HeavenStudio/Assets/Scripts/LevelEditor/Editor.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

556 lines
19 KiB
C#

using System;
using System.IO;
using System.Collections;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using SFB;
using HeavenStudio.Common;
using HeavenStudio.Editor.Track;
using HeavenStudio.StudioDance;
using Jukebox;
using UnityEditor;
using System.Linq;
namespace HeavenStudio.Editor
{
public class Editor : MonoBehaviour
{
private GameInitializer Initializer;
[SerializeField] public Canvas MainCanvas;
[SerializeField] public Camera EditorCamera;
[Header("Rect")]
[SerializeField] private RenderTexture ScreenRenderTexture;
[SerializeField] private RawImage Screen;
[SerializeField] private RectTransform GridGameSelectorRect;
public RectTransform eventSelectorBG;
[Header("Components")]
[SerializeField] private Timeline Timeline;
[SerializeField] private TMP_Text GameEventSelectorTitle;
[SerializeField] private TMP_Text BuildDateDisplay;
[SerializeField] public StudioDanceManager StudioDanceManager;
[Header("Toolbar")]
[SerializeField] private Button NewBTN;
[SerializeField] private Button OpenBTN;
[SerializeField] private Button SaveBTN;
[SerializeField] private Button UndoBTN;
[SerializeField] private Button RedoBTN;
[SerializeField] private Button CopyBTN;
[SerializeField] private Button PasteBTN;
[SerializeField] private Button MusicSelectBTN;
[SerializeField] private Button FullScreenBTN;
[SerializeField] private Button TempoFinderBTN;
[SerializeField] private Button SnapDiagBTN;
[SerializeField] private Button ChartParamBTN;
[SerializeField] private Button SortAlphabetBTN;
[SerializeField] private Button SortFavoritesBTN;
[SerializeField] private Button SortChronologicBTN;
[SerializeField] private TMP_InputField SearchBar;
[Header("Confirm Quit")]
[SerializeField] private GameObject _confirmQuitMain;
[SerializeField] private Button _quitYes;
[SerializeField] private Button _quitNo;
[SerializeField] private Button EditorThemeBTN;
[SerializeField] private Button EditorSettingsBTN;
[Header("Dialogs")]
[SerializeField] private Dialog[] Dialogs;
[Header("Tooltip")]
public TMP_Text tooltipText;
[Header("Properties")]
private bool changedMusic = false;
private bool loadedMusic = false;
private string currentRemixPath = "";
private string remixName = "";
public bool fullscreen;
public bool discordDuringTesting = false;
public bool canSelect = true;
public bool editingInputField = false;
public bool inAuthorativeMenu = false;
public bool isCursorEnabled = true;
public bool isDiscordEnabled = true;
public bool isShortcutsEnabled { get { return (!inAuthorativeMenu) && (!editingInputField); } }
private Vector2 lastScreenSize = Vector2.zero;
public static Editor instance { get; private set; }
private void Start()
{
instance = this;
Initializer = GetComponent<GameInitializer>();
canSelect = true;
}
public void Init()
{
GameManager.instance.StaticCamera.targetTexture = ScreenRenderTexture;
GameManager.instance.CursorCam.targetTexture = ScreenRenderTexture;
Screen.texture = ScreenRenderTexture;
GameManager.instance.Init();
Timeline.Init();
foreach (var minigame in EventCaller.instance.minigames)
AddIcon(minigame);
UpdateEditorStatus(true);
BuildDateDisplay.text = GlobalGameManager.buildTime;
isCursorEnabled = PersistentDataManager.gameSettings.editorCursorEnable;
isDiscordEnabled = PersistentDataManager.gameSettings.discordRPCEnable;
GameManager.instance.CursorCam.enabled = isCursorEnabled;
}
public void AddIcon(Minigames.Minigame minigame)
{
if (minigame.hidden) return;
GameObject GameIcon_ = Instantiate(GridGameSelectorRect.GetChild(0).gameObject, GridGameSelectorRect);
GameIcon_.GetComponent<Image>().sprite = GameIcon(minigame.name);
GameIcon_.GetComponent<GridGameSelectorGame>().MaskTex = GameIconMask(minigame.name);
GameIcon_.GetComponent<GridGameSelectorGame>().UnClickIcon();
GameIcon_.gameObject.SetActive(true);
GameIcon_.name = minigame.name;
var ggs = GridGameSelectorRect.GetComponent<GridGameSelector>();
(minigame.fxOnly ? ggs.fxActive : ggs.mgsActive).Add(GameIcon_.GetComponent<RectTransform>());
}
public void ShowQuitPopUp(bool show)
{
_confirmQuitMain.SetActive(show);
SetAuthoritiveMenu(show);
}
public bool ShouldQuit = false;
public void QuitGame()
{
ShouldQuit = true;
Application.Quit();
}
public void Update()
{
if (!PersistentDataManager.gameSettings.scaleWScreenSize)
MainCanvas.scaleFactor = 1.0f + (0.25f * PersistentDataManager.gameSettings.editorScale);
MainCanvas.GetComponent<CanvasScaler>().uiScaleMode = (PersistentDataManager.gameSettings.scaleWScreenSize) ? CanvasScaler.ScaleMode.ScaleWithScreenSize : CanvasScaler.ScaleMode.ConstantPixelSize;
}
public void LateUpdate()
{
if (lastScreenSize != new Vector2(UnityEngine.Screen.width, UnityEngine.Screen.height))
{
// Timeline.OnScreenResize();
}
lastScreenSize = new Vector2(UnityEngine.Screen.width, UnityEngine.Screen.height);
#region Keyboard Shortcuts
if (isShortcutsEnabled)
{
if (Input.GetKeyDown(KeyCode.Tab))
{
Fullscreen();
}
if (Input.GetKeyDown(KeyCode.Delete) || Input.GetKeyDown(KeyCode.Backspace))
{
CommandManager.Instance.AddCommand(new Commands.Delete(Selections.instance.eventsSelected.Select(c => c.entity.guid).ToList()));
}
if (Input.GetKey(KeyCode.LeftControl))
{
if (Input.GetKeyDown(KeyCode.Z))
{
if (Input.GetKey(KeyCode.LeftShift))
CommandManager.Instance.RedoCommand();
else
CommandManager.Instance.UndoCommand();
}
else if (Input.GetKeyDown(KeyCode.Y))
{
CommandManager.Instance.RedoCommand();
}
else if (Input.GetKeyDown(KeyCode.C))
{
Timeline.instance.CopySelected();
}
else if (Input.GetKeyDown(KeyCode.V))
{
Timeline.instance.Paste();
}
if (Input.GetKey(KeyCode.LeftShift))
{
if (Input.GetKeyDown(KeyCode.D))
{
ToggleDebugCam();
}
}
}
if (Input.GetKey(KeyCode.LeftControl))
{
if (Input.GetKeyDown(KeyCode.N))
{
NewBTN.onClick.Invoke();
}
else if (Input.GetKeyDown(KeyCode.O))
{
OpenRemix();
}
else if (Input.GetKey(KeyCode.LeftAlt))
{
if (Input.GetKeyDown(KeyCode.S))
{
SaveRemix(true);
}
}
else if (Input.GetKeyDown(KeyCode.S))
{
SaveRemix(false);
}
}
}
#endregion
// Undo+Redo
if (CommandManager.Instance.CanUndo())
UndoBTN.transform.GetChild(0).GetComponent<Image>().color = Color.white;
else
UndoBTN.transform.GetChild(0).GetComponent<Image>().color = Color.gray;
if (CommandManager.Instance.CanRedo())
RedoBTN.transform.GetChild(0).GetComponent<Image>().color = Color.white;
else
RedoBTN.transform.GetChild(0).GetComponent<Image>().color = Color.gray;
// Copy+Paste
if (Selections.instance.eventsSelected.Count > 0)
CopyBTN.transform.GetChild(0).GetComponent<Image>().color = Color.white;
else
CopyBTN.transform.GetChild(0).GetComponent<Image>().color = Color.gray;
if (Timeline.instance.CopiedEntities.Count > 0)
PasteBTN.transform.GetChild(0).GetComponent<Image>().color = Color.white;
else
PasteBTN.transform.GetChild(0).GetComponent<Image>().color = Color.gray;
if (Timeline.instance.timelineState.selected && Editor.instance.canSelect)
{
/*
if (Input.GetMouseButtonUp(0))
{
List<TimelineEventObj> selectedEvents = Timeline.instance.eventObjs.FindAll(c => c.selected == true && c.eligibleToMove == true);
if (selectedEvents.Count > 0)
{
List<TimelineEventObj> result = new List<TimelineEventObj>();
for (int i = 0; i < selectedEvents.Count; i++)
{
//TODO: this is in LateUpdate, so this will never run! change this to something that works properly
if (!(selectedEvents[i].isCreating || selectedEvents[i].wasDuplicated))
{
result.Add(selectedEvents[i]);
}
selectedEvents[i].OnUp();
}
CommandManager.instance.Execute(new Commands.Move(result));
}
}
*/
}
}
public static Sprite GameIcon(string name)
{
return Resources.Load<Sprite>($"Sprites/Editor/GameIcons/{name}");
}
public static Texture GameIconMask(string name)
{
return Resources.Load<Texture>($"Sprites/Editor/GameIcons/{name}_mask");
}
#region Dialogs
public void SelectMusic()
{
var extensions = new[]
{
new ExtensionFilter("Music Files", "mp3", "ogg", "wav", "aiff", "aif", "aifc")
};
#if UNITY_STANDALONE_WINDOWS
StandaloneFileBrowser.OpenFilePanelAsync("Open File", "", extensions, false, async (string[] paths) =>
{
if (paths.Length > 0)
{
try
{
if (paths.Length == 0) return;
RiqFileHandler.WriteSong(paths[0]);
StartCoroutine(LoadMusic());
return;
}
catch (System.Exception e)
{
Debug.Log($"Error selecting music file: {e.Message}");
Debug.LogException(e);
GlobalGameManager.ShowErrorMessage("Error", e.Message);
return;
}
}
await Task.Yield();
}
);
#else
StandaloneFileBrowser.OpenFilePanelAsync("Open File", "", extensions, false, async (string[] paths) =>
{
if (paths.Length > 0)
{
try
{
if (paths.Length == 0) return;
RiqFileHandler.WriteSong(paths[0]);
StartCoroutine(LoadMusic());
return;
}
catch (System.Exception e)
{
Debug.Log($"Error selecting music file: {e.Message}");
Debug.LogException(e);
GlobalGameManager.ShowErrorMessage("Error", e.Message);
return;
}
}
await Task.Yield();
}
);
#endif
}
IEnumerator LoadMusic()
{
yield return GameManager.instance.LoadMusic();
Timeline.FitToSong();
// Timeline.CreateWaveform();
}
public void SaveRemix(bool saveAs = true)
{
Debug.Log(GameManager.instance.Beatmap["propertiesmodified"]);
if (!(bool)GameManager.instance.Beatmap["propertiesmodified"])
{
foreach (var dialog in Dialogs)
{
if (dialog.GetType() == typeof(RemixPropertiesDialog))
{
GlobalGameManager.ShowErrorMessage("Set Remix Properties", "Set remix properties before saving.");
(dialog as RemixPropertiesDialog).SwitchPropertiesDialog();
(dialog as RemixPropertiesDialog).SetSaveOnClose(true, saveAs);
return;
}
}
}
else
{
if (saveAs)
{
SaveRemixFilePanel();
}
else
{
if (currentRemixPath is "" or null)
{
SaveRemixFilePanel();
}
else
{
SaveRemixFile(currentRemixPath);
}
}
}
}
private void SaveRemixFilePanel()
{
var extensions = new[]
{
new ExtensionFilter("Heaven Studio Remix File", "riq")
};
StandaloneFileBrowser.SaveFilePanelAsync("Save Remix As", "", "remix_level", extensions, (string path) =>
{
if (path != String.Empty)
{
SaveRemixFile(path);
currentRemixPath = path;
}
});
}
private void SaveRemixFile(string path)
{
try
{
RiqFileHandler.WriteRiq(GameManager.instance.Beatmap);
RiqFileHandler.PackRiq(path, true);
Debug.Log("Packed RIQ successfully!");
return;
}
catch (System.Exception e)
{
Debug.Log($"Error packing RIQ: {e.Message}");
return;
}
}
public void NewRemix()
{
if (Timeline.instance != null)
Timeline.instance?.Stop(0);
else
GameManager.instance.Stop(0);
LoadRemix(true);
}
public void LoadRemix(bool create = false)
{
if (create)
{
GameManager.instance.NewRemix();
currentRemixPath = string.Empty;
}
else
{
GameManager.instance.LoadRemix(true);
}
Timeline.instance.LoadRemix();
Timeline.FitToSong();
}
public void OpenRemix()
{
var extensions = new[]
{
new ExtensionFilter("Heaven Studio Remix File ", new string[] { "riq" }),
};
StandaloneFileBrowser.OpenFilePanelAsync("Open Remix", "", extensions, false, (string[] paths) =>
{
var path = Path.Combine(paths);
if (path == string.Empty) return;
try
{
string tmpDir = RiqFileHandler.ExtractRiq(path);
Debug.Log("Imported RIQ successfully!");
LoadRemix();
}
catch (System.Exception e)
{
Debug.Log($"Error importing RIQ: {e.Message}");
Debug.LogException(e);
GlobalGameManager.ShowErrorMessage("Error Loading RIQ", e.Message + "\n\n" + e.StackTrace);
return;
}
StartCoroutine(LoadMusic());
currentRemixPath = path;
remixName = Path.GetFileName(path);
UpdateEditorStatus(false);
CommandManager.Instance.Clear();
});
}
#endregion
public void Fullscreen()
{
MainCanvas.gameObject.SetActive(fullscreen);
if (fullscreen == false)
{
MainCanvas.enabled = false;
EditorCamera.enabled = false;
GameManager.instance.StaticCamera.targetTexture = null;
GameManager.instance.CursorCam.enabled = (PlayerInput.CurrentControlStyle == InputSystem.InputController.ControlStyles.Touch)
&& isCursorEnabled;
GameManager.instance.CursorCam.targetTexture = null;
GameManager.instance.CursorCam.rect = new Rect(0, 0, 1, 1);
fullscreen = true;
}
else
{
MainCanvas.enabled = true;
EditorCamera.enabled = true;
GameManager.instance.StaticCamera.targetTexture = ScreenRenderTexture;
GameManager.instance.CursorCam.enabled = true && isCursorEnabled;
GameManager.instance.CursorCam.targetTexture = ScreenRenderTexture;
fullscreen = false;
GameCamera.instance.camera.rect = new Rect(0, 0, 1, 1);
GameManager.instance.CursorCam.rect = new Rect(0, 0, 1, 1);
GameManager.instance.OverlayCamera.rect = new Rect(0, 0, 1, 1);
EditorCamera.rect = new Rect(0, 0, 1, 1);
}
GameManager.instance.CircleCursor.LockCursor(fullscreen);
Timeline.AutoBtnUpdate();
}
private void UpdateEditorStatus(bool updateTime)
{
GlobalGameManager.UpdateDiscordStatus($"{remixName}", true, updateTime);
}
public void SetGameEventTitle(string txt)
{
GameEventSelectorTitle.text = txt;
}
public static bool MouseInRectTransform(RectTransform rectTransform)
{
return (rectTransform.gameObject.activeSelf && RectTransformUtility.RectangleContainsScreenPoint(rectTransform, Input.mousePosition, Editor.instance.EditorCamera));
}
public void ReturnToTitle()
{
GlobalGameManager.LoadScene("Title");
}
public void SetAuthoritiveMenu(bool state)
{
inAuthorativeMenu = state;
}
public void ToggleDebugCam()
{
var game = GameManager.instance.currentGameO;
if (game != null)
{
foreach (FreeCam c in game.GetComponentsInChildren<FreeCam>(true))
{
c.enabled = !c.enabled;
}
}
}
}
}