bccd88e164
* prep UI for chart section
* all special layers now on one area
todo: have buttons toggle between special layers (selection mode shows all?), use the tabs system for this
* swapping between special timelines - prelim
* special entities can be placed
* spec. timeline base functions complete
music volume changes should work now
* attempt at input lag reduction
needs testing
* fix dsp issues
* smaller DSP buffer?
* Revert "smaller DSP buffer?"
This reverts commit 9d36db5ff9
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* make conductor clock use real time (double)
change order of execution of input-related scripts to further attempt a reduction in input latency
* start values can be changed
make the old special entity bar visible when the corresponding type is selected
* creation of Chart Sections (TODO: GO REFERENCE)
* added GO references
* section edit dialog
* disable wrapping on chart section obj
* backspace can now delete entities
* entities don't shift when duplicated
* fix PlayerActionEvent order of operations
- fixed remix loading trying to clear special timeline while it's writing to itself
* make oop check match parity
* more operation order fix
* fix Karate Man BG initialization
* show section progress in editor
todo: section progress in-game
* more fix for entity duping
80 lines
2.7 KiB
C#
80 lines
2.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using Newtonsoft.Json;
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using TMPro;
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using Starpelly;
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using HeavenStudio.Editor.Track;
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namespace HeavenStudio.Editor
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{
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public class EditorTheme : MonoBehaviour
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{
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public TextAsset ThemeTXT;
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public static Theme theme;
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[Header("Components")]
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[SerializeField] private Image layer;
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[SerializeField] private Image specialLayers;
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[SerializeField] private Image tempoLayer;
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[SerializeField] private Image musicLayer;
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[SerializeField] private Image sectionLayer;
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private void Awake()
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{
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theme = JsonConvert.DeserializeObject<Theme>(ThemeTXT.text);
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}
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private void Start()
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{
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specialLayers.GetComponent<Image>().color = theme.properties.SpecialLayersCol.Hex2RGB();
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tempoLayer.GetComponent<Image>().color = theme.properties.TempoLayerCol.Hex2RGB();
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musicLayer.GetComponent<Image>().color = theme.properties.MusicLayerCol.Hex2RGB();
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sectionLayer.GetComponent<Image>().color = theme.properties.SectionLayerCol.Hex2RGB();
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Tooltip.AddTooltip(specialLayers.gameObject, $"All Special Tracks");
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Tooltip.AddTooltip(tempoLayer.gameObject, $"Tempo Track");
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Tooltip.AddTooltip(musicLayer.gameObject, $"Music Volume Track");
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Tooltip.AddTooltip(sectionLayer.gameObject, $"Remix Sections Track");
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layer.gameObject.SetActive(false);
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for (int i = 0; i < Timeline.instance.LayerCount; i++)
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{
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GameObject layer = Instantiate(this.layer.gameObject, this.layer.transform.parent);
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layer.SetActive(true);
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layer.transform.GetChild(0).GetComponent<TMP_Text>().text = $"Track {i + 1}";
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Color c = Color.white;
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switch (i)
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{
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case 0:
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c = theme.properties.Layer1Col.Hex2RGB();
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break;
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case 1:
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c = theme.properties.Layer2Col.Hex2RGB();
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break;
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case 2:
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c = theme.properties.Layer3Col.Hex2RGB();
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break;
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case 3:
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c = theme.properties.Layer4Col.Hex2RGB();
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break;
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case 4:
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c = theme.properties.Layer5Col.Hex2RGB();
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break;
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}
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layer.GetComponent<Image>().color = c;
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Tooltip.AddTooltip(layer, $"Track {i + 1}");
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}
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Destroy(layer);
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}
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}
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} |