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Mass Text Update (#615)
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
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@ -338,7 +338,6 @@ namespace HeavenStudio.Editor.Track
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public void CreateWaveform()
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{
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Debug.Log("what");
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// DrawWaveform();
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// StartCoroutine(DrawWaveformRealtime());
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}
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@ -970,119 +969,6 @@ namespace HeavenStudio.Editor.Track
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CommandManager.Instance.AddCommand(new Commands.Paste(CopiedEntities));
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}
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/*
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public TimelineEventObj AddEventObject(string eventName, bool dragNDrop = false, Vector3 pos = new Vector3(), RiqEntity entity = null, bool addEvent = false)
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{
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var game = EventCaller.instance.GetMinigame(eventName.Split(0));
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var action = EventCaller.instance.GetGameAction(game, eventName.Split(1));
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GameObject g = Instantiate(TimelineEventObjRef.gameObject, TimelineEventObjRef.parent);
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g.transform.localPosition = pos;
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TimelineEventObj eventObj = g.GetComponent<TimelineEventObj>();
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eventObj.eventLabel.text = action.displayName;
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if (eventName.Split(1) == "switchGame")
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eventObj.Icon.sprite = Editor.GameIcon(eventName.Split(2));
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else
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eventObj.Icon.sprite = Editor.GameIcon(eventName.Split(0));
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Minigames.GameAction gameAction = EventCaller.instance.GetGameAction(EventCaller.instance.GetMinigame(eventName.Split(0)), eventName.Split(1));
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if (gameAction != null)
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{
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if (gameAction.resizable == false)
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{
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g.GetComponent<RectTransform>().sizeDelta = new Vector2(gameAction.defaultLength * Timeline.instance.PixelsPerBeat, LayerHeight());
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float length = gameAction.defaultLength;
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eventObj.length = length;
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}
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else
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{
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eventObj.resizable = true;
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if (entity != null && gameAction.defaultLength != entity.length && dragNDrop == false)
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{
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g.GetComponent<RectTransform>().sizeDelta = new Vector2(entity.length * Timeline.instance.PixelsPerBeat, LayerHeight());
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}
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else
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{
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g.GetComponent<RectTransform>().sizeDelta = new Vector2(gameAction.defaultLength * Timeline.instance.PixelsPerBeat, LayerHeight());
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}
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}
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}
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if (dragNDrop)
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{
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var mousePos = Editor.instance.EditorCamera.ScreenToWorldPoint(Input.mousePosition);
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g.transform.position = new Vector3(mousePos.x, mousePos.y, 0);
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Selections.instance.ClickSelect(eventObj);
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eventObj.moving = true;
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}
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else
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{
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entity["track"] = eventObj.GetTrack();
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}
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if (addEvent)
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{
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RiqEntity tempEntity = entity;
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if (entity == null)
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{
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RiqEntity en = GameManager.instance.Beatmap.AddNewEntity(eventName, g.transform.localPosition.x, gameAction.defaultLength);
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tempEntity = en;
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// default param values
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var ep = action.parameters;
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if (ep != null)
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{
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for (int i = 0; i < ep.Count; i++)
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{
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object returnVal = ep[i].parameter;
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var propertyType = returnVal.GetType();
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if (propertyType == typeof(EntityTypes.Integer))
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{
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returnVal = ((EntityTypes.Integer)ep[i].parameter).val;
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}
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else if (propertyType == typeof(EntityTypes.Float))
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{
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returnVal = ((EntityTypes.Float)ep[i].parameter).val;
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}
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else if (propertyType.IsEnum)
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{
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returnVal = (int) ep[i].parameter;
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}
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//tempEntity[ep[i].propertyName] = returnVal;
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tempEntity.CreateProperty(ep[i].propertyName, returnVal);
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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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GameManager.instance.Beatmap.Entities.Add(tempEntity);
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}
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GameManager.instance.SortEventsList();
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eventObj.entity = tempEntity;
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}
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else
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{
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eventObj.entity = entity;
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}
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eventObjs.Add(eventObj);
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eventObj.eventObjID = eventObj.entity.uid;
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g.SetActive(true);
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return eventObj;
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}
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*/
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private List<TimelineEventObj> duplicatedEventObjs = new List<TimelineEventObj>();
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public TimelineEventObj CopyEventObject(TimelineEventObj e)
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{
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