174 lines
5 KiB
C#
174 lines
5 KiB
C#
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 HeavenStudio.Editor.Track;
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namespace HeavenStudio.Editor.Commands
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{
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public class Selection : IAction
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{
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List<TimelineEventObj> eventObjs;
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List<TimelineEventObj> lastEventObjs;
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public Selection(List<TimelineEventObj> eventObjs)
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{
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this.eventObjs = eventObjs;
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}
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public void Execute()
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{
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}
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public void Redo()
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{
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for (int i = 0; i < lastEventObjs.Count; i++)
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{
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Selections.instance.ShiftClickSelect(lastEventObjs[i]);
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}
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}
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public void Undo()
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{
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lastEventObjs = eventObjs;
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for (int i = 0; i < eventObjs.Count; i++)
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{
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Selections.instance.ShiftClickSelect(eventObjs[i]);
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}
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}
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}
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// I spent 7 hours trying to fix this instead of sleeping, which would've probably worked better.
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// I'll go fuck myself later I'm just glad it works
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// I give massive props to people who code undo/redo systems
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// -- Starpelly
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public class Move : IAction
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{
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public List<Pos> pos = new List<Pos>();
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public class Pos
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{
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public TimelineEventObj eventObj;
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public Vector2 lastPos_;
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public Vector3 previousPos;
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}
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public Move(List<TimelineEventObj> eventObjs)
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{
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pos.Clear();
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for (int i = 0; i < eventObjs.Count; i++)
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{
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Pos p = new Pos();
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p.eventObj = eventObjs[i];
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p.lastPos_ = eventObjs[i].lastPos_;
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p.previousPos = eventObjs[i].transform.localPosition;
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this.pos.Add(p);
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}
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}
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public void Execute()
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{
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}
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public void Redo()
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{
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for (int i = 0; i < pos.Count; i++)
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{
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EnsureEventObj(i);
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pos[i].eventObj.transform.localPosition = pos[i].previousPos;
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pos[i].eventObj.entity.beat = pos[i].eventObj.transform.localPosition.x;
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}
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}
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public void Undo()
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{
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for (int i = 0; i < pos.Count; i++)
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{
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EnsureEventObj(i);
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pos[i].eventObj.transform.localPosition = pos[i].lastPos_;
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pos[i].eventObj.entity.beat = pos[i].eventObj.transform.localPosition.x;
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}
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}
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private void EnsureEventObj(int id)
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{
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if (pos[id].eventObj == null)
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{
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pos[id].eventObj = GameManager.instance.Beatmap.entities.Find(c => c.eventObj.eventObjID == pos[id].eventObj.eventObjID).eventObj;
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}
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}
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}
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public class Place : IAction
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{
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TimelineEventObj eventObj;
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TimelineEventObj deletedObj;
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public Place(TimelineEventObj eventObj)
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{
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this.eventObj = eventObj;
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}
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public void Execute()
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{
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}
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public void Redo()
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{
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deletedObj = Timeline.instance.AddEventObject(deletedObj.entity.datamodel, false, new Vector3(deletedObj.entity.beat, -deletedObj.entity.track * Timeline.instance.LayerHeight()), deletedObj.entity, true, deletedObj.entity.eventObj.eventObjID);
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}
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public void Undo()
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{
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deletedObj = eventObj;
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Selections.instance.Deselect(eventObj);
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Timeline.instance.DestroyEventObject(eventObj.entity);
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// Beatmap.Entity e = deletedObjs[i].entity;
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// Timeline.instance.AddEventObject(e.datamodel, false, new Vector3(e.beat, -e.track * Timeline.instance.LayerHeight()), e, true, e.eventObj.eventObjID);
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}
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}
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public class Deletion : IAction
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{
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List<TimelineEventObj> eventObjs;
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List<TimelineEventObj> deletedObjs;
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public Deletion(List<TimelineEventObj> eventObjs)
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{
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this.eventObjs = eventObjs;
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}
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public void Execute()
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{
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deletedObjs = eventObjs;
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for (int i = 0; i < eventObjs.Count; i++)
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{
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Selections.instance.Deselect(eventObjs[i]);
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Timeline.instance.DestroyEventObject(eventObjs[i].entity);
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}
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}
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public void Redo()
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{
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deletedObjs = eventObjs;
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for (int i = 0; i < eventObjs.Count; i++)
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{
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Selections.instance.Deselect(eventObjs[i]);
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Timeline.instance.DestroyEventObject(eventObjs[i].entity);
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}
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}
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public void Undo()
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{
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for (int i = 0; i < deletedObjs.Count; i++)
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{
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Beatmap.Entity e = deletedObjs[i].entity;
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eventObjs[i] = Timeline.instance.AddEventObject(e.datamodel, false, new Vector3(e.beat, -e.track * Timeline.instance.LayerHeight()), e, true, e.eventObj.eventObjID);
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}
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}
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}
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} |