progress, maybe
makes a properties file (and doesnt compile) oh haha that rhymed
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3b7b87d1c8
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8ac8131458
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@ -343,6 +343,10 @@ namespace HeavenStudio.Editor
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using (var zipStream = levelFile.Open())
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zipStream.Write(Encoding.UTF8.GetBytes(GetJson()), 0, Encoding.UTF8.GetBytes(GetJson()).Length);
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var PropertiesFile = archive.CreateEntry("properties.json", System.IO.Compression.CompressionLevel.NoCompression);
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using (var zipStream = PropertiesFile.Open())
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zipStream.Write(Encoding.UTF8.GetBytes(GetPropertiesJson()), 0, Encoding.UTF8.GetBytes(GetPropertiesJson()).Length);
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if (changedMusic || currentRemixPath != path)
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{
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// this gets rid of the music file for some reason, someone remind me to find a fix for this soon
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@ -352,6 +356,8 @@ namespace HeavenStudio.Editor
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var musicFile = archive.CreateEntry("song.ogg", System.IO.Compression.CompressionLevel.NoCompression);
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using (var zipStream = musicFile.Open())
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zipStream.Write(bytes, 0, bytes.Length);
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}
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currentRemixPath = path;
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@ -369,6 +375,11 @@ namespace HeavenStudio.Editor
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Timeline.FitToSong();
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}
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public void GetProperties(string json = "")
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{
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PropController.instance.LoadProperties(json);
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}
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public void OpenRemix()
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{
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var extensions = new[]
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@ -419,6 +430,20 @@ namespace HeavenStudio.Editor
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}
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}
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}
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if (entry.Name == "properties.json")
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{
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using (var stream = entry.Open())
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{
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byte[] bytes;
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using (var ms = new MemoryStream())
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{
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stream.CopyTo(ms);
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bytes = ms.ToArray();
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string json = Encoding.UTF8.GetString(bytes);
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GetProperties(json);
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}
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}
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}
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}
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}
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}
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@ -483,6 +508,13 @@ namespace HeavenStudio.Editor
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return json;
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}
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public string GetPropertiesJson()
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{
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string json = string.Empty;
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json = JsonConvert.SerializeObject(GameManager.instance.Beatmap);
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return json;
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}
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public void SetGameEventTitle(string txt)
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{
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GameEventSelectorTitle.text = txt;
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45
Assets/Scripts/LevelEditor/Properties/PropController.cs
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45
Assets/Scripts/LevelEditor/Properties/PropController.cs
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@ -0,0 +1,45 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Starpelly;
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using Newtonsoft.Json;
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using HeavenStudio.Games;
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namespace HeavenStudio.Editor
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{
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public class PropController : MonoBehaviour
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{
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public static PropController instance { get; private set; }
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public Properties Properties = new Properties();
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public void LoadProperties(string json = "")
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{
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SortPropertyList();
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if (json != "")
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{
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Properties = JsonConvert.DeserializeObject<Properties>(json);
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}
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else
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{
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NewProperties();
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}
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Conductor.instance.SetBpm(Beatmap.bpm);
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Conductor.instance.SetVolume(Beatmap.musicVolume);
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Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
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Stop(0);
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SetCurrentEventToClosest(0);
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}
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public void SortPropertyList()
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{
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Beatmap.entities.Sort((x, y) => x.beat.CompareTo(y.beat));
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Beatmap.tempoChanges.Sort((x, y) => x.beat.CompareTo(y.beat));
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}
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}
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}
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11
Assets/Scripts/LevelEditor/Properties/PropController.cs.meta
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11
Assets/Scripts/LevelEditor/Properties/PropController.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 7a85f5c7b1938474abd9f0e0ac8a558a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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