d5ae99d8ba
* add accuracy display * temp BG for show * separate overlays prefab make proper shader for star effects * aim shakiness display * implement testing skill star * fully functional skill star * separate section display from editor * fully separate chart section display from timeline * add section to overlays * fix nullreference issues * start game layout settings * add game settings script * fix nonfunctioning scoring * invert y position logic on timing bar * add perfect challenge functionality * fix section not showing up in editor add perfect challenge option * add timing display minimal mode * Update PerfectAndPractice.png * show gismo for minigame bounds in editor * add ability to disable overlays in editor * prepare medals add new timing display graphic * hide screen preview * per-axis camera control added per request * section medals basic functionality * add medal get animations * fix bug with perfect icons * visual enhancements * adjust look of timing display minmode address audio ducking issues(?) * prepare overlay lyt editor add viewport pan, rotate, scale adjust audio setting * add layout editor UI elements * dynamic overlay creation * fix default single timing disp * set up overlay settings controls * start UI events * runtime uuid for component reference * layout editor affects overlay elements * show overlay element previews while editing * advanced audio settings * fix bug in drop-down creation * fallback defaults for the new stuff * fix textbox & overlay visibility bugs
61 lines
1.6 KiB
C#
61 lines
1.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using HeavenStudio;
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using HeavenStudio.Editor;
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using HeavenStudio.Editor.Track;
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using TMPro;
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public class SectionDialog : Dialog
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{
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SectionTimelineObj sectionObj;
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[SerializeField] TMP_InputField sectionName;
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[SerializeField] Toggle challengeEnable;
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public void SwitchSectionDialog()
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{
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if(dialog.activeSelf) {
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sectionObj = null;
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dialog.SetActive(false);
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Editor.instance.inAuthorativeMenu = false;
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} else {
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Editor.instance.inAuthorativeMenu = true;
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ResetAllDialogs();
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dialog.SetActive(true);
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}
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}
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public void SetSectionObj(SectionTimelineObj sectionObj)
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{
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this.sectionObj = sectionObj;
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sectionName.text = sectionObj.chartSection.sectionName;
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challengeEnable.isOn = sectionObj.chartSection.startPerfect;
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}
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public void DeleteSection()
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{
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if(dialog.activeSelf) {
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dialog.SetActive(false);
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Editor.instance.inAuthorativeMenu = false;
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}
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if (sectionObj == null) return;
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GameManager.instance.Beatmap.beatmapSections.Remove(sectionObj.chartSection);
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sectionObj.DeleteObj();
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}
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public void ChangeSectionName(string name)
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{
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if (sectionObj == null) return;
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sectionObj.chartSection.sectionName = name;
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sectionObj.UpdateLabel();
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}
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public void SetSectionChallenge()
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{
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if (sectionObj == null) return;
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sectionObj.chartSection.startPerfect = challengeEnable.isOn;
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}
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}
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