using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using TMPro; namespace RhythmHeavenMania.Editor { public class Timeline : MonoBehaviour { [Header("Song Positions")] [SerializeField] private TMP_Text SongBeat; [SerializeField] private TMP_Text SongPos; [Header("Timeline Properties")] private bool isPlaying = false; private float lastBeatPos = 0; [Header("Timeline Components")] [SerializeField] private RectTransform TimelineSlider; [SerializeField] private RectTransform TimelineContent; [SerializeField] private RectTransform TimelineSongPosLineRef; private RectTransform TimelineSongPosLine; #region Initializers public void Init() { } #endregion private void Update() { SongBeat.text = $"Beat {string.Format("{0:0.000}", Conductor.instance.songPositionInBeats)}"; SongPos.text = FormatTime(Conductor.instance.songPosition); isPlaying = Conductor.instance.isPlaying; if (Input.GetKeyDown(KeyCode.Space)) { if (Input.GetKey(KeyCode.LeftShift)) { PlayCheck(true); } else { PlayCheck(false); } } SliderControl(); lastBeatPos = Conductor.instance.songPositionInBeats; } private void SliderControl() { if (TimelineSongPosLine != null) { TimelineSongPosLine.transform.localPosition = new Vector3(Conductor.instance.songPositionInBeats, TimelineSlider.transform.localPosition.y); TimelineSongPosLine.transform.localScale = new Vector3(1f / TimelineContent.transform.localScale.x, TimelineSlider.transform.localScale.y, 1); } } #region PlayChecks public void PlayCheck(bool fromStart) { if (fromStart) { if (isPlaying) Play(true); else Stop(); } else { if (!isPlaying) { Play(false); } else { Pause(); } } } public void Play(bool fromStart) { if (fromStart) Stop(); if (!Conductor.instance.isPaused) { TimelineSongPosLine = Instantiate(TimelineSongPosLineRef, TimelineSongPosLineRef.parent).GetComponent(); TimelineSongPosLine.gameObject.SetActive(true); } Conductor.instance.Play(); } public void Pause() { // isPaused = true; Conductor.instance.Pause(); } public void Stop() { // isPaused = true; // timelineSlider.value = 0; Destroy(TimelineSongPosLine.gameObject); Conductor.instance.Stop(); } #endregion #region Extras private string FormatTime(float time) { int minutes = (int)time / 60; int seconds = (int)time - 60 * minutes; int milliseconds = (int)(1000 * (time - minutes * 60 - seconds)); return string.Format("{0:00}:{1:00}:{2:000}", minutes, seconds, milliseconds); } #endregion } }