mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +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
80 lines
No EOL
2.7 KiB
C#
80 lines
No EOL
2.7 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.UI;
|
|
|
|
using Newtonsoft.Json;
|
|
using TMPro;
|
|
|
|
using Starpelly;
|
|
|
|
using HeavenStudio.Editor.Track;
|
|
|
|
namespace HeavenStudio.Editor
|
|
{
|
|
public class EditorTheme : MonoBehaviour
|
|
{
|
|
public TextAsset ThemeTXT;
|
|
public static Theme theme;
|
|
|
|
[Header("Components")]
|
|
[SerializeField] private Image layer;
|
|
[SerializeField] private Image specialLayers;
|
|
[SerializeField] private Image tempoLayer;
|
|
[SerializeField] private Image musicLayer;
|
|
[SerializeField] private Image sectionLayer;
|
|
|
|
private void Awake()
|
|
{
|
|
theme = JsonConvert.DeserializeObject<Theme>(ThemeTXT.text);
|
|
}
|
|
|
|
private void Start()
|
|
{
|
|
specialLayers.GetComponent<Image>().color = theme.properties.SpecialLayersCol.Hex2RGB();
|
|
tempoLayer.GetComponent<Image>().color = theme.properties.TempoLayerCol.Hex2RGB();
|
|
musicLayer.GetComponent<Image>().color = theme.properties.MusicLayerCol.Hex2RGB();
|
|
sectionLayer.GetComponent<Image>().color = theme.properties.SectionLayerCol.Hex2RGB();
|
|
Tooltip.AddTooltip(specialLayers.gameObject, $"All Special Tracks");
|
|
Tooltip.AddTooltip(tempoLayer.gameObject, $"Tempo Track");
|
|
Tooltip.AddTooltip(musicLayer.gameObject, $"Music Volume Track");
|
|
Tooltip.AddTooltip(sectionLayer.gameObject, $"Remix Sections Track");
|
|
|
|
|
|
layer.gameObject.SetActive(false);
|
|
|
|
for (int i = 0; i < Timeline.instance.LayerCount; i++)
|
|
{
|
|
GameObject layer = Instantiate(this.layer.gameObject, this.layer.transform.parent);
|
|
layer.SetActive(true);
|
|
layer.transform.GetChild(0).GetComponent<TMP_Text>().text = $"Track {i + 1}";
|
|
|
|
Color c = Color.white;
|
|
|
|
switch (i)
|
|
{
|
|
case 0:
|
|
c = theme.properties.Layer1Col.Hex2RGB();
|
|
break;
|
|
case 1:
|
|
c = theme.properties.Layer2Col.Hex2RGB();
|
|
break;
|
|
case 2:
|
|
c = theme.properties.Layer3Col.Hex2RGB();
|
|
break;
|
|
case 3:
|
|
c = theme.properties.Layer4Col.Hex2RGB();
|
|
break;
|
|
case 4:
|
|
c = theme.properties.Layer5Col.Hex2RGB();
|
|
break;
|
|
}
|
|
|
|
layer.GetComponent<Image>().color = c;
|
|
Tooltip.AddTooltip(layer, $"Track {i + 1}");
|
|
}
|
|
Destroy(layer);
|
|
}
|
|
}
|
|
|
|
} |