mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +00:00
98835c3936
* 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>
265 lines
11 KiB
C#
265 lines
11 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using System;
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using TMPro;
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using Starpelly;
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using Jukebox;
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using Jukebox.Legacy;
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namespace HeavenStudio.Editor.Track
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{
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public class SpecialTimeline : MonoBehaviour
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{
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[Header("References")]
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[SerializeField] private RectTransform RefTempoChange;
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[SerializeField] private RectTransform RefVolumeChange;
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[SerializeField] private RectTransform RefSectionChange;
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[Header("Components")]
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private RectTransform rectTransform;
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public Dictionary<Guid, SpecialTimelineObj> specialTimelineObjs = new();
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[System.Flags]
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public enum HoveringTypes
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{
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TempoChange = 1,
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VolumeChange = 2,
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SectionChange = 4,
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}
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public static HoveringTypes hoveringTypes = 0;
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private bool firstUpdate;
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public static SpecialTimeline instance;
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private void Start()
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{
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instance = this;
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rectTransform = this.GetComponent<RectTransform>();
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Setup();
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}
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public void Setup()
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{
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ClearSpecialTimeline();
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GameManager.instance.SortEventsList();
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bool first = true;
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foreach (var tempoChange in GameManager.instance.Beatmap.TempoChanges)
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{
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AddTempoChange(false, tempoChange, first);
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first = false;
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}
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first = true;
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foreach (var volumeChange in GameManager.instance.Beatmap.VolumeChanges)
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{
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AddVolumeChange(false, volumeChange, first);
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first = false;
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}
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foreach (var sectionChange in GameManager.instance.Beatmap.SectionMarkers)
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AddChartSection(false, sectionChange);
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Timeline.instance.timelineState.SetState(Timeline.CurrentTimelineState.State.Selection);
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FixObjectsVisibility();
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}
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private void Update()
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{
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if (!firstUpdate)
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{
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hoveringTypes = 0;
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firstUpdate = true;
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}
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if (Timeline.instance.userIsEditingInputField || Editor.instance.inAuthorativeMenu)
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return;
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if (!Conductor.instance.NotStopped())
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{
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if (RectTransformUtility.RectangleContainsScreenPoint(rectTransform, 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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switch (Timeline.instance.timelineState.currentState)
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{
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case Timeline.CurrentTimelineState.State.TempoChange:
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if (!hoveringTypes.HasFlag(HoveringTypes.TempoChange))
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AddTempoChange(true);
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break;
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case Timeline.CurrentTimelineState.State.MusicVolume:
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if (!hoveringTypes.HasFlag(HoveringTypes.VolumeChange))
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AddVolumeChange(true);
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break;
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case Timeline.CurrentTimelineState.State.ChartSection:
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if (!hoveringTypes.HasFlag(HoveringTypes.SectionChange))
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AddChartSection(true);
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break;
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}
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}
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}
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}
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hoveringTypes = 0;
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}
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public void FixObjectsVisibility()
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{
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foreach (SpecialTimelineObj obj in specialTimelineObjs.Values)
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{
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obj.SetVisibility(Timeline.instance.timelineState.currentState);
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}
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}
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public void ClearSpecialTimeline()
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{
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foreach (SpecialTimelineObj obj in specialTimelineObjs.Values)
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{
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Destroy(obj.gameObject);
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}
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specialTimelineObjs.Clear();
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}
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public void AddTempoChange(bool create, RiqEntity tempoChange_ = null, bool first = false)
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{
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if (create)
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{
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foreach (var e in GameManager.instance.Beatmap.TempoChanges)
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{
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if (Timeline.instance.MousePos2BeatSnap > e.beat - Timeline.instance.snapInterval && Timeline.instance.MousePos2BeatSnap < e.beat + Timeline.instance.snapInterval)
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return;
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}
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}
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GameObject tempoChange = Instantiate(RefTempoChange.gameObject, this.transform);
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tempoChange.transform.GetChild(0).GetComponent<Image>().color = EditorTheme.theme.properties.TempoLayerCol.Hex2RGB();
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tempoChange.transform.GetChild(1).GetComponent<Image>().color = EditorTheme.theme.properties.TempoLayerCol.Hex2RGB();
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tempoChange.transform.GetChild(2).GetComponent<TMP_Text>().color = EditorTheme.theme.properties.TempoLayerCol.Hex2RGB();
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tempoChange.SetActive(true);
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TempoTimelineObj tempoTimelineObj = tempoChange.GetComponent<TempoTimelineObj>();
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tempoTimelineObj.type = HoveringTypes.TempoChange;
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if (create)
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{
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float lastTempo = Conductor.instance.GetBpmAtBeat(tempoChange.transform.localPosition.x);
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if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
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{
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lastTempo *= 2f;
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}
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else if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
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{
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lastTempo /= 2f;
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}
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RiqEntity tempoC = GameManager.instance.Beatmap.AddNewTempoChange(Timeline.instance.MousePos2BeatSnap, lastTempo);
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tempoTimelineObj.chartEntity = tempoC;
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CommandManager.Instance.AddCommand(new Commands.AddMarker(tempoC, tempoC.guid, HoveringTypes.TempoChange));
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}
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else
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{
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tempoTimelineObj.chartEntity = tempoChange_;
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tempoTimelineObj.first = first;
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}
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tempoTimelineObj.SetVisibility(Timeline.instance.timelineState.currentState);
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specialTimelineObjs.Add(tempoTimelineObj.chartEntity.guid, tempoTimelineObj);
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Timeline.instance.FitToSong();
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if (create)
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tempoTimelineObj.OnRightClick();
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}
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public void AddVolumeChange(bool create, RiqEntity volumeChange_ = null, bool first = false)
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{
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if (create)
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{
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foreach (var e in GameManager.instance.Beatmap.VolumeChanges)
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{
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if (Timeline.instance.MousePos2BeatSnap > e.beat - Timeline.instance.snapInterval && Timeline.instance.MousePos2BeatSnap < e.beat + Timeline.instance.snapInterval)
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return;
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}
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}
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GameObject volumeChange = Instantiate(RefVolumeChange.gameObject, this.transform);
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volumeChange.transform.GetChild(0).GetComponent<Image>().color = EditorTheme.theme.properties.MusicLayerCol.Hex2RGB();
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volumeChange.transform.GetChild(1).GetComponent<Image>().color = EditorTheme.theme.properties.MusicLayerCol.Hex2RGB();
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volumeChange.transform.GetChild(2).GetComponent<TMP_Text>().color = EditorTheme.theme.properties.MusicLayerCol.Hex2RGB();
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volumeChange.SetActive(true);
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VolumeTimelineObj volumeTimelineObj = volumeChange.GetComponent<VolumeTimelineObj>();
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volumeTimelineObj.type = HoveringTypes.VolumeChange;
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if (create)
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{
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RiqEntity volumeC = GameManager.instance.Beatmap.AddNewVolumeChange(Timeline.instance.MousePos2BeatSnap, 100f);
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volumeTimelineObj.chartEntity = volumeC;
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CommandManager.Instance.AddCommand(new Commands.AddMarker(volumeC, volumeC.guid, HoveringTypes.VolumeChange));
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}
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else
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{
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volumeTimelineObj.chartEntity = volumeChange_;
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volumeTimelineObj.first = first;
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}
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volumeTimelineObj.SetVisibility(Timeline.instance.timelineState.currentState);
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specialTimelineObjs.Add(volumeTimelineObj.chartEntity.guid, volumeTimelineObj);
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if (create)
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volumeTimelineObj.OnRightClick();
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}
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public void AddChartSection(bool create, RiqEntity chartSection_ = null)
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{
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if (create)
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{
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foreach (var e in GameManager.instance.Beatmap.SectionMarkers)
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{
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if (Timeline.instance.MousePos2BeatSnap > e.beat - Timeline.instance.snapInterval && Timeline.instance.MousePos2BeatSnap < e.beat + Timeline.instance.snapInterval)
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return;
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}
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}
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GameObject chartSection = Instantiate(RefSectionChange.gameObject, this.transform);
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chartSection.transform.GetChild(0).GetComponent<Image>().color = EditorTheme.theme.properties.SectionLayerCol.Hex2RGB();
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chartSection.transform.GetChild(1).GetComponent<Image>().color = EditorTheme.theme.properties.SectionLayerCol.Hex2RGB();
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chartSection.transform.GetChild(2).GetComponent<Image>().color = EditorTheme.theme.properties.SectionLayerCol.Hex2RGB();
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chartSection.transform.GetChild(3).GetComponent<TMP_Text>().color = EditorTheme.theme.properties.SectionLayerCol.Hex2RGB();
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chartSection.SetActive(true);
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SectionTimelineObj sectionTimelineObj = chartSection.GetComponent<SectionTimelineObj>();
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sectionTimelineObj.type = HoveringTypes.SectionChange;
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if (create)
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{
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RiqEntity sectionC = GameManager.instance.Beatmap.AddNewSectionMarker(Timeline.instance.MousePos2BeatSnap, "New Section");
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sectionC.CreateProperty("startPerfect", false);
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sectionC.CreateProperty("weight", 1f);
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sectionC.CreateProperty("category", 0);
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sectionTimelineObj.chartEntity = sectionC;
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CommandManager.Instance.AddCommand(new Commands.AddMarker(sectionC, sectionC.guid, HoveringTypes.SectionChange));
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}
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else
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{
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sectionTimelineObj.chartEntity = chartSection_;
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}
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sectionTimelineObj.SetVisibility(Timeline.instance.timelineState.currentState);
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specialTimelineObjs.Add(sectionTimelineObj.chartEntity.guid, sectionTimelineObj);
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//auto-open the dialog
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if (create)
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sectionTimelineObj.OnRightClick();
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}
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}
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}
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