show section progress in editor

todo: section progress in-game
This commit is contained in:
minenice55 2022-09-18 15:31:48 -04:00
parent e9f5961be8
commit 15ff73255b
4 changed files with 545 additions and 80 deletions

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View file

@ -31,20 +31,28 @@ namespace HeavenStudio
Coroutine currentGameSwitchIE;
[Header("Properties")]
public int currentEvent, currentTempoEvent, currentVolumeEvent, currentSectionEvent,
public int currentEvent, currentTempoEvent, currentVolumeEvent, currentSectionEvent,
currentPreEvent, currentPreSwitch;
public float endBeat;
public float startOffset;
public bool playOnStart;
public float startBeat;
[NonSerialized] public GameObject currentGameO;
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<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; }
@ -219,16 +227,15 @@ namespace HeavenStudio
return;
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);
}

View file

@ -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;

View file

@ -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();
@ -418,7 +424,7 @@ namespace HeavenStudio.Editor.Track
TimelineContent.transform.localPosition = new Vector3(Mathf.Clamp(TimelineContent.transform.localPosition.x, Mathf.NegativeInfinity, 0), TimelineContent.transform.localPosition.y);
CurrentTempo.text = $" = {Conductor.instance.songBpm}";
CurrentTempo.text = $" = {Conductor.instance.songBpm}";
LayersRect.GetWorldCorners(LayerCorners);
}
@ -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