HeavenStudio/Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/TempoTimelineObj.cs
minenice55 b1fab52ad9
Integration of Jukebox Library (#451) (#457)
* add Jukebox library

todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol

* make sound, input scheduling, and super curve use double precision

* successfully load charts

* editor works again

v1 riqs can be saved and loaded

* first tempo and volume markers are unmovable

fix loading of charts' easing values

* use gsync / freesync

* update Jukebox refs to SoundByte

* game events use double part 1

Air Rally - Glee Club converted

* don't load song if chart load fails

* finish conversion of all minigames

* remove editor waveform toggle

* timeline now respects added song offset length

clear cache files on app close
prepped notes for dsp sync

* update timeline length when offset changed

* update to latest Jukebox

* make error panel object in global game manager

* improve conductor music scheduling

* added error message box

fix first game events sometimes not playing
2023-06-10 19:17:06 +00:00

104 lines
3.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using DG.Tweening;
using Jukebox;
using Jukebox.Legacy;
namespace HeavenStudio.Editor.Track
{
public class TempoTimelineObj : SpecialTimelineObj
{
[Header("Components")]
[SerializeField] private TMP_Text tempoTXT;
[SerializeField] private GameObject tempoLine;
public RiqEntity tempoChange;
new private void Update()
{
base.Update();
if (hovering)
{
SpecialTimeline.hoveringTypes |= SpecialTimeline.HoveringTypes.TempoChange;
if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.TempoChange)
{
float newTempo = Input.mouseScrollDelta.y;
if (Input.GetKey(KeyCode.LeftShift))
newTempo *= 5f;
if (Input.GetKey(KeyCode.LeftControl))
newTempo /= 100f;
tempoChange["tempo"] += newTempo;
//make sure tempo is positive
if (tempoChange["tempo"] < 1)
tempoChange["tempo"] = 1;
if (first && newTempo != 0)
Timeline.instance.UpdateStartingBPMText();
}
}
UpdateTempo();
}
private void UpdateTempo()
{
tempoTXT.text = $"{tempoChange["tempo"]} BPM";
Timeline.instance.FitToSong();
}
public override void Init()
{
UpdateTempo();
}
public override void OnLeftClick()
{
if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.TempoChange)
StartMove();
}
public override void OnRightClick()
{
if (first) return;
if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.TempoChange)
{
GameManager.instance.Beatmap.TempoChanges.Remove(tempoChange);
DeleteObj();
}
}
public override bool OnMove(float beat)
{
foreach (var tempoChange in GameManager.instance.Beatmap.TempoChanges)
{
if (this.tempoChange == tempoChange)
continue;
if (beat > tempoChange.beat - Timeline.instance.snapInterval && beat < tempoChange.beat + Timeline.instance.snapInterval)
return false;
}
this.tempoChange.beat = beat;
return true;
}
public override void SetVisibility(Timeline.CurrentTimelineState.State state)
{
if (state == Timeline.CurrentTimelineState.State.TempoChange || state == Timeline.CurrentTimelineState.State.Selection)
{
gameObject.SetActive(true);
if (state == Timeline.CurrentTimelineState.State.TempoChange)
tempoLine.SetActive(true);
else
tempoLine.SetActive(false);
}
else
gameObject.SetActive(false);
}
}
}