mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-13 13:15:08 +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
51 lines
1.3 KiB
C#
51 lines
1.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio;
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using HeavenStudio.Editor;
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using HeavenStudio.Editor.Track;
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using TMPro;
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public class SectionDialog : Dialog
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{
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SectionTimelineObj sectionObj;
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[SerializeField] TMP_InputField sectionName;
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public void SwitchSectionDialog()
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{
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if(dialog.activeSelf) {
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sectionObj = null;
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dialog.SetActive(false);
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Editor.instance.inAuthorativeMenu = false;
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} else {
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Editor.instance.inAuthorativeMenu = true;
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ResetAllDialogs();
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dialog.SetActive(true);
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}
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}
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public void SetSectionObj(SectionTimelineObj sectionObj)
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{
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this.sectionObj = sectionObj;
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sectionName.text = sectionObj.chartSection.sectionName;
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}
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public void DeleteSection()
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{
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if(dialog.activeSelf) {
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dialog.SetActive(false);
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Editor.instance.inAuthorativeMenu = false;
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}
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if (sectionObj == null) return;
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GameManager.instance.Beatmap.beatmapSections.Remove(sectionObj.chartSection);
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sectionObj.DeleteObj();
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}
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public void ChangeSectionName(string name)
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{
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if (sectionObj == null) return;
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sectionObj.chartSection.sectionName = name;
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sectionObj.UpdateLabel();
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}
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}
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