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>
150 lines
4.8 KiB
C#
150 lines
4.8 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 UnityEngine.UI;
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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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[SerializeField] Sprite returnIcon;
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[SerializeField] Color returnColor;
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[SerializeField] Sprite saveIcon;
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[SerializeField] Color saveColor;
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[SerializeField] Image returnButtonImage;
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[SerializeField] GameObject onSaveButton;
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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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[SerializeField] public GameObject ImageP;
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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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[SerializeField] public GameObject ResultDialogP;
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[NonSerialized] public RiqBeatmap chart;
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List<GameObject> tabContents;
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bool saveAfterClose = false, saveAs = false;
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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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Editor.instance.editingInputField = 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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Editor.instance.editingInputField = 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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SetSaveOnClose(false);
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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 CloseAndSave()
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{
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if (saveAfterClose)
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{
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Editor.instance.SaveRemix(saveAs);
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}
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SwitchPropertiesDialog();
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}
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public void SetSaveOnClose(bool saveAfterClose, bool saveAs = false)
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{
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this.saveAfterClose = saveAfterClose;
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this.saveAs = saveAs;
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onSaveButton.SetActive(saveAfterClose);
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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 if (property.tag == "resultmessagediag")
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{
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container.AddResultMessageEditor(this);
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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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} |