Persistent Settings (#234)

* modularize tabs-style menus

* make remix properties use modular design

* add persistent settings
This commit is contained in:
minenice55
2023-01-24 14:31:49 -05:00
committed by GitHub
parent 891daf869a
commit 9cbd353506
35 changed files with 15925 additions and 16579 deletions

View File

@ -16,7 +16,24 @@ namespace HeavenStudio.Editor
[Header("Containers")]
[SerializeField] ChartInfoProperties[] containers;
public DynamicBeatmap chart;
[Header("Tabs")]
[SerializeField] private TabsManager.TabsEntry[] tabs;
[Header("Property Prefabs")]
[SerializeField] public GameObject IntegerP;
[SerializeField] public GameObject FloatP;
[SerializeField] public GameObject BooleanP;
[SerializeField] public GameObject DropdownP;
[SerializeField] public GameObject ColorP;
[SerializeField] public GameObject StringP;
[Header("Layout Prefabs")]
[SerializeField] public GameObject DividerP;
[SerializeField] public GameObject HeaderP;
[SerializeField] public GameObject SubHeaderP;
[NonSerialized] public DynamicBeatmap chart;
List<GameObject> tabContents;
private void Start() { }
@ -24,27 +41,28 @@ namespace HeavenStudio.Editor
{
if (dialog.activeSelf)
{
tabsManager.CloseContent();
Editor.instance.canSelect = true;
Editor.instance.inAuthorativeMenu = false;
dialog.SetActive(false);
tabsManager.CleanTabs();
tabContents = null;
}
else
{
ResetAllDialogs();
foreach (var container in containers)
{
container.Init(this);
}
tabsManager.OpenContent();
Editor.instance.canSelect = false;
Editor.instance.inAuthorativeMenu = true;
dialog.SetActive(true);
chart = GameManager.instance.Beatmap;
chart["propertiesmodified"] = true;
tabContents = tabsManager.GenerateTabs(tabs);
foreach (var tab in tabContents)
{
tab.GetComponent<ChartInfoProperties>().Init(this);
}
}
}