mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 05:35:08 +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
208 lines
No EOL
5.9 KiB
C#
208 lines
No EOL
5.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using HeavenStudio.Editor.Track;
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namespace HeavenStudio.Editor.Commands
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{
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public class Selection : IAction
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{
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List<TimelineEventObj> eventObjs;
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List<TimelineEventObj> lastEventObjs;
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public Selection(List<TimelineEventObj> eventObjs)
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{
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this.eventObjs = eventObjs;
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}
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public void Execute()
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{
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}
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public void Redo()
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{
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for (int i = 0; i < lastEventObjs.Count; i++)
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{
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Selections.instance.ShiftClickSelect(lastEventObjs[i]);
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}
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}
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public void Undo()
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{
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lastEventObjs = eventObjs;
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for (int i = 0; i < eventObjs.Count; i++)
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{
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Selections.instance.ShiftClickSelect(eventObjs[i]);
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}
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}
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}
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// I spent 7 hours trying to fix this instead of sleeping, which would've probably worked better.
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// I'll go fuck myself later I'm just glad it works
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// I give massive props to people who code undo/redo systems
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// -- Starpelly
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public class Move : IAction
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{
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public List<Pos> pos = new List<Pos>();
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public class Pos
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{
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public TimelineEventObj eventObj;
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public Vector2 lastPos_;
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public Vector3 previousPos;
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}
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public Move(List<TimelineEventObj> eventObjs)
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{
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pos.Clear();
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for (int i = 0; i < eventObjs.Count; i++)
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{
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Pos p = new Pos();
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p.eventObj = eventObjs[i];
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p.lastPos_ = eventObjs[i].moveStartPos;
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p.previousPos = eventObjs[i].transform.localPosition;
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this.pos.Add(p);
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}
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}
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public void Execute()
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{
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}
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public void Redo()
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{
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for (int i = 0; i < pos.Count; i++)
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{
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EnsureEventObj(i);
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pos[i].eventObj.transform.localPosition = pos[i].previousPos;
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pos[i].eventObj.entity.beat = pos[i].eventObj.transform.localPosition.x;
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}
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}
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public void Undo()
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{
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for (int i = 0; i < pos.Count; i++)
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{
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EnsureEventObj(i);
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pos[i].eventObj.transform.localPosition = pos[i].lastPos_;
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pos[i].eventObj.entity.beat = pos[i].eventObj.transform.localPosition.x;
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}
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}
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private void EnsureEventObj(int id)
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{
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if (pos[id].eventObj == null)
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{
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pos[id].eventObj = GameManager.instance.Beatmap.entities.Find(c => c.eventObj.eventObjID == pos[id].eventObj.eventObjID).eventObj;
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}
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}
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}
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public class Place : IAction
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{
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TimelineEventObj eventObj;
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TimelineEventObj deletedObj;
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public Place(TimelineEventObj eventObj)
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{
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this.eventObj = eventObj;
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}
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public void Execute()
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{
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}
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public void Redo()
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{
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deletedObj = Timeline.instance.AddEventObject(deletedObj.entity.datamodel, false, new Vector3(deletedObj.entity.beat, -deletedObj.entity.track * Timeline.instance.LayerHeight()), deletedObj.entity, true, deletedObj.entity.eventObj.eventObjID);
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}
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public void Undo()
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{
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deletedObj = eventObj;
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Selections.instance.Deselect(eventObj);
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Timeline.instance.DestroyEventObject(eventObj.entity);
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// DynamicBeatmap.DynamicEntity e = deletedObjs[i].entity;
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// Timeline.instance.AddEventObject(e.datamodel, false, new Vector3(e.beat, -e.track * Timeline.instance.LayerHeight()), e, true, e.eventObj.eventObjID);
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}
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}
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public class Deletion : IAction
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{
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List<TimelineEventObj> eventObjs;
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List<TimelineEventObj> deletedObjs;
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public Deletion(List<TimelineEventObj> eventObjs)
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{
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this.eventObjs = eventObjs;
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}
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public void Execute()
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{
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deletedObjs = eventObjs;
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for (int i = 0; i < eventObjs.Count; i++)
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{
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Selections.instance.Deselect(eventObjs[i]);
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Timeline.instance.DestroyEventObject(eventObjs[i].entity);
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}
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}
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public void Redo()
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{
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deletedObjs = eventObjs;
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for (int i = 0; i < eventObjs.Count; i++)
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{
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Selections.instance.Deselect(eventObjs[i]);
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Timeline.instance.DestroyEventObject(eventObjs[i].entity);
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}
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}
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public void Undo()
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{
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for (int i = 0; i < deletedObjs.Count; i++)
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{
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DynamicBeatmap.DynamicEntity e = deletedObjs[i].entity;
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eventObjs[i] = Timeline.instance.AddEventObject(e.datamodel, false, new Vector3(e.beat, -e.track * Timeline.instance.LayerHeight()), e, true, e.eventObj.eventObjID);
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}
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}
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}
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public class Duplicate : IAction
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{
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List<TimelineEventObj> eventObjs;
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List<TimelineEventObj> copiedObjs;
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public Duplicate(List<TimelineEventObj> eventObjs)
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{
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this.eventObjs = eventObjs;
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}
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public void Execute()
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{
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}
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public void Redo()
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{
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for (int i = 0; i < copiedObjs.Count; i++)
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{
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DynamicBeatmap.DynamicEntity e = copiedObjs[i].entity;
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eventObjs[i] = Timeline.instance.AddEventObject(e.datamodel, false, new Vector3(e.beat, -e.track * Timeline.instance.LayerHeight()), e, true, e.eventObj.eventObjID);
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}
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}
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public void Undo()
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{
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copiedObjs = eventObjs;
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for (int i = 0; i < eventObjs.Count; i++)
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{
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Selections.instance.Deselect(eventObjs[i]);
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Timeline.instance.DestroyEventObject(eventObjs[i].entity);
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}
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}
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}
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} |