HeavenStudio/Assets/Scripts/LevelEditor/Editor.cs

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3.1 KiB
C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Newtonsoft.Json;
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namespace RhythmHeavenMania.Editor
{
public class Editor : MonoBehaviour
{
private Initializer Initializer;
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[SerializeField] private Canvas MainCanvas;
[SerializeField] public Camera EditorCamera;
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[Header("Rect")]
[SerializeField] private RenderTexture ScreenRenderTexture;
[SerializeField] private RawImage Screen;
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[SerializeField] private RectTransform GridGameSelector;
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[Header("Components")]
[SerializeField] private Timeline Timeline;
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[Header("Toolbar")]
[SerializeField] private Button NewBTN;
[SerializeField] private Button OpenBTN;
[SerializeField] private Button SaveBTN;
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public static List<TimelineEventObj> EventObjs = new List<TimelineEventObj>();
public static Editor instance { get; private set; }
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private void Start()
{
instance = this;
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Initializer = GetComponent<Initializer>();
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}
public void Init()
{
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GameManager.instance.GameCamera.targetTexture = ScreenRenderTexture;
GameManager.instance.CursorCam.targetTexture = ScreenRenderTexture;
Screen.texture = ScreenRenderTexture;
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GameManager.instance.Init();
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Timeline.Init();
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for (int i = 0; i < EventCaller.instance.minigames.Count; i++)
{
GameObject GameIcon_ = Instantiate(GridGameSelector.GetChild(0).gameObject, GridGameSelector);
GameIcon_.GetComponent<Image>().sprite = GameIcon(EventCaller.instance.minigames[i].name);
GameIcon_.gameObject.SetActive(true);
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GameIcon_.name = EventCaller.instance.minigames[i].displayName;
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}
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GridGameSelector.GetComponent<GridGameSelector>().SelectGame("Game Manager", 1);
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Tooltip.instance.AddTooltip(NewBTN.gameObject, "New");
Tooltip.instance.AddTooltip(OpenBTN.gameObject, "Open");
Tooltip.instance.AddTooltip(SaveBTN.gameObject, "Save");
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}
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public void Update()
{
// This is buggy
/*if (Conductor.instance.isPlaying || Conductor.instance.isPaused)
{
GetComponent<Selections>().enabled = false;
GetComponent<Selector>().enabled = false;
GetComponent<BoxSelection>().enabled = false;
}
else
{
GetComponent<Selections>().enabled = true;
GetComponent<Selector>().enabled = true;
GetComponent<BoxSelection>().enabled = true;
}*/
}
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public static Sprite GameIcon(string name)
{
return Resources.Load<Sprite>($"Sprites/Editor/GameIcons/{name}");
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}
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public void CopyJson()
{
string json = string.Empty;
json = JsonConvert.SerializeObject(GameManager.instance.Beatmap);
Debug.Log(json);
}
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}
}