HeavenStudioPlus/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SectionDialog.cs
Rapandrasmus 98835c3936
Title Screen (#454)
* Barebones title screen prefab added

* logo and stuff

* cool

* Added sfx to title screen

* The logo now bops to the beat

* epic reveal

* Fixed something

* put some of the stuff into the main menu

* other logo bop

* Implemented logobop2 and starbop

* added scrolling bg, tweaked positioning and wip splash text for play button

* more menu

* ooops

* Expand implemented

* cool

* Made stars spawn in in the opening

* make UI elements look nicer on different aspect ratios

* add sound while hovering over logo

* add settings menu to title screen

make the title screen properly play after the opening

* swap out title screen hover sound

remove the old config path warning

* every button works, some play mode fixes

* fix issues with beataction/multisound and pausing

* fix dropdown menus not working in certain screens

* fix particles rotating when camera controls are used

* touch style pause menu items only trigger if cursor is over an item

* various changes

make playback (unpausing) more reliable
only apply changes to advanced audio settings on launch
fix title screen visuals
add opening music
continue past opening by pressing a key
update credits

* almost forgot this

* lol

* initial flow mems

* user-taggable fonts in textboxes

* alt materials for kurokane

* assets prep

* plan out judgement screen layout

change sound encodings

* start sequencing judgement

* judgement screen sequence

* full game loop

* fix major issue with pooled sound objects

rebalance ranking audio
fix issues with some effects in play mode

* new graphics

* particles

* make certain uses of the beat never go below 0

fix loop of superb music

* make markers non clamped

lockstep frees rendertextures when unloading

* lockstep creates its own rendertextures

swapped button order on title screen
added null checks to animation helpers
disabled controller auto-search for now

* enable particles on OK rank

* play mode info panel

* let play mode handle its own fade out

* fix that alignment bug in controller settings

* more safety here

* Update PauseMenu.cs

* settable (one-liner) rating screen text

* address minigame loading crashes

* don't do this twice

* wav converter for mp3

* Update Minigames.cs

* don't double-embed the converted audio

* studio dance bugfixing spree

* import redone sprites for studio dance

* update jukebox

prep epilogue screen

* epilogue screen

* studio dance inkling shuffle test

* new studio dance choreo system

* markers upgrade

* fix deleting volume changes and markers

prep category markers

* Update Editor.unity

* new rating / epilogue settings look

* update to use new tooltip system

mark certain editor components as blocking

* finish category system

* dedicated tempo / volume marker dialogs

* swing prep

* open properties dialog if mapper hasn't opened it prior for this chart

fix memory copy bug when making new chart

* fix ctrl + s

* return to title screen button

* make graphy work everywhere

studio dance selector
membillion mems

* make sure riq cache is clear when loading chart

* lol

* fix the stupid

* bring back tempo and volume change scrolling

* new look for panels

* adjust alignment

* round tooltip

* alignment of chart property prefab

* change scale factor of mem

* adjust open captions material

no dotted BG in results commentary (only epilogue)
bugfix for tempo / volume scroll

* format line 2 of judgement a bit better

update font

* oops

* adjust look of judgement score bar

* new rating bar

* judgement size adjustment

* fix timing window scaling with song pitch

* proper clamping in dialogs

better sync conductor to dsptime (experiment)

* disable timeline pitch change when song is paused

enable perfect challenge if no marker is set to do so

* new app icon

* timing window values are actually double now

* improve deferred timekeep even more

* re-generate font atlases

new app icon in credits

* default epilogue images

* more timing window adjustment

* fix timing display when pitched

* use proper terminology here

* new logo on titlescreen

* remove wip from play

update credits

* adjust spacing of play mode panel

* redo button spacing

* can pass title screen with any controller

fix issues with controller auto-search

* button scale fixes

* controller title screen nav

* remove song genre from properties editor

* disable circle cursor when not using touch style

* proper selection graphic

remove refs
re-add heart to the opening

* controller support in opening

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00

129 lines
3.7 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using HeavenStudio;
using HeavenStudio.Editor;
using HeavenStudio.Editor.Track;
using TMPro;
public class SectionDialog : Dialog
{
const float MIN_WEIGHT = 0, MAX_WEIGHT = 10;
SectionTimelineObj sectionObj;
[SerializeField] TMP_InputField sectionName;
[SerializeField] Toggle challengeEnable;
[SerializeField] Slider markerWeight;
[SerializeField] TMP_InputField markerWeightManual;
[SerializeField] Sprite catOff;
[SerializeField] Button[] catButtons;
[SerializeField] Sprite[] catSprites;
bool initHooks;
public void SwitchSectionDialog()
{
if (dialog.activeSelf)
{
sectionObj = null;
dialog.SetActive(false);
Editor.instance.inAuthorativeMenu = false;
}
else
{
Editor.instance.inAuthorativeMenu = true;
ResetAllDialogs();
dialog.SetActive(true);
markerWeight.maxValue = MAX_WEIGHT;
markerWeight.minValue = MIN_WEIGHT;
markerWeight.wholeNumbers = true;
if (!initHooks)
{
initHooks = true;
for (int i = 0; i < catButtons.Length; i++)
{
int cat = i;
catButtons[i].onClick.AddListener(() =>
{
if (sectionObj == null) return;
sectionObj.chartEntity["category"] = cat;
UpdateCatButtonState();
});
}
}
}
}
public void SetSectionObj(SectionTimelineObj sectionObj)
{
this.sectionObj = sectionObj;
sectionName.text = sectionObj.chartEntity["sectionName"];
challengeEnable.isOn = sectionObj.chartEntity["startPerfect"];
markerWeight.value = sectionObj.chartEntity["weight"];
markerWeight.maxValue = MAX_WEIGHT;
markerWeight.minValue = MIN_WEIGHT;
markerWeight.wholeNumbers = true;
UpdateCatButtonState();
}
public void DeleteSection()
{
if (sectionObj != null)
{
sectionObj.Remove();
}
if (dialog.activeSelf)
{
SwitchSectionDialog();
}
}
public void ChangeSectionName()
{
if (sectionObj == null) return;
string name = sectionName.text;
if (string.IsNullOrWhiteSpace(name)) name = string.Empty;
sectionObj.chartEntity["sectionName"] = name;
sectionObj.UpdateLabel();
}
public void SetSectionChallenge()
{
if (sectionObj == null) return;
sectionObj.chartEntity["startPerfect"] = challengeEnable.isOn;
}
public void SetSectionWeight()
{
if (sectionObj == null) return;
sectionObj.chartEntity["weight"] = markerWeight.value;
markerWeightManual.text = ((float) sectionObj.chartEntity["weight"]).ToString("G");
}
public void SetSectionWeightManual()
{
if (sectionObj == null) return;
sectionObj.chartEntity["weight"] = Mathf.Round((float)Math.Clamp(Convert.ToSingle(markerWeightManual.text), MIN_WEIGHT, MAX_WEIGHT));
markerWeight.value = sectionObj.chartEntity["weight"];
markerWeightManual.text = ((float) sectionObj.chartEntity["weight"]).ToString("G");
}
void UpdateCatButtonState()
{
if (sectionObj == null) return;
for (int i = 0; i < catButtons.Length; i++)
{
if (i == (int) sectionObj.chartEntity["category"])
catButtons[i].GetComponent<Image>().sprite = catSprites[i];
else
catButtons[i].GetComponent<Image>().sprite = catOff;
}
}
}