bccd88e164
* prep UI for chart section
* all special layers now on one area
todo: have buttons toggle between special layers (selection mode shows all?), use the tabs system for this
* swapping between special timelines - prelim
* special entities can be placed
* spec. timeline base functions complete
music volume changes should work now
* attempt at input lag reduction
needs testing
* fix dsp issues
* smaller DSP buffer?
* Revert "smaller DSP buffer?"
This reverts commit 9d36db5ff9
.
* make conductor clock use real time (double)
change order of execution of input-related scripts to further attempt a reduction in input latency
* start values can be changed
make the old special entity bar visible when the corresponding type is selected
* creation of Chart Sections (TODO: GO REFERENCE)
* added GO references
* section edit dialog
* disable wrapping on chart section obj
* backspace can now delete entities
* entities don't shift when duplicated
* fix PlayerActionEvent order of operations
- fixed remix loading trying to clear special timeline while it's writing to itself
* make oop check match parity
* more operation order fix
* fix Karate Man BG initialization
* show section progress in editor
todo: section progress in-game
* more fix for entity duping
92 lines
2.7 KiB
C#
92 lines
2.7 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
using TMPro;
|
|
|
|
using DG.Tweening;
|
|
|
|
namespace HeavenStudio.Editor.Track
|
|
{
|
|
public class SectionTimelineObj : SpecialTimelineObj
|
|
{
|
|
[Header("Components")]
|
|
[SerializeField] private TMP_Text sectionLabel;
|
|
[SerializeField] private GameObject chartLine;
|
|
[SerializeField] private SectionDialog sectionDialog;
|
|
|
|
public DynamicBeatmap.ChartSection chartSection;
|
|
|
|
new private void Update()
|
|
{
|
|
base.Update();
|
|
if (hovering)
|
|
{
|
|
SpecialTimeline.hoveringTypes |= SpecialTimeline.HoveringTypes.SectionChange;
|
|
}
|
|
|
|
UpdateLabel();
|
|
}
|
|
|
|
public void UpdateLabel()
|
|
{
|
|
sectionLabel.text = chartSection.sectionName;
|
|
}
|
|
|
|
public override void Init()
|
|
{
|
|
UpdateLabel();
|
|
}
|
|
|
|
public override void OnLeftClick()
|
|
{
|
|
if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.ChartSection)
|
|
StartMove();
|
|
}
|
|
|
|
public override void OnRightClick()
|
|
{
|
|
if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.ChartSection)
|
|
{
|
|
sectionDialog.SetSectionObj(this);
|
|
sectionDialog.SwitchSectionDialog();
|
|
}
|
|
}
|
|
|
|
public override bool OnMove(float beat)
|
|
{
|
|
foreach (var sectionChange in GameManager.instance.Beatmap.beatmapSections)
|
|
{
|
|
if (this.chartSection == sectionChange)
|
|
continue;
|
|
if (beat > sectionChange.beat - Timeline.instance.snapInterval && beat < sectionChange.beat + Timeline.instance.snapInterval)
|
|
return false;
|
|
}
|
|
this.chartSection.beat = beat;
|
|
return true;
|
|
}
|
|
|
|
public override void SetVisibility(Timeline.CurrentTimelineState.State state)
|
|
{
|
|
if (state == Timeline.CurrentTimelineState.State.ChartSection || state == Timeline.CurrentTimelineState.State.Selection)
|
|
{
|
|
gameObject.SetActive(true);
|
|
if (state == Timeline.CurrentTimelineState.State.ChartSection)
|
|
{
|
|
chartLine.SetActive(true);
|
|
sectionLabel.gameObject.SetActive(true);
|
|
}
|
|
else
|
|
{
|
|
chartLine.SetActive(false);
|
|
sectionLabel.gameObject.SetActive(false);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gameObject.SetActive(false);
|
|
|
|
}
|
|
}
|
|
}
|
|
} |