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Beatmap Sections & Latency Reduction (#170)
* prep UI for chart section
* all special layers now on one area
todo: have buttons toggle between special layers (selection mode shows all?), use the tabs system for this
* swapping between special timelines - prelim
* special entities can be placed
* spec. timeline base functions complete
music volume changes should work now
* attempt at input lag reduction
needs testing
* fix dsp issues
* smaller DSP buffer?
* Revert "smaller DSP buffer?"
This reverts commit 9d36db5ff9
.
* make conductor clock use real time (double)
change order of execution of input-related scripts to further attempt a reduction in input latency
* start values can be changed
make the old special entity bar visible when the corresponding type is selected
* creation of Chart Sections (TODO: GO REFERENCE)
* added GO references
* section edit dialog
* disable wrapping on chart section obj
* backspace can now delete entities
* entities don't shift when duplicated
* fix PlayerActionEvent order of operations
- fixed remix loading trying to clear special timeline while it's writing to itself
* make oop check match parity
* more operation order fix
* fix Karate Man BG initialization
* show section progress in editor
todo: section progress in-game
* more fix for entity duping
This commit is contained in:
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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 TMPro;
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using DG.Tweening;
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namespace HeavenStudio.Editor.Track
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{
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public class SpecialTimelineObj : MonoBehaviour
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{
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[Header("Components")]
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[SerializeField] private RectTransform rectTransform;
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[SerializeField] private RectTransform raycastRect;
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private float startPosX;
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private bool moving = false;
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public bool hovering;
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private float lastPosX;
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private void Start()
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{
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rectTransform = GetComponent<RectTransform>();
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}
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protected void Update()
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{
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if (!Conductor.instance.NotStopped())
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{
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if (RectTransformUtility.RectangleContainsScreenPoint(raycastRect, Input.mousePosition, Editor.instance.EditorCamera))
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{
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if (Input.GetMouseButtonDown(0))
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{
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OnLeftClick();
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}
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else if (Input.GetMouseButtonDown(1))
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{
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OnRightClick();
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}
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hovering = true;
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}
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else
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{
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hovering = false;
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}
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if (moving)
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{
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Vector3 mousePos = Editor.instance.EditorCamera.ScreenToWorldPoint(Input.mousePosition);
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transform.position = new Vector3(mousePos.x - startPosX, transform.position.y, 0);
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transform.localPosition = new Vector3(Mathf.Clamp(Starpelly.Mathp.Round2Nearest(transform.localPosition.x, Timeline.SnapInterval()), 0, Mathf.Infinity), transform.localPosition.y);
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if (Input.GetMouseButtonUp(0))
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{
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if (!OnMove(transform.localPosition.x))
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transform.localPosition = new Vector3(lastPosX, transform.localPosition.y);
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moving = false;
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lastPosX = transform.localPosition.x;
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}
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}
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}
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else
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{
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if (moving)
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{
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if (!OnMove(transform.localPosition.x))
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transform.localPosition = new Vector3(lastPosX, transform.localPosition.y);
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moving = false;
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lastPosX = transform.localPosition.x;
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}
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hovering = false;
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}
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}
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public void StartMove()
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{
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Vector3 mousePos = Editor.instance.EditorCamera.ScreenToWorldPoint(Input.mousePosition);
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startPosX = mousePos.x - transform.position.x;
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moving = true;
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lastPosX = transform.localPosition.x;
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}
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public void DeleteObj()
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{
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transform.parent.GetComponent<SpecialTimeline>().specialTimelineObjs.Remove(this);
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Destroy(this.gameObject);
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}
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//events
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public virtual void Init() {}
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public virtual void OnLeftClick() {}
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public virtual void OnRightClick() {}
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public virtual bool OnMove(float beat)
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{
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return true;
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}
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public virtual void SetVisibility(Timeline.CurrentTimelineState.State state) {}
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}
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}
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