}
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else
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{
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PersistentDataManager.SaveTheme(ThemeTXT.text);
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theme = defaultTheme;
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}
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theme.SetLayersGradient();
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}
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private void Start()
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{
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if (Editor.instance == null) return;
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specialLayers.GetComponent<Image>().color = theme.properties.SpecialLayersCol.Hex2RGB();
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tempoLayer.GetComponent<Image>().color = theme.properties.TempoLayerCol.Hex2RGB();
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musicLayer.GetComponent<Image>().color = theme.properties.MusicLayerCol.Hex2RGB();
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sectionLayer.GetComponent<Image>().color = theme.properties.SectionLayerCol.Hex2RGB();
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layer.gameObject.SetActive(false);
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for (int i = 0; i < Timeline.instance.LayerCount; i++)
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{
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GameObject layer = Instantiate(this.layer.gameObject, this.layer.transform.parent);
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layer.SetActive(true);
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layer.transform.GetChild(0).GetComponent<TMP_Text>().text = $"Track {i + 1}";
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Color c = theme.LayersGradient.Evaluate(i / (float)(Timeline.instance.LayerCount - 1));
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layer.GetComponent<Image>().color = c;
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Tooltip.AddTooltip(layer, $"Track {i + 1}");
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}
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Destroy(layer);
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}
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}
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} |