creation of Chart Sections (TODO: GO REFERENCE)

This commit is contained in:
minenice55 2022-09-13 17:35:54 -04:00
parent a469c4acdd
commit 2f57a4db06
2 changed files with 132 additions and 0 deletions

View file

@ -0,0 +1,88 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using DG.Tweening;
namespace HeavenStudio.Editor.Track
{
public class SectionTimelineObj : SpecialTimelineObj
{
[Header("Components")]
[SerializeField] private TMP_Text sectionLabel;
[SerializeField] private GameObject chartLine;
public DynamicBeatmap.ChartSection chartSection;
new private void Update()
{
base.Update();
if (hovering)
{
SpecialTimeline.hoveringTypes |= SpecialTimeline.HoveringTypes.SectionChange;
}
UpdateLabel();
}
private void UpdateLabel()
{
sectionLabel.text = chartSection.sectionName;
}
public override void Init()
{
UpdateLabel();
}
public override void OnLeftClick()
{
if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.ChartSection)
StartMove();
}
public override void OnRightClick()
{
if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.ChartSection)
{
GameManager.instance.Beatmap.beatmapSections.Remove(chartSection);
DeleteObj();
}
}
public override bool OnMove(float beat)
{
foreach (var sectionChange in GameManager.instance.Beatmap.beatmapSections)
{
if (this.chartSection == sectionChange)
continue;
if (beat > sectionChange.beat - Timeline.instance.snapInterval && beat < sectionChange.beat + Timeline.instance.snapInterval)
return false;
}
this.chartSection.beat = beat;
return true;
}
public override void SetVisibility(Timeline.CurrentTimelineState.State state)
{
if (state == Timeline.CurrentTimelineState.State.ChartSection || state == Timeline.CurrentTimelineState.State.Selection)
{
gameObject.SetActive(true);
if (state == Timeline.CurrentTimelineState.State.ChartSection)
{
chartLine.SetActive(true);
sectionLabel.gameObject.SetActive(true);
}
else
{
chartLine.SetActive(false);
sectionLabel.gameObject.SetActive(false);
}
}
else
gameObject.SetActive(false);
}
}
}

View file

@ -52,6 +52,9 @@ namespace HeavenStudio.Editor.Track
foreach (var volumeChange in GameManager.instance.Beatmap.volumeChanges)
AddVolumeChange(false, volumeChange);
foreach (var sectionChange in GameManager.instance.Beatmap.beatmapSections)
AddChartSection(false, sectionChange);
Timeline.instance.timelineState.SetState(Timeline.CurrentTimelineState.State.Selection);
FixObjectsVisibility();
}
@ -83,6 +86,10 @@ namespace HeavenStudio.Editor.Track
if (!hoveringTypes.HasFlag(HoveringTypes.VolumeChange))
AddVolumeChange(true);
break;
case Timeline.CurrentTimelineState.State.ChartSection:
if (!hoveringTypes.HasFlag(HoveringTypes.SectionChange))
AddChartSection(true);
break;
}
}
}
@ -178,5 +185,42 @@ namespace HeavenStudio.Editor.Track
specialTimelineObjs.Add(volumeTimelineObj);
}
public void AddChartSection(bool create, DynamicBeatmap.ChartSection chartSection_ = null)
{
GameObject chartSection = Instantiate(RefSectionChange.gameObject, this.transform);
chartSection.transform.GetChild(0).GetComponent<Image>().color = EditorTheme.theme.properties.SectionLayerCol.Hex2RGB();
chartSection.transform.GetChild(1).GetComponent<Image>().color = EditorTheme.theme.properties.SectionLayerCol.Hex2RGB();
chartSection.transform.GetChild(2).GetComponent<TMP_Text>().color = EditorTheme.theme.properties.SectionLayerCol.Hex2RGB();
chartSection.SetActive(true);
SectionTimelineObj sectionTimelineObj = chartSection.GetComponent<SectionTimelineObj>();
if (create == true)
{
chartSection.transform.position = new Vector3(Editor.instance.EditorCamera.ScreenToWorldPoint(Input.mousePosition).x + 0.08f, chartSection.transform.position.y);
chartSection.transform.localPosition = new Vector3(Starpelly.Mathp.Round2Nearest(chartSection.transform.localPosition.x, Timeline.SnapInterval()), chartSection.transform.localPosition.y);
DynamicBeatmap.ChartSection sectionC = new DynamicBeatmap.ChartSection();
sectionC.beat = chartSection.transform.localPosition.x;
sectionC.sectionName = "New Section";
sectionC.startPerfect = false;
sectionC.isCheckpoint = false;
sectionTimelineObj.chartSection = sectionC;
GameManager.instance.Beatmap.beatmapSections.Add(sectionC);
}
else
{
chartSection.transform.localPosition = new Vector3(chartSection_.beat, chartSection.transform.localPosition.y);
sectionTimelineObj.chartSection = chartSection_;
}
sectionTimelineObj.SetVisibility(Timeline.instance.timelineState.currentState);
specialTimelineObjs.Add(sectionTimelineObj);
}
}
}