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serializedVersion: 2 + name: mrupbeat_main_18 + rect: + serializedVersion: 2 + x: 1471 + y: 1056 + width: 428 + height: 100 + alignment: 9 + pivot: {x: 0.43002462, y: 0} + border: {x: 0, y: 0, z: 0, w: 0} + outline: [] + physicsShape: [] + tessellationDetail: 0 + bones: [] + spriteID: 6195c95bb9835024e90a4e93653188d1 + internalID: 442840453 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: mrupbeat_main_19 + rect: + serializedVersion: 2 + x: 930 + y: 764 + width: 414 + height: 134 + alignment: 9 + pivot: {x: 0.42592838, y: 0} + border: {x: 0, y: 0, z: 0, w: 0} + outline: [] + physicsShape: [] + tessellationDetail: 0 + bones: [] + spriteID: adf77e908f878594bb37a7ffa65aaaaa + internalID: 1852546927 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: mrupbeat_main_20 + rect: + serializedVersion: 2 + x: 1471 + y: 703 + width: 114 + height: 59 + alignment: 0 + pivot: {x: 0, y: 0} + border: {x: 0, y: 0, z: 0, w: 0} + outline: [] + physicsShape: [] + tessellationDetail: 0 + bones: [] + spriteID: 437d1bbfb69a7e64daa7d081727b0d13 + internalID: 943529457 + vertices: [] + indices: + edges: [] + weights: [] outline: [] physicsShape: [] bones: [] @@ -976,7 +1102,13 @@ TextureImporter: mrupbeat_main_12: -2014763855 mrupbeat_main_13: -1248414130 mrupbeat_main_14: 1471741028 + mrupbeat_main_15: 1416775875 + mrupbeat_main_16: -1839074567 + mrupbeat_main_17: -2069977234 + mrupbeat_main_18: 442840453 + mrupbeat_main_19: 1852546927 mrupbeat_main_2: 1848041093 + mrupbeat_main_20: 943529457 mrupbeat_main_3: -1123406618 mrupbeat_main_4: 1559131365 mrupbeat_main_5: 1603879706 diff --git a/Assets/Scripts/Games/Minigame.cs b/Assets/Scripts/Games/Minigame.cs index 106dc9dd0..67c5da02f 100644 --- a/Assets/Scripts/Games/Minigame.cs +++ b/Assets/Scripts/Games/Minigame.cs @@ -188,8 +188,8 @@ namespace HeavenStudio.Games //Below is a template that can be used for handling previous entities. //section below is if you only want to look at entities that overlap the game switch /* - List prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == [insert game name]); - foreach(Beatmap.Entity entity in prevEntities) + List prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == [insert game name]); + foreach(RiqEntity entity in prevEntities) { if(entity.beat + entity.length >= beat) { diff --git a/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs b/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs index 778f1489e..9fb900649 100644 --- a/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs +++ b/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs @@ -1,8 +1,5 @@ -using System.Collections; using System.Collections.Generic; -using System.Linq; using UnityEngine; -using System; using DG.Tweening; using HeavenStudio.Util; @@ -15,13 +12,17 @@ namespace HeavenStudio.Games.Loaders public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("mrUpbeat", "Mr. Upbeat", "E0E0E0", false, false, new List() { - new GameAction("prepare", "Prepare") { preFunction = delegate { var e = eventCaller.currentEntity; - MrUpbeat.StartStepping(e.beat, e.length); + MrUpbeat.PrePrepare(e.beat, e.length, e["forceOnbeat"]); }, + parameters = new List() + { + new Param("forceOnbeat", false, "Mr. Downbeat", "Force Mr. Upbeat to step on the beat of the block instead of on the offbeat (only use this if you know what you're doing)"), + }, + preFunctionLength = 0.5f, defaultLength = 4f, resizable = true, }, @@ -29,15 +30,16 @@ namespace HeavenStudio.Games.Loaders { preFunction = delegate { var e = eventCaller.currentEntity; - MrUpbeat.Ding(e.beat, e["toggle"], e["stopBlipping"]); + MrUpbeat.Ding(e.beat, e["toggle"], e["stopBlipping"], e["playDing"]); }, defaultLength = 0.5f, parameters = new List() { new Param("toggle", false, "Applause", "Plays an applause sound effect."), - new Param("stopBlipping", true, "Stop Blipping?", "When the stepping stops, should the blipping stop too?"), + new Param("stopBlipping", true, "Stop Blipping", "When the stepping stops, should the blipping stop too?"), + new Param("playDing", true, "Play Ding", "Should this block play a ding?"), }, - preFunctionLength = 1f, + preFunctionLength = 0.5f, }, new GameAction("changeBG", "Change Background Color") { @@ -48,8 +50,8 @@ namespace HeavenStudio.Games.Loaders resizable = true, parameters = new List() { - new Param("start", new Color(0.878f, 0.878f, 0.878f), "Start Color", "The start color for the fade or the color that will be switched to if -instant- is ticked on."), - new Param("end", new Color(0.878f, 0.878f, 0.878f), "End Color", "The end color for the fade."), + new Param("start", new Color(0.878f, 0.878f, 0.878f), "Start Color", "The start color for the fade"), + new Param("end", new Color(0.878f, 0.878f, 0.878f), "End Color", "The end color for the fade or the color that will be switched to if -instant- is ticked on"), new Param("toggle", false, "Instant", "Should the background instantly change color?") } }, @@ -63,51 +65,53 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { new Param("blipColor", new Color(0, 1f, 0), "Blip Color", "Change blip color"), - new Param("setShadow", false, "Set Shadow Color?", "Should Mr. Upbeat's shadow be custom?"), - new Param("shadowColor", new Color(1f, 1f, 1f, 0), "Shadow Color", "If \"Set Shadow Color\" is checked, this will set the shadow's color."), + new Param("setShadow", false, "Set Shadow Color", "Should Mr. Upbeat's shadow be custom?"), + new Param("shadowColor", new Color(1f, 1f, 1f, 0), "Shadow Color", "If \"Set Shadow Color\" is checked, this will set the shadow's color"), } }, new GameAction("blipEvents", "Blip Events") { function = delegate { var e = eventCaller.currentEntity; - MrUpbeat.instance.BlipEvents(e["letter"], e["shouldGrow"], e["resetBlip"], e["blip"]); + MrUpbeat.instance.BlipEvents(e["letter"], e["shouldGrow"], e["resetBlip"], e["shouldBlip"]); }, defaultLength = 0.5f, parameters = new List() { new Param("letter", "", "Letter To Appear", "Which letter to appear on the blip"), - new Param("shouldGrow", true, "Grow Antenna?", "Should Mr. Upbeat's antenna grow every blip?"), - new Param("resetBlip", false, "Reset Antenna?", "Should Mr. Upbeat's antenna reset?"), - new Param("blip", true, "Should Blip?", "Should Mr. Upbeat blip every offbeat?"), + new Param("shouldGrow", true, "Grow Antenna", "Should Mr. Upbeat's antenna grow every blip?"), + new Param("resetBlip", false, "Reset Antenna", "Should Mr. Upbeat's antenna reset?"), + new Param("shouldBlip", true, "Should Blip", "Should Mr. Upbeat blip every offbeat?"), } }, - // will implement these soon new GameAction("fourBeatCountInOffbeat", "4 Beat Count-In") { preFunction = delegate { var e = eventCaller.currentEntity; - //MrUpbeat.CountIn(e.beat, e.length); + MrUpbeat.CountIn(e.beat, e.length, e["a"]); + }, + parameters = new List() + { + new Param("a", true, "A", "A"), }, defaultLength = 4f, resizable = true, - hidden = true, }, - new GameAction("countOffbeat", "4 Beat Count-In") + new GameAction("countOffbeat", "Count") { - //function = delegate { MrUpbeat.Count(eventCaller.currentEntity["number"]); }, + function = delegate { MrUpbeat.Count(eventCaller.currentEntity["number"]); }, parameters = new List() { - new Param("number", SoundEffects.CountNumbers.One, "Number", "The sound to play"), + new Param("number", MrUpbeat.Counts.One, "Number", "The sound to play"), }, - hidden = true, }, - - // backwards compatibility !!!! - new GameAction("start stepping", "Start Stepping") + new GameAction("forceStepping", "Force Stepping") { - hidden = true, - preFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.StartStepping(e.beat, e.length); }, + function = delegate { + var e = eventCaller.currentEntity; + MrUpbeat.instance.ForceStepping(e.beat, e.length); + }, + defaultLength = 4f, resizable = true, }, }, @@ -122,10 +126,17 @@ namespace HeavenStudio.Games.Loaders namespace HeavenStudio.Games { using Scripts_MrUpbeat; - + using Jukebox; public class MrUpbeat : Minigame { - static List queuedInputs = new(); + public enum Counts + { + One, + Two, + Three, + Four, + A, + } [Header("References")] [SerializeField] Animator metronomeAnim; @@ -137,33 +148,22 @@ namespace HeavenStudio.Games [Header("Properties")] private Tween bgColorTween; public int stepIterate = 0; - public static bool shouldBlip; - static bool isStepping; - static bool shouldntStop; + private static double startSteppingBeat = double.MaxValue; + private static double startBlippingBeat = double.MaxValue; + private bool stopStepping; + public bool stopBlipping; public static MrUpbeat instance; private void Awake() { instance = this; - isStepping = false; - - blipMaterial.SetColor("_ColorBravo", new Color(0, 1f, 0)); - } - - private void Start() - { - man.Blip(); } void OnDestroy() { - if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) { - if (queuedInputs.Count > 0) queuedInputs.Clear(); - } - - shouldBlip = false; - isStepping = false; + startSteppingBeat = double.MaxValue; + startBlippingBeat = double.MaxValue; stepIterate = 0; foreach (var evt in scheduledInputs) { @@ -171,87 +171,129 @@ namespace HeavenStudio.Games } } + public override void OnGameSwitch(double beat) + { + if (beat >= startBlippingBeat) { + double tempBeat = ((beat % 1 == 0.5) ? Mathf.Floor((float)beat) : Mathf.Round((float)beat)) + (startBlippingBeat % 1); + BeatAction.New(instance.gameObject, new List() { + new BeatAction.Action(tempBeat, delegate { man.RecursiveBlipping(tempBeat); }) + }); + startBlippingBeat = double.MaxValue; + } + + // init background color/blip color stuff by getting the last of each of those blocks + List prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == "mrUpbeat"); + var bgColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "changeBG" && x.beat <= beat); + var upbeatColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "upbeatColors" && x.beat <= beat); + + if (bgColorEntity != null) { + bg.color = bgColorEntity["end"]; + } + + if (upbeatColorEntity != null) { + blipMaterial.SetColor("_ColorBravo", upbeatColorEntity["blipColor"]); + Color shadowColor = upbeatColorEntity["shadowColor"]; + if (upbeatColorEntity["setShadow"]) foreach (var shadow in shadowSr) { + shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1); + } + } else { + blipMaterial.SetColor("_ColorBravo", new Color(0, 1f, 0)); + } + } + public void Update() { - if (Conductor.instance.isPlaying && !Conductor.instance.isPaused) { - if (queuedInputs.Count > 0) { - foreach (var input in queuedInputs) { - string dir = stepIterate % 2 == 1 ? "Right" : "Left"; - BeatAction.New(instance.gameObject, new List() { - new BeatAction.Action(input, delegate { - instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f); - SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir); - ScheduleInput(input, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing); - if (MrUpbeat.shouldntStop) queuedInputs.Add(input + 1); - }), - }); - stepIterate++; - } - queuedInputs.Clear(); + var cond = Conductor.instance; + if (cond.isPlaying && !cond.isPaused) { + if (cond.songPositionInBeatsAsDouble >= startSteppingBeat) { + RecursiveStepping(startSteppingBeat); + startSteppingBeat = double.MaxValue; } - if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) { - man.Step(); + if (cond.songPositionInBeats >= startBlippingBeat) { + man.RecursiveBlipping(startBlippingBeat); + startBlippingBeat = double.MaxValue; } } } - public static void Ding(double beat, bool applause, bool stopBlipping) + public static void Ding(double beat, bool applause, bool stopBlipping, bool playDing) { - MrUpbeat.shouldntStop = false; + instance.stopStepping = true; + if (stopBlipping) instance.stopBlipping = true; + if (playDing) SoundByte.PlayOneShotGame("mrUpbeat/ding", beat: beat, forcePlay: true); + if (applause) SoundByte.PlayOneShot("applause", beat: beat); BeatAction.New(instance.gameObject, new List() { - new BeatAction.Action(beat, delegate { - MrUpbeat.isStepping = false; - SoundByte.PlayOneShotGame("mrUpbeat/ding"); - if (applause) SoundByte.PlayOneShot("applause"); - if (stopBlipping) MrUpbeat.shouldBlip = false; - }), + new BeatAction.Action(beat + 0.5, delegate { + instance.stopStepping = false; + instance.stopBlipping = false; + }) }); } - public static void StartStepping(double beat, float length) + public static void PrePrepare(double beat, float length, bool forceOffbeat) { - if (MrUpbeat.isStepping) return; - MrUpbeat.isStepping = true; - if (GameManager.instance.currentGame != "mrUpbeat") { - Blipping(beat, length); - MrUpbeat.shouldBlip = true; + bool isGame = GameManager.instance.currentGame == "mrUpbeat"; + if (forceOffbeat) { + startBlippingBeat = beat; + startSteppingBeat = beat + length - 0.5f; + if (!isGame) Blipping(beat, length); } else { - BeatAction.New(instance.gameObject, new List() { - new BeatAction.Action(Math.Floor(beat), delegate { - MrUpbeat.shouldBlip = true; - }), - }); + startBlippingBeat = Mathf.Floor((float)beat) + 0.5; + startSteppingBeat = Mathf.Floor((float)beat) + Mathf.Round(length); + if (!isGame) Blipping(Mathf.Floor((float)beat) + 0.5f, length); } + } - MrUpbeat.shouldntStop = true; - queuedInputs.Add(Math.Floor(beat+length)); + private void RecursiveStepping(double beat) + { + if (stopStepping) { + stopStepping = false; + return; + } + string dir = (stepIterate % 2 == 1) ? "Right" : "Left"; + metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f); + SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir); + ScheduleInput(beat, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing); + BeatAction.New(gameObject, new List() { + new BeatAction.Action(beat + 1, delegate { RecursiveStepping(beat + 1); }) + }); + stepIterate++; + } + + public void ForceStepping(double beat, float length) + { + var actions = new List(); + for (int i = 0; i < length; i++) + { + ScheduleInput(beat + i, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing); + actions.Add(new BeatAction.Action(beat + i, delegate { + string dir = (stepIterate % 2 == 1) ? "Right" : "Left"; + metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f); + SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir); + stepIterate++; + })); + } + BeatAction.New(gameObject, actions); } public static void Blipping(double beat, float length) { - List blips = new List(); - var switchGames = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }); - int whichSwitch = 0; - if (switchGames.Count != 0) { - for (int i = 0; i < switchGames.Count; i++) { - if (switchGames[i].beat > beat) { - whichSwitch = i; - break; - } - } + RiqEntity gameSwitch = GameManager.instance.Beatmap.Entities.Find(c => c.beat > beat && c.datamodel == "gameManager/switchGame/mrUpbeat"); + if (gameSwitch.beat <= beat || gameSwitch.beat >= beat + length + 1) return; + + List inactiveBlips = new List(); + for (int i = 0; i < gameSwitch.beat - beat; i++) { + inactiveBlips.Add(new MultiSound.Sound("mrUpbeat/blip", beat + i)); } - for (int i = 0; i < switchGames[whichSwitch].beat - Math.Floor(beat) - 0.5f; i++) { - blips.Add(new MultiSound.Sound("mrUpbeat/blip", Math.Floor(beat) + 0.5f + i)); - } - - MultiSound.Play(blips.ToArray(), forcePlay: true); + MultiSound.Play(inactiveBlips.ToArray(), forcePlay: true); } public void Success(PlayerActionEvent caller, float state) { man.Step(); + if (state >= 1f || state <= -1f) SoundByte.PlayOneShot("nearMiss"); } public void Miss(PlayerActionEvent caller) @@ -259,7 +301,7 @@ namespace HeavenStudio.Games man.Fall(); } - public void ChangeBackgroundColor(Color color, float beats) + public void ChangeBackgroundColor(Color color1, Color color2, float beats) { var seconds = Conductor.instance.secPerBeat * beats; @@ -267,16 +309,17 @@ namespace HeavenStudio.Games bgColorTween.Kill(true); if (seconds == 0) { - bg.color = color; + bg.color = color2; } else { - bgColorTween = bg.DOColor(color, seconds); + bg.color = color1; + bgColorTween = bg.DOColor(color2, seconds); } } public void FadeBackgroundColor(Color start, Color end, float beats, bool instant) { - ChangeBackgroundColor(start, 0f); - if (!instant) ChangeBackgroundColor(end, beats); + ChangeBackgroundColor(start, end, 0f); + if (!instant) ChangeBackgroundColor(start, end, beats); } public void UpbeatColors(Color blipColor, bool setShadow, Color shadowColor) @@ -288,32 +331,29 @@ namespace HeavenStudio.Games } } - public void BlipEvents(string inputLetter, bool shouldGrow, bool resetBlip, bool blip) + public void BlipEvents(string inputLetter, bool shouldGrow, bool resetBlip, bool shouldBlip) { + if (resetBlip) man.blipSize = 0; man.shouldGrow = shouldGrow; - if (resetBlip) { - man.blipSize = 0; - man.shouldGrow = false; - } man.blipString = inputLetter; - shouldBlip = blip; + man.shouldBlip = shouldBlip; } - /* public static void Count(int number) { - Jukebox.PlayOneShotGame("mrUpbeat/count"+(number + 1), forcePlay: true); + SoundByte.PlayOneShotGame("mrUpbeat/"+ (number < 4 ? number + 1 : "a"), forcePlay: true); } - public static void CountIn(float beat, float length) + public static void CountIn(double beat, float length, bool a) { - var sound = new List() { - - }; + var sound = new List(); + if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length/4)))); + for (int i = 0; i < 4; i++) { + sound.Add(new MultiSound.Sound("mrUpbeat/" + (i + 1), beat + (i * (length/4)), offset: (i == 3 ? 0.05 : 0))); + } MultiSound.Play(sound.ToArray(), forcePlay: true); } - */ public void Nothing(PlayerActionEvent caller) {} } diff --git a/Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs b/Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs index 57667fe8c..b198993bc 100644 --- a/Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs +++ b/Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs @@ -1,8 +1,5 @@ -using System.Collections; using System.Collections.Generic; using UnityEngine; -using System; -using Starpelly; using TMPro; using HeavenStudio.Util; @@ -14,57 +11,76 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat [Header("References")] [SerializeField] Animator anim; [SerializeField] Animator blipAnim; - [SerializeField] Animator letterAnim; [SerializeField] GameObject[] shadows; [SerializeField] TMP_Text blipText; - public int stepTimes = 0; public int blipSize = 0; public bool shouldGrow; + public bool shouldBlip = true; public string blipString = "M"; - public void Blip() + static MrUpbeat game; + + void Awake() { - double c = Conductor.instance.songPositionInBeatsAsDouble; + game = MrUpbeat.instance; + } + + void Update() + { + blipText.transform.localScale = Vector3.one; + + if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN)) { + Step(true); + } + } + + public void RecursiveBlipping(double beat) + { + if (game.stopBlipping) { + game.stopBlipping = false; + return; + } + if (shouldBlip) { + Blipping(beat); + } BeatAction.New(gameObject, new List() { - new BeatAction.Action(Math.Floor(c) + 0.5f, delegate { - if (MrUpbeat.shouldBlip) { - SoundByte.PlayOneShotGame("mrUpbeat/blip"); - blipAnim.Play("Blip"+(blipSize+1), 0, 0); - blipText.text = (blipSize == 4 && blipString != "") ? blipString : ""; - if (shouldGrow && blipSize < 4) blipSize++; - } - }), - new BeatAction.Action(Math.Floor(c) + 1f, delegate { - Blip(); - }), + new BeatAction.Action(beat + 1, delegate { RecursiveBlipping(beat + 1); }) }); } - public void Step() + public void Blipping(double beat) { - stepTimes++; - - bool x = (stepTimes % 2 == 1); - shadows[0].SetActive(!x); - shadows[1].SetActive(x); - transform.localScale = new Vector3(x ? -1 : 1, 1); + SoundByte.PlayOneShotGame("mrUpbeat/blip"); + blipAnim.Play("Blip"+(blipSize+1), 0, 0); + blipText.text = (blipSize == 4 && blipString != "") ? blipString : ""; + if (shouldGrow && blipSize < 4) blipSize++; + } + public void Step(bool isInput = false) + { + if (isInput || ((game.stepIterate % 2 == 0) == IsMirrored())) { + shadows[0].SetActive(IsMirrored()); + shadows[1].SetActive(!IsMirrored()); + transform.localScale = new Vector3((IsMirrored() ? 1 : -1), 1, 1); + } + anim.DoScaledAnimationAsync("Step", 0.5f); - letterAnim.DoScaledAnimationAsync(x ? "StepRight" : "StepLeft", 0.5f); SoundByte.PlayOneShotGame("mrUpbeat/step"); } public void Fall() { - blipSize = 0; - blipAnim.Play("Idle", 0, 0); - blipText.text = ""; - - anim.DoScaledAnimationAsync("Fall", 0.5f); + anim.DoScaledAnimationAsync((game.stepIterate % 2 == 0) == IsMirrored() ? "FallR" : "FallL", 1f); SoundByte.PlayOneShot("miss"); shadows[0].SetActive(false); shadows[1].SetActive(false); + transform.localScale = new Vector3((IsMirrored() ? 1 : -1), 1, 1); + } + + bool IsMirrored() + { + return transform.localScale != Vector3.one; } } } \ No newline at end of file diff --git a/Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs b/Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs index 99b19cc2c..df9355993 100644 --- a/Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs +++ b/Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs @@ -199,7 +199,9 @@ namespace HeavenStudio.Editor.Track lastPos = transform.localPosition; } - } else { + } + else + { if (moving) moving = false; if (resizingLeft) SetPivot(new Vector2(1, rectTransform.pivot.y)); @@ -287,14 +289,17 @@ namespace HeavenStudio.Editor.Track { var mgs = EventCaller.instance.minigames; string[] datamodels = entity.datamodel.Split('/'); + Debug.Log("Selected entity's datamodel : "+entity.datamodel); - bool isSwitchGame = (datamodels[1] == "switchGame"); + bool isSwitchGame = datamodels[1] == "switchGame"; int gameIndex = mgs.FindIndex(c => c.name == datamodels[isSwitchGame ? 2 : 0]); int block = isSwitchGame ? 0 : mgs[gameIndex].actions.FindIndex(c => c.actionName == datamodels[1]) + 1; if (!isSwitchGame) { + // hardcoded stuff + // needs to happen because hidden blocks technically change the event index if (datamodels[0] == "gameManager") block -= 2; - else if (datamodels[0] is "countIn" or "vfx") block--; + else if (datamodels[0] is "countIn" or "vfx") block -= 1; } GridGameSelector.instance.SelectGame(datamodels[isSwitchGame ? 2 : 0], block);