HeavenStudio/Assets/Scripts/LevelEditor/RemixPropertiesDialog/RemixPropertiesDialog.cs
2022-09-03 19:10:27 -04:00

86 lines
2.4 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Editor.Track;
using TMPro;
namespace HeavenStudio.Editor
{
public class RemixPropertiesDialog : Dialog
{
[Header("Editable Properties")]
[SerializeField] PropertyTag[] infoTags;
[SerializeField] PropertyTag[] flavourTags;
[Header("Containers")]
[SerializeField] ChartInfoProperties infoContainer;
// [SerializeField] ChartFlavourProperties flavourContainer;
public DynamicBeatmap chart;
private void Start() { }
public void SwitchPropertiesDialog()
{
if (dialog.activeSelf)
{
Editor.instance.canSelect = true;
Editor.instance.inAuthorativeMenu = false;
dialog.SetActive(false);
CleanDialog();
}
else
{
ResetAllDialogs();
Editor.instance.canSelect = false;
Editor.instance.inAuthorativeMenu = true;
dialog.SetActive(true);
SetupDialog();
}
}
private void SetupDialog()
{
chart = GameManager.instance.Beatmap;
PropertyTag[] tags = infoTags;
int i = 0;
foreach (PropertyTag property in tags)
{
if (chart.properties.ContainsKey(property.tag))
{
Debug.Log($"Found property: {property.tag} with label {property.label}");
infoContainer.AddParam(this, property.tag, chart.properties[property.tag], property.label, property.isReadOnly);
}
else
{
if (property.tag == "divider")
{
//TODO: prefab that's just a dividing line
}
else
{
Debug.LogWarning("Property Menu generation Warning: Property " + property.tag + " not found, skipping...");
}
}
i++;
}
}
private void CleanDialog() {}
private void Update() {}
[Serializable]
public class PropertyTag
{
public string tag;
public string label;
public bool isReadOnly;
}
}
}