mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-11 04:05:11 +00:00
bccd88e164
* 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
96 lines
No EOL
3 KiB
C#
96 lines
No EOL
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 TMPro;
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using DG.Tweening;
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namespace HeavenStudio.Editor.Track
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{
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public class VolumeTimelineObj : SpecialTimelineObj
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{
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[Header("Components")]
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[SerializeField] private TMP_Text volumeTXT;
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[SerializeField] private GameObject volumeLine;
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public DynamicBeatmap.VolumeChange volumeChange;
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new private void Update()
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{
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base.Update();
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if (hovering)
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{
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SpecialTimeline.hoveringTypes |= SpecialTimeline.HoveringTypes.VolumeChange;
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if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.MusicVolume)
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{
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float newVolume = Input.mouseScrollDelta.y;
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if (Input.GetKey(KeyCode.LeftShift))
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newVolume *= 5f;
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if (Input.GetKey(KeyCode.LeftControl))
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newVolume /= 100f;
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volumeChange.volume += newVolume;
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//make sure volume is positive
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volumeChange.volume = Mathf.Clamp(volumeChange.volume, 0, 100);
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}
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}
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UpdateVolume();
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}
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private void UpdateVolume()
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{
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volumeTXT.text = $"{volumeChange.volume}%";
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}
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public override void Init()
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{
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UpdateVolume();
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}
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public override void OnLeftClick()
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{
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if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.MusicVolume)
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StartMove();
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}
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public override void OnRightClick()
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{
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if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.MusicVolume)
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{
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GameManager.instance.Beatmap.volumeChanges.Remove(volumeChange);
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DeleteObj();
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}
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}
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public override bool OnMove(float beat)
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{
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foreach (var volumeChange in GameManager.instance.Beatmap.volumeChanges)
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{
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if (this.volumeChange == volumeChange)
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continue;
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if (beat > volumeChange.beat - Timeline.instance.snapInterval && beat < volumeChange.beat + Timeline.instance.snapInterval)
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return false;
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}
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this.volumeChange.beat = beat;
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return true;
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}
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public override void SetVisibility(Timeline.CurrentTimelineState.State state)
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{
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if (state == Timeline.CurrentTimelineState.State.MusicVolume || state == Timeline.CurrentTimelineState.State.Selection)
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{
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gameObject.SetActive(true);
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if (state == Timeline.CurrentTimelineState.State.MusicVolume)
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volumeLine.SetActive(true);
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else
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volumeLine.SetActive(false);
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}
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else
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gameObject.SetActive(false);
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}
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}
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} |