using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio;
using TMPro;
namespace HeavenStudio.StudioDance
{
public class StudioDanceManager : MonoBehaviour
[SerializeField] private GameObject windowBase;
[SerializeField] private Transform windowHolder;
[SerializeField] private GameObject content;
[SerializeField] private Dancer dancer;
[SerializeField] private TMP_Dropdown dropdown;
public void OpenDanceWindow()
windowBase.SetActive(true);
content.SetActive(true);
dropdown.ClearOptions();
int startIdx = 0;
foreach (ChoreographyInfo choreography in dancer.ChoreographyInfos)
dropdown.options.Add(new TMP_Dropdown.OptionData(choreography.choreographyName));
if (choreography == dancer.CurrentChoreography)
dropdown.value = startIdx;
}
startIdx++;
public void CloseDanceWindow()
windowBase.SetActive(false);
content.SetActive(false);
Editor.CreditsLegalSettings.MakeSecretInactive();
public void OnDropdownValueChanged(int index)
dancer.SetChoreography(index);