2022-09-18 20:48:14 +00:00
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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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2023-06-10 19:17:06 +00:00
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using Jukebox;
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using Jukebox.Legacy;
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2022-09-18 20:48:14 +00:00
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namespace HeavenStudio.Editor.Track
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{
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public class TempoTimelineObj : SpecialTimelineObj
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{
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[Header("Components")]
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[SerializeField] private TMP_Text tempoTXT;
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[SerializeField] private GameObject tempoLine;
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public RiqEntity tempoChange;
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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.TempoChange;
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if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.TempoChange)
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{
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float newTempo = Input.mouseScrollDelta.y;
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if (Input.GetKey(KeyCode.LeftShift))
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newTempo *= 5f;
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if (Input.GetKey(KeyCode.LeftControl))
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newTempo /= 100f;
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tempoChange["tempo"] += newTempo;
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//make sure tempo is positive
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if (tempoChange["tempo"] < 1)
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tempoChange["tempo"] = 1;
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if (first && newTempo != 0)
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Timeline.instance.UpdateStartingBPMText();
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}
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}
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UpdateTempo();
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}
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private void UpdateTempo()
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{
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tempoTXT.text = $"{tempoChange["tempo"]} BPM";
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Timeline.instance.FitToSong();
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}
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public override void Init()
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{
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UpdateTempo();
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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.TempoChange)
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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 (first) return;
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if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.TempoChange)
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{
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GameManager.instance.Beatmap.TempoChanges.Remove(tempoChange);
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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 tempoChange in GameManager.instance.Beatmap.TempoChanges)
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{
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if (this.tempoChange == tempoChange)
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continue;
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if (beat > tempoChange.beat - Timeline.instance.snapInterval && beat < tempoChange.beat + Timeline.instance.snapInterval)
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return false;
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}
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this.tempoChange.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.TempoChange || 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.TempoChange)
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tempoLine.SetActive(true);
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else
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tempoLine.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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}
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