IEnumerator LoadEditor(Dictionary <string, Sprite[]> packedSprites) { // Fade yield return(fader.fadeOut(1.0f)); Skin skin = new Skin(); LoadSettingsConfig(skin); skin.SetSpriteSheet(packedSprites); foreach (var skinItem in resourcesDictionary) { if (imagesToPack.ContainsKey(skinItem.Key)) { continue; } skinItem.Value.AssignResource(); // Add all loaded custom assets into the skin manager. Probably move this whole loading function into there later? skin.AddSkinItem(skinItem.Key, skinItem.Value.filepath, skinItem.Value.GetObject()); } SkinManager.Instance.currentSkin = skin; // Load editor int buildIndex = UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex; enabled = false; fader = null; UnityEngine.SceneManagement.SceneManager.LoadScene(buildIndex + 1); }
IEnumerator LoadEditor() { // Fade yield return(fader.fadeOut(1.0f)); Skin skin = new Skin(); LoadSettingsConfig(skin); foreach (var skinItem in resourcesDictionary) { skinItem.Value.AssignResource(); // Add all loaded custom assets into the skin manager. Probably move this whole loading function into there later? skin.AddSkinItem(skinItem.Key, skinItem.Value.filepath, skinItem.Value.GetObject()); } // STANDARD NOTES for (int i = 0; i < skin.reg_strum.Length; ++i) { skin.reg_strum[i] = GetTextureFromLoadedResources(i + "_reg_strum", resourcesDictionary); } for (int i = 0; i < skin.reg_hopo.Length; ++i) { skin.reg_hopo[i] = GetTextureFromLoadedResources(i + "_reg_hopo", resourcesDictionary); } for (int i = 0; i < skin.reg_tap.Length; ++i) { skin.reg_tap[i] = GetTextureFromLoadedResources(i + "_reg_tap", resourcesDictionary); } for (int i = 0; i < skin.reg_cymbal.Length; ++i) { skin.reg_cymbal[i] = GetTextureFromLoadedResources(i + "_reg_cymbal", resourcesDictionary); } for (int i = 0; i < skin.sp_strum.Length; ++i) { skin.sp_strum[i] = GetTextureFromLoadedResources(i + "_sp_strum", resourcesDictionary); } for (int i = 0; i < skin.sp_hopo.Length; ++i) { skin.sp_hopo[i] = GetTextureFromLoadedResources(i + "_sp_hopo", resourcesDictionary); } for (int i = 0; i < skin.sp_tap.Length; ++i) { skin.sp_tap[i] = GetTextureFromLoadedResources(i + "_sp_tap", resourcesDictionary); } for (int i = 0; i < skin.sp_cymbal.Length; ++i) { skin.sp_cymbal[i] = GetTextureFromLoadedResources(i + "_sp_cymbal", resourcesDictionary); } // GHL LOADING for (int i = 0; i < skin.reg_strum_ghl.Length; ++i) { skin.reg_strum_ghl[i] = GetTextureFromLoadedResources(i + "_reg_strum_ghl", resourcesDictionary); } for (int i = 0; i < skin.reg_hopo_ghl.Length; ++i) { skin.reg_hopo_ghl[i] = GetTextureFromLoadedResources(i + "_reg_hopo_ghl", resourcesDictionary); } for (int i = 0; i < skin.reg_tap_ghl.Length; ++i) { skin.reg_tap_ghl[i] = GetTextureFromLoadedResources(i + "_reg_tap_ghl", resourcesDictionary); } for (int i = 0; i < skin.sp_strum_ghl.Length; ++i) { skin.sp_strum_ghl[i] = GetTextureFromLoadedResources(i + "_sp_strum_ghl", resourcesDictionary); } for (int i = 0; i < skin.sp_hopo_ghl.Length; ++i) { skin.sp_hopo_ghl[i] = GetTextureFromLoadedResources(i + "_sp_hopo_ghl", resourcesDictionary); } for (int i = 0; i < skin.sp_tap_ghl.Length; ++i) { skin.sp_tap_ghl[i] = GetTextureFromLoadedResources(i + "_sp_tap_ghl", resourcesDictionary); } SkinManager.Instance.currentSkin = skin; // Load editor int buildIndex = UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex; enabled = false; fader = null; UnityEngine.SceneManagement.SceneManager.LoadScene(buildIndex + 1); }