HeavenStudioPlus/Assets/Scripts/LevelEditor/EditorTheme.cs
minenice55 0219564ea6 JSL-Related Improvements (#679)
* *don't* cause a stack overflow when polling split controller

* update JSL (DualSense Edge support)

add ability to update controller bindings

* (temporarily) get rid of everything joy-con pair related

* prepare the new controller

update JSL

* implementation of joycon pair

* properly do the material

* finish implementation
2024-02-04 06:55:43 +00:00

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4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.UI;
using Newtonsoft.Json;
using TMPro;
using Starpelly;
using HeavenStudio.Common;
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()
{
var defaultTheme = JsonConvert.DeserializeObject<Theme>(ThemeTXT.text);
if (File.Exists(Application.persistentDataPath + "/editorTheme.json"))
{
string json = File.ReadAllText(Application.persistentDataPath + "/editorTheme.json");
if (json == "")
{
PersistentDataManager.SaveTheme(ThemeTXT.text);
theme = defaultTheme;
theme.SetLayersGradient();
return;
}
try
{
theme = JsonConvert.DeserializeObject<Theme>(json);
// Naive way of doing it? Possibly, but we should have a theme editor in the future.
if (defaultTheme.properties.LayerColors != null)
{
theme.properties.LayerColors = new string[]
{
theme.properties.Layer1Col,
theme.properties.Layer2Col,
theme.properties.Layer3Col,
theme.properties.Layer4Col,
theme.properties.Layer5Col
};
// Create a function for this in the future.
var savedTheme = JsonConvert.SerializeObject(theme, Formatting.Indented, new JsonSerializerSettings()
{
TypeNameHandling = TypeNameHandling.None,
NullValueHandling = NullValueHandling.Include,
ReferenceLoopHandling = ReferenceLoopHandling.Ignore,
});
PersistentDataManager.SaveTheme(savedTheme);
}
}
catch
{
PersistentDataManager.SaveTheme(ThemeTXT.text);
theme = defaultTheme;
theme.SetLayersGradient();
return;
}
}
else
{
PersistentDataManager.SaveTheme(ThemeTXT.text);
theme = defaultTheme;
}
theme.SetLayersGradient();
}
private void Start()
{
if (Editor.instance == null) return;
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();
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 = theme.LayersGradient.Evaluate(i / (float)(Timeline.instance.LayerCount - 1));
layer.GetComponent<Image>().color = c;
Tooltip.AddTooltip(layer, $"Track {i + 1}");
}
Destroy(layer);
}
}
}