HeavenStudioPlus/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/SectionTimelineObj.cs
minenice55 50a1b7bcdb Integration of Jukebox Library (#451)
* add Jukebox library

todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol

* make sound, input scheduling, and super curve use double precision

* successfully load charts

* editor works again

v1 riqs can be saved and loaded

* first tempo and volume markers are unmovable

fix loading of charts' easing values

* use gsync / freesync

* update Jukebox refs to SoundByte

* game events use double part 1

Air Rally - Glee Club converted

* don't load song if chart load fails

* finish conversion of all minigames

* remove editor waveform toggle

* timeline now respects added song offset length

clear cache files on app close
prepped notes for dsp sync

* update timeline length when offset changed

* update to latest Jukebox

* make error panel object in global game manager

* improve conductor music scheduling

* added error message box

fix first game events sometimes not playing
2023-06-10 15:13:29 -04:00

93 lines
No EOL
2.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using DG.Tweening;
using Jukebox;
namespace HeavenStudio.Editor.Track
{
public class SectionTimelineObj : SpecialTimelineObj
{
[Header("Components")]
[SerializeField] private TMP_Text sectionLabel;
[SerializeField] private GameObject chartLine;
[SerializeField] private SectionDialog sectionDialog;
public RiqEntity 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 (RiqEntity sectionChange in GameManager.instance.Beatmap.SectionMarkers)
{
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);
}
}
}
}