98835c3936
* 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>
236 lines
9.1 KiB
C#
236 lines
9.1 KiB
C#
using System;
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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 Jukebox;
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using HeavenStudio.Editor.Track;
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using Newtonsoft.Json;
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using UnityEditor;
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using UnityEngine.Timeline;
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namespace HeavenStudio.Editor.Commands
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{
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public class AddMarker : ICommand
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{
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private RiqEntity placedEntityData;
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private Guid placedEventID;
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private int placedTimes = 0;
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private SpecialTimeline.HoveringTypes type;
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public AddMarker(RiqEntity placedEntityData, Guid placedEventID, SpecialTimeline.HoveringTypes type)
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{
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this.placedEntityData = placedEntityData.DeepCopy();
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this.placedEventID = placedEventID;
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this.type = type;
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}
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public void Execute()
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{
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if (placedTimes > 0)
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{
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var entity = placedEntityData.DeepCopy();
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entity.guid = placedEventID;
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switch (type)
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{
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case SpecialTimeline.HoveringTypes.TempoChange:
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GameManager.instance.Beatmap.TempoChanges.Add(entity);
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SpecialTimeline.instance.AddTempoChange(false, entity);
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break;
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case SpecialTimeline.HoveringTypes.VolumeChange:
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GameManager.instance.Beatmap.VolumeChanges.Add(entity);
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SpecialTimeline.instance.AddVolumeChange(false, entity);
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break;
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case SpecialTimeline.HoveringTypes.SectionChange:
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GameManager.instance.Beatmap.SectionMarkers.Add(entity);
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SpecialTimeline.instance.AddChartSection(false, entity);
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break;
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}
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GameManager.instance.SortEventsList();
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}
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placedTimes++;
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}
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public void Undo()
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{
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RiqEntity createdEntity = null;
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switch (type)
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{
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case SpecialTimeline.HoveringTypes.TempoChange:
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createdEntity = GameManager.instance.Beatmap.TempoChanges.Find(x => x.guid == placedEventID);
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break;
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case SpecialTimeline.HoveringTypes.VolumeChange:
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createdEntity = GameManager.instance.Beatmap.VolumeChanges.Find(x => x.guid == placedEventID);
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break;
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case SpecialTimeline.HoveringTypes.SectionChange:
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createdEntity = GameManager.instance.Beatmap.SectionMarkers.Find(x => x.guid == placedEventID);
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break;
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}
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if (createdEntity != null)
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{
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placedEntityData = createdEntity.DeepCopy();
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var marker = SpecialTimeline.instance.specialTimelineObjs[createdEntity.guid];
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switch (type)
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{
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case SpecialTimeline.HoveringTypes.TempoChange:
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GameManager.instance.Beatmap.TempoChanges.Remove(createdEntity);
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break;
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case SpecialTimeline.HoveringTypes.VolumeChange:
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GameManager.instance.Beatmap.VolumeChanges.Remove(createdEntity);
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break;
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case SpecialTimeline.HoveringTypes.SectionChange:
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GameManager.instance.Beatmap.SectionMarkers.Remove(createdEntity);
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break;
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}
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SpecialTimeline.instance.specialTimelineObjs.Remove(createdEntity.guid);
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GameObject.Destroy(marker.gameObject);
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GameManager.instance.SortEventsList();
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}
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}
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}
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public class DeleteMarker : ICommand
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{
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private RiqEntity deletedEntityData;
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private Guid deletedEventID;
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private SpecialTimeline.HoveringTypes type;
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public DeleteMarker(Guid deletedEventID, SpecialTimeline.HoveringTypes type)
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{
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this.deletedEventID = deletedEventID;
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this.type = type;
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}
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public void Execute()
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{
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RiqEntity deletedEntity = null;
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switch (type)
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{
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case SpecialTimeline.HoveringTypes.TempoChange:
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deletedEntity = GameManager.instance.Beatmap.TempoChanges.Find(x => x.guid == deletedEventID);
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break;
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case SpecialTimeline.HoveringTypes.VolumeChange:
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deletedEntity = GameManager.instance.Beatmap.VolumeChanges.Find(x => x.guid == deletedEventID);
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break;
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case SpecialTimeline.HoveringTypes.SectionChange:
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deletedEntity = GameManager.instance.Beatmap.SectionMarkers.Find(x => x.guid == deletedEventID);
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break;
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}
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if (deletedEntity != null)
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{
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SpecialTimelineObj marker = SpecialTimeline.instance.specialTimelineObjs[deletedEventID];
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deletedEntityData = deletedEntity.DeepCopy();
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deletedEntityData.guid = deletedEventID;
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switch (type)
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{
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case SpecialTimeline.HoveringTypes.TempoChange:
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GameManager.instance.Beatmap.TempoChanges.Remove(deletedEntity);
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break;
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case SpecialTimeline.HoveringTypes.VolumeChange:
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GameManager.instance.Beatmap.VolumeChanges.Remove(deletedEntity);
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break;
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case SpecialTimeline.HoveringTypes.SectionChange:
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GameManager.instance.Beatmap.SectionMarkers.Remove(deletedEntity);
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break;
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}
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SpecialTimeline.instance.specialTimelineObjs.Remove(deletedEventID);
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GameObject.Destroy(marker.gameObject);
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GameManager.instance.SortEventsList();
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}
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}
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public void Undo()
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{
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if (deletedEntityData != null)
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{
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switch (type)
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{
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case SpecialTimeline.HoveringTypes.TempoChange:
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GameManager.instance.Beatmap.TempoChanges.Add(deletedEntityData);
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SpecialTimeline.instance.AddTempoChange(false, deletedEntityData);
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break;
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case SpecialTimeline.HoveringTypes.VolumeChange:
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GameManager.instance.Beatmap.VolumeChanges.Add(deletedEntityData);
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SpecialTimeline.instance.AddVolumeChange(false, deletedEntityData);
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break;
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case SpecialTimeline.HoveringTypes.SectionChange:
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GameManager.instance.Beatmap.SectionMarkers.Add(deletedEntityData);
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SpecialTimeline.instance.AddChartSection(false, deletedEntityData);
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break;
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}
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deletedEntityData = null;
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GameManager.instance.SortEventsList();
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}
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}
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}
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public class MoveMarker : ICommand
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{
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private Guid entityId;
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private double newBeat, lastBeat;
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private SpecialTimeline.HoveringTypes type;
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public MoveMarker(Guid entityId, double newBeat, SpecialTimeline.HoveringTypes type)
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{
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this.entityId = entityId;
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this.newBeat = newBeat;
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this.type = type;
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}
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public void Execute()
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{
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RiqEntity movedEntity = null;
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switch (type)
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{
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case SpecialTimeline.HoveringTypes.TempoChange:
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movedEntity = GameManager.instance.Beatmap.TempoChanges.Find(x => x.guid == entityId);
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break;
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case SpecialTimeline.HoveringTypes.VolumeChange:
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movedEntity = GameManager.instance.Beatmap.VolumeChanges.Find(x => x.guid == entityId);
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break;
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case SpecialTimeline.HoveringTypes.SectionChange:
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movedEntity = GameManager.instance.Beatmap.SectionMarkers.Find(x => x.guid == entityId);
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break;
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}
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if (movedEntity != null)
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{
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lastBeat = movedEntity.beat;
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movedEntity.beat = newBeat;
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}
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}
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public void Undo()
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{
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RiqEntity movedEntity = null;
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switch (type)
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{
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case SpecialTimeline.HoveringTypes.TempoChange:
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movedEntity = GameManager.instance.Beatmap.TempoChanges.Find(x => x.guid == entityId);
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break;
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case SpecialTimeline.HoveringTypes.VolumeChange:
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movedEntity = GameManager.instance.Beatmap.VolumeChanges.Find(x => x.guid == entityId);
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break;
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case SpecialTimeline.HoveringTypes.SectionChange:
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movedEntity = GameManager.instance.Beatmap.SectionMarkers.Find(x => x.guid == entityId);
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break;
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}
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if (movedEntity != null)
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{
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movedEntity.beat = lastBeat;
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}
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}
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}
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} |