HeavenStudio/Assets/Scripts/LevelEditor/RemixPropertiesDialog/RemixPropertiesDialog.cs
Rapandrasmus 98835c3936
Title Screen (#454)
* Barebones title screen prefab added

* logo and stuff

* cool

* Added sfx to title screen

* The logo now bops to the beat

* epic reveal

* Fixed something

* put some of the stuff into the main menu

* other logo bop

* Implemented logobop2 and starbop

* added scrolling bg, tweaked positioning and wip splash text for play button

* more menu

* ooops

* Expand implemented

* cool

* Made stars spawn in in the opening

* make UI elements look nicer on different aspect ratios

* add sound while hovering over logo

* add settings menu to title screen

make the title screen properly play after the opening

* swap out title screen hover sound

remove the old config path warning

* every button works, some play mode fixes

* fix issues with beataction/multisound and pausing

* fix dropdown menus not working in certain screens

* fix particles rotating when camera controls are used

* touch style pause menu items only trigger if cursor is over an item

* various changes

make playback (unpausing) more reliable
only apply changes to advanced audio settings on launch
fix title screen visuals
add opening music
continue past opening by pressing a key
update credits

* almost forgot this

* lol

* initial flow mems

* user-taggable fonts in textboxes

* alt materials for kurokane

* assets prep

* plan out judgement screen layout

change sound encodings

* start sequencing judgement

* judgement screen sequence

* full game loop

* fix major issue with pooled sound objects

rebalance ranking audio
fix issues with some effects in play mode

* new graphics

* particles

* make certain uses of the beat never go below 0

fix loop of superb music

* make markers non clamped

lockstep frees rendertextures when unloading

* lockstep creates its own rendertextures

swapped button order on title screen
added null checks to animation helpers
disabled controller auto-search for now

* enable particles on OK rank

* play mode info panel

* let play mode handle its own fade out

* fix that alignment bug in controller settings

* more safety here

* Update PauseMenu.cs

* settable (one-liner) rating screen text

* address minigame loading crashes

* don't do this twice

* wav converter for mp3

* Update Minigames.cs

* don't double-embed the converted audio

* studio dance bugfixing spree

* import redone sprites for studio dance

* update jukebox

prep epilogue screen

* epilogue screen

* studio dance inkling shuffle test

* new studio dance choreo system

* markers upgrade

* fix deleting volume changes and markers

prep category markers

* Update Editor.unity

* new rating / epilogue settings look

* update to use new tooltip system

mark certain editor components as blocking

* finish category system

* dedicated tempo / volume marker dialogs

* swing prep

* open properties dialog if mapper hasn't opened it prior for this chart

fix memory copy bug when making new chart

* fix ctrl + s

* return to title screen button

* make graphy work everywhere

studio dance selector
membillion mems

* make sure riq cache is clear when loading chart

* lol

* fix the stupid

* bring back tempo and volume change scrolling

* new look for panels

* adjust alignment

* round tooltip

* alignment of chart property prefab

* change scale factor of mem

* adjust open captions material

no dotted BG in results commentary (only epilogue)
bugfix for tempo / volume scroll

* format line 2 of judgement a bit better

update font

* oops

* adjust look of judgement score bar

* new rating bar

* judgement size adjustment

* fix timing window scaling with song pitch

* proper clamping in dialogs

better sync conductor to dsptime (experiment)

* disable timeline pitch change when song is paused

enable perfect challenge if no marker is set to do so

* new app icon

* timing window values are actually double now

* improve deferred timekeep even more

* re-generate font atlases

new app icon in credits

* default epilogue images

* more timing window adjustment

* fix timing display when pitched

* use proper terminology here

* new logo on titlescreen

* remove wip from play

update credits

* adjust spacing of play mode panel

* redo button spacing

* can pass title screen with any controller

fix issues with controller auto-search

* button scale fixes

* controller title screen nav

* remove song genre from properties editor

* disable circle cursor when not using touch style

* proper selection graphic

remove refs
re-add heart to the opening

* controller support in opening

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00

150 lines
4.8 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using HeavenStudio.Editor.Track;
using Jukebox;
using Jukebox.Legacy;
using TMPro;
namespace HeavenStudio.Editor
{
public class RemixPropertiesDialog : Dialog
{
[Header("General References")]
[SerializeField] TabsManager tabsManager;
[SerializeField] Sprite returnIcon;
[SerializeField] Color returnColor;
[SerializeField] Sprite saveIcon;
[SerializeField] Color saveColor;
[SerializeField] Image returnButtonImage;
[SerializeField] GameObject onSaveButton;
[Header("Containers")]
[SerializeField] ChartInfoProperties[] containers;
[Header("Tabs")]
[SerializeField] private TabsManager.TabsEntry[] tabs;
[Header("Property Prefabs")]
[SerializeField] public GameObject IntegerP;
[SerializeField] public GameObject FloatP;
[SerializeField] public GameObject BooleanP;
[SerializeField] public GameObject DropdownP;
[SerializeField] public GameObject ColorP;
[SerializeField] public GameObject StringP;
[SerializeField] public GameObject ImageP;
[Header("Layout Prefabs")]
[SerializeField] public GameObject DividerP;
[SerializeField] public GameObject HeaderP;
[SerializeField] public GameObject SubHeaderP;
[SerializeField] public GameObject ResultDialogP;
[NonSerialized] public RiqBeatmap chart;
List<GameObject> tabContents;
bool saveAfterClose = false, saveAs = false;
private void Start() { }
public void SwitchPropertiesDialog()
{
if (dialog.activeSelf)
{
Editor.instance.canSelect = true;
Editor.instance.inAuthorativeMenu = false;
Editor.instance.editingInputField = false;
dialog.SetActive(false);
tabsManager.CleanTabs();
tabContents = null;
}
else
{
ResetAllDialogs();
Editor.instance.canSelect = false;
Editor.instance.inAuthorativeMenu = true;
Editor.instance.editingInputField = true;
dialog.SetActive(true);
chart = GameManager.instance.Beatmap;
chart["propertiesmodified"] = true;
SetSaveOnClose(false);
tabContents = tabsManager.GenerateTabs(tabs);
foreach (var tab in tabContents)
{
tab.GetComponent<ChartInfoProperties>().Init(this);
}
}
}
public void CloseAndSave()
{
if (saveAfterClose)
{
Editor.instance.SaveRemix(saveAs);
}
SwitchPropertiesDialog();
}
public void SetSaveOnClose(bool saveAfterClose, bool saveAs = false)
{
this.saveAfterClose = saveAfterClose;
this.saveAs = saveAs;
onSaveButton.SetActive(saveAfterClose);
}
public void SetupDialog(PropertyTag[] tags, ChartInfoProperties container)
{
chart = GameManager.instance.Beatmap;
chart["propertiesmodified"] = true;
foreach (PropertyTag property in tags)
{
if (chart.data.properties.ContainsKey(property.tag))
{
container.AddParam(this, property.tag, chart.data.properties[property.tag], property.label, property.isReadOnly);
}
else
{
if (property.tag == "divider")
{
container.AddDivider(this);
}
else if (property.tag == "header")
{
container.AddHeader(this, property.label);
}
else if (property.tag == "subheader")
{
container.AddSubHeader(this, property.label);
}
else if (property.tag == "resultmessagediag")
{
container.AddResultMessageEditor(this);
}
else
{
Debug.LogWarning("Property Menu generation Warning: Property " + property.tag + " not found, skipping...");
}
}
}
}
private void CleanDialog() {}
private void Update() {}
[Serializable]
public class PropertyTag
{
public string tag;
public string label;
public bool isReadOnly;
}
}
}