Swing UI and other stuff (#908)
* no more "new section" "" * Change Swing Labels 0% > 50% 100% > 75% * math :( @minenice55 please help me thank you :)))))))))) * i have no idea what im doing * Done! - added presets - fixed bugs - should have 100% compatibility - also documented the weird-ass setup --------- Co-authored-by: Zeo <67521686+ThatZeoGal@users.noreply.github.com>
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@ -243,7 +243,7 @@ namespace HeavenStudio.Editor.Track
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if (create)
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{
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RiqEntity sectionC = GameManager.instance.Beatmap.AddNewSectionMarker(Timeline.instance.MousePos2BeatSnap, "New Section");
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RiqEntity sectionC = GameManager.instance.Beatmap.AddNewSectionMarker(Timeline.instance.MousePos2BeatSnap, "");
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sectionC.CreateProperty("startPerfect", false);
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sectionC.CreateProperty("weight", 1f);
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@ -51,7 +51,7 @@ public class TempoDialog : Dialog
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deleteButton.gameObject.SetActive(!tempoObj.first);
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tempoInput.text = tempoObj.chartEntity["tempo"].ToString("F");
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swingInput.text = (tempoObj.chartEntity["swing"] * 400).ToString("F");
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swingInput.text = (tempoObj.chartEntity["swing"] * 100 + 50).ToString("F");
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swingSlider.value = tempoObj.chartEntity["swing"];
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swingDivisionToggle.isOn = tempoObj.chartEntity["swingDivision"] != 1f;
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@ -97,24 +97,81 @@ public class TempoDialog : Dialog
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}
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}
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public void RefreshSwingUI()
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{
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swingInput.text = (tempoObj.chartEntity["swing"] * 100 + 50).ToString("F");
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swingSlider.value = tempoObj.chartEntity["swing"];
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}
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public void SwingSliderUpdate()
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{
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if (tempoObj != null)
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{
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tempoObj.SetSwing(System.MathF.Round(swingSlider.value, 4));
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swingInput.text = (tempoObj.chartEntity["swing"] * 400).ToString("F");
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swingSlider.value = tempoObj.chartEntity["swing"];
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RefreshSwingUI();
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}
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}
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public void SetSwing()
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public void SwingManualUpdate()
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{
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if (tempoObj != null)
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{
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float swing = float.Parse(swingInput.text);
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tempoObj.SetSwing(swing * 0.25f / 100f);
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swingInput.text = (tempoObj.chartEntity["swing"] * 400).ToString("F");
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swingSlider.value = tempoObj.chartEntity["swing"];
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tempoObj.SetSwing(swing / 100f - 0.5f);
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RefreshSwingUI();
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}
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}
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/*
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a note for future reference:
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all stored swing values (like ones in remix.json) are the SWING RATIO - 0.5
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for example, a swing ratio of 50% would be 0.5 - 0.5 = 0
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and a ratio of 66.67% would be 0.6667 - 0.5 = 0.1667
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you put that final value into tempoObj.SetSwing() to set it,
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hence why the above functions use that weird formula and the below functions set it directly
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in addition, you can get the swing ratio (as a percentage) from this value by
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multiplying the value by 100, then adding 50
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this is really stupid lol
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minenice why didnt you write any of this down lmao - zeo
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*/
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public void SetStraightSwing()
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{
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if (tempoObj != null)
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{
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tempoObj.SetSwing(0f);
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RefreshSwingUI();
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}
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}
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public void SetLightSwing()
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{
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if (tempoObj != null)
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{
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tempoObj.SetSwing(0.1f);
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RefreshSwingUI();
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}
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}
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public void SetNormalSwing()
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{
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if (tempoObj != null)
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{
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tempoObj.SetSwing(0.1667f);
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RefreshSwingUI();
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}
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}
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public void SetHeavySwing()
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{
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if (tempoObj != null)
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{
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tempoObj.SetSwing(0.25f);
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RefreshSwingUI();
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}
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}
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