HeavenStudioPlus/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/TempoTimelineObj.cs

98 lines
3.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using DG.Tweening;
namespace HeavenStudio.Editor.Track
{
public class TempoTimelineObj : SpecialTimelineObj
{
[Header("Components")]
[SerializeField] private TMP_Text tempoTXT;
[SerializeField] private GameObject tempoLine;
public DynamicBeatmap.TempoChange tempoChange;
new private void Update()
{
base.Update();
if (hovering)
{
SpecialTimeline.hoveringTypes |= SpecialTimeline.HoveringTypes.TempoChange;
if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.TempoChange)
{
float newTempo = Input.mouseScrollDelta.y;
if (Input.GetKey(KeyCode.LeftShift))
newTempo *= 5f;
if (Input.GetKey(KeyCode.LeftControl))
newTempo /= 100f;
tempoChange.tempo += newTempo;
//make sure tempo is positive
if (tempoChange.tempo < 1)
tempoChange.tempo = 1;
}
}
UpdateTempo();
}
private void UpdateTempo()
{
tempoTXT.text = $"{tempoChange.tempo} BPM";
Timeline.instance.FitToSong();
}
public override void Init()
{
UpdateTempo();
}
public override void OnLeftClick()
{
if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.TempoChange)
StartMove();
}
public override void OnRightClick()
{
if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.TempoChange)
{
GameManager.instance.Beatmap.tempoChanges.Remove(tempoChange);
DeleteObj();
}
}
public override bool OnMove(float beat)
{
foreach (var tempoChange in GameManager.instance.Beatmap.tempoChanges)
{
if (this.tempoChange == tempoChange)
continue;
if (beat > tempoChange.beat - Timeline.instance.snapInterval && beat < tempoChange.beat + Timeline.instance.snapInterval)
return false;
}
this.tempoChange.beat = beat;
return true;
}
public override void SetVisibility(Timeline.CurrentTimelineState.State state)
{
if (state == Timeline.CurrentTimelineState.State.TempoChange || state == Timeline.CurrentTimelineState.State.Selection)
{
gameObject.SetActive(true);
if (state == Timeline.CurrentTimelineState.State.TempoChange)
tempoLine.SetActive(true);
else
tempoLine.SetActive(false);
}
else
gameObject.SetActive(false);
}
}
}