show section progress in editor
todo: section progress in-game
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|
|
@ -33,18 +33,26 @@ namespace HeavenStudio
|
|||
[Header("Properties")]
|
||||
public int currentEvent, currentTempoEvent, currentVolumeEvent, currentSectionEvent,
|
||||
currentPreEvent, currentPreSwitch;
|
||||
public float endBeat;
|
||||
public float startOffset;
|
||||
public bool playOnStart;
|
||||
public float startBeat;
|
||||
[NonSerialized] public GameObject currentGameO;
|
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public bool autoplay;
|
||||
public bool canInput = true;
|
||||
public DynamicBeatmap.ChartSection currentSection, nextSection;
|
||||
public float sectionProgress { get {
|
||||
if (currentSection == null) return 0;
|
||||
if (nextSection == null) return (Conductor.instance.songPositionInBeats - currentSection.beat) / (endBeat - currentSection.beat);
|
||||
return (Conductor.instance.songPositionInBeats - currentSection.beat) / (nextSection.beat - currentSection.beat);
|
||||
}}
|
||||
|
||||
public event Action<float> onBeatChanged;
|
||||
public event Action<DynamicBeatmap.ChartSection> onSectionChange;
|
||||
|
||||
public int BeatmapEntities()
|
||||
{
|
||||
return Beatmap.entities.Count + Beatmap.tempoChanges.Count;
|
||||
return Beatmap.entities.Count + Beatmap.tempoChanges.Count + Beatmap.volumeChanges.Count + Beatmap.beatmapSections.Count;
|
||||
}
|
||||
|
||||
public static GameManager instance { get; private set; }
|
||||
|
@ -220,15 +228,14 @@ namespace HeavenStudio
|
|||
if (!Conductor.instance.isPlaying)
|
||||
return;
|
||||
|
||||
|
||||
List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
|
||||
|
||||
List<float> tempoChanges = Beatmap.tempoChanges.Select(c => c.beat).ToList();
|
||||
if (currentTempoEvent < Beatmap.tempoChanges.Count && currentTempoEvent >= 0)
|
||||
{
|
||||
// Debug.Log("Checking Tempo Change at " + tempoChanges[currentTempoEvent] + ", current beat " + Conductor.instance.songPositionInBeats);
|
||||
if (Conductor.instance.songPositionInBeats >= tempoChanges[currentTempoEvent])
|
||||
{
|
||||
// Debug.Log("Tempo Change at " + Conductor.instance.songPositionInBeats + " of bpm " + DynamicBeatmap.tempoChanges[currentTempoEvent].tempo);
|
||||
Conductor.instance.SetBpm(Beatmap.tempoChanges[currentTempoEvent].tempo);
|
||||
Conductor.instance.timeSinceLastTempoChange = Time.time;
|
||||
currentTempoEvent++;
|
||||
|
@ -238,16 +245,29 @@ namespace HeavenStudio
|
|||
List<float> volumeChanges = Beatmap.volumeChanges.Select(c => c.beat).ToList();
|
||||
if (currentVolumeEvent < Beatmap.volumeChanges.Count && currentVolumeEvent >= 0)
|
||||
{
|
||||
// Debug.Log("Checking Tempo Change at " + tempoChanges[currentTempoEvent] + ", current beat " + Conductor.instance.songPositionInBeats);
|
||||
if (Conductor.instance.songPositionInBeats >= volumeChanges[currentVolumeEvent])
|
||||
{
|
||||
// Debug.Log("Tempo Change at " + Conductor.instance.songPositionInBeats + " of bpm " + DynamicBeatmap.tempoChanges[currentTempoEvent].tempo);
|
||||
Conductor.instance.SetVolume(Beatmap.volumeChanges[currentVolumeEvent].volume);
|
||||
Conductor.instance.timeSinceLastTempoChange = Time.time;
|
||||
currentVolumeEvent++;
|
||||
}
|
||||
}
|
||||
|
||||
List<float> chartSections = Beatmap.beatmapSections.Select(c => c.beat).ToList();
|
||||
if (currentSectionEvent < Beatmap.beatmapSections.Count && currentSectionEvent >= 0)
|
||||
{
|
||||
if (Conductor.instance.songPositionInBeats >= chartSections[currentSectionEvent])
|
||||
{
|
||||
Debug.Log("Section " + Beatmap.beatmapSections[currentSectionEvent].sectionName + " started");
|
||||
currentSection = Beatmap.beatmapSections[currentSectionEvent];
|
||||
currentSectionEvent++;
|
||||
if (currentSectionEvent < Beatmap.beatmapSections.Count)
|
||||
nextSection = Beatmap.beatmapSections[currentSectionEvent];
|
||||
else
|
||||
nextSection = null;
|
||||
onSectionChange?.Invoke(currentSection);
|
||||
}
|
||||
}
|
||||
|
||||
float seekTime = 8f;
|
||||
//seek ahead to preload games that have assetbundles
|
||||
SeekAheadAndPreload(Conductor.instance.songPositionInBeats, seekTime);
|
||||
|
@ -287,6 +307,8 @@ namespace HeavenStudio
|
|||
// currentEvent += gameManagerEntities.Count;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void ToggleInputs(bool inputs)
|
||||
|
@ -407,10 +429,17 @@ namespace HeavenStudio
|
|||
{
|
||||
SetGame(newGame);
|
||||
}
|
||||
|
||||
List<DynamicBeatmap.DynamicEntity> allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "end" });
|
||||
if (allEnds.Count > 0)
|
||||
endBeat = allEnds.Select(c => c.beat).Min();
|
||||
else
|
||||
endBeat = Conductor.instance.SongLengthInBeats();
|
||||
}
|
||||
else
|
||||
{
|
||||
SetGame("noGame");
|
||||
endBeat = Conductor.instance.SongLengthInBeats();
|
||||
}
|
||||
|
||||
if (Beatmap.tempoChanges.Count > 0)
|
||||
|
@ -446,6 +475,24 @@ namespace HeavenStudio
|
|||
}
|
||||
}
|
||||
|
||||
currentSection = null;
|
||||
nextSection = null;
|
||||
if (Beatmap.beatmapSections.Count > 0)
|
||||
{
|
||||
currentSectionEvent = 0;
|
||||
List<float> beatmapSections = Beatmap.beatmapSections.Select(c => c.beat).ToList();
|
||||
|
||||
for (int t = 0; t < beatmapSections.Count; t++)
|
||||
{
|
||||
if (beatmapSections[t] > beat)
|
||||
{
|
||||
break;
|
||||
}
|
||||
currentSectionEvent = t;
|
||||
}
|
||||
}
|
||||
onSectionChange?.Invoke(currentSection);
|
||||
|
||||
SeekAheadAndPreload(beat);
|
||||
}
|
||||
|
||||
|
|
|
@ -183,10 +183,11 @@ namespace HeavenStudio.Editor
|
|||
|
||||
public void Drag()
|
||||
{
|
||||
if (Conductor.instance.NotStopped() || !Timeline.instance.timelineState.selected) return;
|
||||
if (Conductor.instance.NotStopped() || Editor.instance.inAuthorativeMenu) return;
|
||||
|
||||
if (Timeline.instance.CheckIfMouseInTimeline() && dragTimes < 1)
|
||||
{
|
||||
Timeline.instance.timelineState.SetState(Timeline.CurrentTimelineState.State.Selection);
|
||||
dragTimes++;
|
||||
|
||||
TimelineEventObj eventObj;
|
||||
|
|
|
@ -126,6 +126,10 @@ namespace HeavenStudio.Editor.Track
|
|||
[SerializeField] private RectTransform TimelineEventObjRef;
|
||||
[SerializeField] private RectTransform LayersRect;
|
||||
|
||||
[SerializeField] private GameObject TimelineSectionDisplay;
|
||||
[SerializeField] private TMP_Text TimelineSectionText;
|
||||
[SerializeField] private Slider TimelineSectionProgress;
|
||||
|
||||
[Header("Timeline Inputs")]
|
||||
public TMP_InputField FirstBeatOffset;
|
||||
public TMP_InputField StartingTempoSpecialAll;
|
||||
|
@ -268,6 +272,7 @@ namespace HeavenStudio.Editor.Track
|
|||
timelineState.SetState(CurrentTimelineState.State.Selection);
|
||||
|
||||
AutoBtnUpdate();
|
||||
GameManager.instance.onSectionChange += OnSectionChange;
|
||||
}
|
||||
|
||||
public void FitToSong()
|
||||
|
@ -333,6 +338,7 @@ namespace HeavenStudio.Editor.Track
|
|||
SongBeat.text = $"Beat {string.Format("{0:0.000}", Conductor.instance.songPositionInBeats)}";
|
||||
SongPos.text = FormatTime(Conductor.instance.songPosition);
|
||||
}
|
||||
TimelineSectionProgress.value = GameManager.instance.sectionProgress;
|
||||
|
||||
SliderControl();
|
||||
|
||||
|
@ -825,6 +831,21 @@ namespace HeavenStudio.Editor.Track
|
|||
UpdateStartingVolText();
|
||||
}
|
||||
|
||||
public void OnSectionChange(DynamicBeatmap.ChartSection section)
|
||||
{
|
||||
if (section == null)
|
||||
{
|
||||
TimelineSectionDisplay.SetActive(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!TimelineSectionDisplay.activeSelf)
|
||||
TimelineSectionDisplay.SetActive(true);
|
||||
TimelineSectionText.text = section.sectionName;
|
||||
TimelineSectionProgress.value = GameManager.instance.sectionProgress;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Commands
|
||||
|
|
Loading…
Reference in a new issue