bb2ae74339
* 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
116 lines
3.6 KiB
C#
116 lines
3.6 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Editor.Track;
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using Jukebox;
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using Jukebox.Legacy;
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using TMPro;
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namespace HeavenStudio.Editor
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{
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public class RemixPropertiesDialog : Dialog
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{
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[Header("General References")]
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[SerializeField] TabsManager tabsManager;
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[Header("Containers")]
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[SerializeField] ChartInfoProperties[] containers;
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[Header("Tabs")]
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[SerializeField] private TabsManager.TabsEntry[] tabs;
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[Header("Property Prefabs")]
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[SerializeField] public GameObject IntegerP;
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[SerializeField] public GameObject FloatP;
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[SerializeField] public GameObject BooleanP;
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[SerializeField] public GameObject DropdownP;
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[SerializeField] public GameObject ColorP;
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[SerializeField] public GameObject StringP;
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[Header("Layout Prefabs")]
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[SerializeField] public GameObject DividerP;
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[SerializeField] public GameObject HeaderP;
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[SerializeField] public GameObject SubHeaderP;
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[NonSerialized] public RiqBeatmap chart;
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List<GameObject> tabContents;
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private void Start() { }
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public void SwitchPropertiesDialog()
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{
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if (dialog.activeSelf)
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{
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Editor.instance.canSelect = true;
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Editor.instance.inAuthorativeMenu = false;
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dialog.SetActive(false);
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tabsManager.CleanTabs();
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tabContents = null;
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}
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else
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{
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ResetAllDialogs();
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Editor.instance.canSelect = false;
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Editor.instance.inAuthorativeMenu = true;
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dialog.SetActive(true);
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chart = GameManager.instance.Beatmap;
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chart["propertiesmodified"] = true;
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tabContents = tabsManager.GenerateTabs(tabs);
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foreach (var tab in tabContents)
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{
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tab.GetComponent<ChartInfoProperties>().Init(this);
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}
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}
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}
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public void SetupDialog(PropertyTag[] tags, ChartInfoProperties container)
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{
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chart = GameManager.instance.Beatmap;
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chart["propertiesmodified"] = true;
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foreach (PropertyTag property in tags)
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{
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if (chart.data.properties.ContainsKey(property.tag))
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{
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container.AddParam(this, property.tag, chart.data.properties[property.tag], property.label, property.isReadOnly);
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}
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else
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{
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if (property.tag == "divider")
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{
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container.AddDivider(this);
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}
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else if (property.tag == "header")
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{
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container.AddHeader(this, property.label);
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}
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else if (property.tag == "subheader")
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{
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container.AddSubHeader(this, property.label);
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}
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else
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{
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Debug.LogWarning("Property Menu generation Warning: Property " + property.tag + " not found, skipping...");
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}
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}
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}
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}
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private void CleanDialog() {}
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private void Update() {}
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[Serializable]
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public class PropertyTag
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{
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public string tag;
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public string label;
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public bool isReadOnly;
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}
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}
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} |