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Persistent Settings (#234)
* modularize tabs-style menus * make remix properties use modular design * add persistent settings
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@ -16,7 +16,24 @@ namespace HeavenStudio.Editor
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[Header("Containers")]
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[SerializeField] ChartInfoProperties[] containers;
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public DynamicBeatmap chart;
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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 DynamicBeatmap chart;
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List<GameObject> tabContents;
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private void Start() { }
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@ -24,27 +41,28 @@ namespace HeavenStudio.Editor
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{
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if (dialog.activeSelf)
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{
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tabsManager.CloseContent();
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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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foreach (var container in containers)
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{
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container.Init(this);
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}
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tabsManager.OpenContent();
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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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