mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
bf7d7110bc
Spaceball has been improved, you can now hit multiple balls at a time. Fork Lifter and Karate Man need this update soon as well. No idea why I did it the way I did. Time jumping also has been improved by pausing. Dynamic editor themes for custom theme support, however that won't be implemented until later.
61 lines
No EOL
1.9 KiB
C#
61 lines
No EOL
1.9 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 Newtonsoft.Json;
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namespace RhythmHeavenMania.Editor
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{
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public class Editor : MonoBehaviour
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{
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private Initializer Initializer;
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[SerializeField] private Canvas MainCanvas;
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[SerializeField] public Camera EditorCamera;
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[Header("Rect")]
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[SerializeField] private RenderTexture ScreenRenderTexture;
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[SerializeField] private RawImage Screen;
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[SerializeField] private RectTransform GridGameSelector;
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[Header("Components")]
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[SerializeField] private Timeline Timeline;
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public static List<TimelineEventObj> EventObjs = new List<TimelineEventObj>();
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public static Editor instance { get; private set; }
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private void Start()
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{
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instance = this;
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Initializer = GetComponent<Initializer>();
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}
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public void Init()
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{
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GameManager.instance.GameCamera.targetTexture = ScreenRenderTexture;
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GameManager.instance.CursorCam.targetTexture = ScreenRenderTexture;
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Screen.texture = ScreenRenderTexture;
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GameManager.instance.Init();
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Timeline.Init();
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for (int i = 0; i < EventCaller.instance.minigames.Count; i++)
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{
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GameObject GameIcon_ = Instantiate(GridGameSelector.GetChild(0).gameObject, GridGameSelector);
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GameIcon_.GetComponent<Image>().sprite = GameIcon(EventCaller.instance.minigames[i].name);
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GameIcon_.gameObject.SetActive(true);
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GameIcon_.name = EventCaller.instance.minigames[i].displayName;
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}
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GridGameSelector.GetComponent<GridGameSelector>().SelectGame("Game Manager", 1);
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}
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public static Sprite GameIcon(string name)
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{
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return Resources.Load<Sprite>($"Sprites/Editor/GameIcons/{name}");
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}
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}
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} |