Example #1
0
        /// <summary>
        /// Creates melodic all note buttons for a note in a row.
        /// </summary>
        /// <param name="title">Base note button title.</param>
        /// <param name="row">Row index.</param>
        /// <param name="fileName">Note filename.</param>
        /// <param name="inScale">Is this note in the selected scale?</param>
        void MakeMelodicButtons(string title, int row, string fileName, bool inScale)
        {
            Color transparentWhite = new Color(1f, 1f, 1f, 0.5f);

            // Calculate y position of buttons in this row
            GameObject bg = _rowBackgrounds[row];
            float      y  = bg.GetComponent <RectTransform>().anchoredPosition3D.y;

            // Create note text
            GameObject noteText = UIHelpers.MakeText(title);

            noteText.SetParent(_iconBar_tr);
            noteText.SetSideWidth(_squareSize.x);
            noteText.AnchorAtPoint(0.5f, 1f);
            noteText.SetPosition2D(0f, y);
            noteText.SetTextAlignment(TextAnchor.MiddleCenter);
            noteText.SetFontSize(30);
            _objects.Add(noteText);

            // Change text color depending on whether or not the note is in the scale
            if (inScale)
            {
                noteText.GetComponent <Text>().color = Color.white;
                bg.GetComponent <Image>().SetAlpha(bg.GetComponent <Image>().color.a * 3f);
            }
            else
            {
                noteText.GetComponent <Text>().color = transparentWhite;
            }

            // Make note buttons
            for (int i = 0; i < _numButtons; i++)
            {
                // Make reference copy
                int num = i;

                // Calculate x position of this button
                float x = _columnBackgrounds[num].GetComponent <RectTransform>().anchoredPosition3D.x;

                // Calculate scale
                float scale = (
                    i % 4 - 2 == 0 ? _halfNoteScale :                       // Half notes
                    (i % 4 - 1 == 0 || i % 4 - 3 == 0 ? _quarterNoteScale : // Quarter notes
                     1f)                                                    // Whole notes
                    );

                // Check if note is already in riff
                bool noteExists = CurrentRiff.Lookup(fileName, num);

                // Get or create note
                Note note = noteExists ?
                            CurrentRiff.GetNote(fileName, num) :
                            new Note(fileName);

                Sprite melodicFilled = UIManager.Instance.FilledMelodicNoteIcon;
                Sprite melodicEmpty  = UIManager.Instance.EmptyMelodicNoteIcon;

                // Make note button
                Sprite     graphic = (CurrentRiff.Lookup(fileName, num) ? melodicFilled : melodicEmpty);
                GameObject button  = UIHelpers.MakeButton(title + "_" + i, graphic);
                button.SetParent(_notePanel);
                button.SetSize2D(_buttonSize.x, _buttonSize.y);
                button.AnchorAtPoint(0f, 1f);
                button.SetPosition2D(x, y);

                // Add StopScrolling tag
                button.tag = "StopScrolling";

                // Change scale based on beat
                RectTransform button_tr = button.GetComponent <RectTransform>();
                button_tr.ResetScaleRot();
                button_tr.localScale = new Vector3(scale, scale, scale);

                // Create volume slider
                GameObject    volume    = UIHelpers.MakeImage(title + "_volume");
                RectTransform volume_tr = volume.GetComponent <RectTransform>();
                volume_tr.SetParent(button_tr);
                volume_tr.sizeDelta  = button_tr.sizeDelta;
                volume_tr.localScale = new Vector3(
                    button_tr.localScale.x * _volumeScale,
                    button_tr.localScale.y * 2f * _volumeScale,
                    1f
                    );

                volume_tr.AnchorAtPoint(0.5f, 0.5f);
                volume_tr.anchoredPosition3D = Vector3.zero;

                Image volume_img = volume.GetComponent <Image>();
                volume_img.sprite     = UIManager.Instance.MelodicVolumeIcon;
                volume_img.type       = Image.Type.Filled;
                volume_img.fillAmount = note.Volume;

                // Setup volume slider
                NoteButton noteButton = button.AddComponent <NoteButton>();
                noteButton.targetNote  = note;
                noteButton.volumeImage = volume.GetComponent <Image>();
                noteButton.UpdateButtonArt();

                // Initially hide volume slider
                volume.SetActive(false);

                // Setup button
                button.GetComponent <Button>().onClick.AddListener(() => {
                    if (!InputManager.Instance.IsDragging)
                    {
                        bool n = CurrentRiff.Toggle(note, num);
                        if (n)
                        {
                            SuggestChords(num, row);
                        }
                        else
                        {
                            ClearSuggestions();
                        }
                        //bt_sh.enabled = n;
                        button.GetComponent <Image>().sprite = (n ? melodicFilled : melodicEmpty);
                    }
                });

                // Register button
                _objects.Add(button);
                _buttonGrid[num].Add(button);
            }
        }
Example #2
0
        /// <summary>
        /// Creates all percussio note buttons for a drum note.
        /// </summary>
        /// <param name="title">Base name of each button.</param>
        /// <param name="row">Row index.</param>
        /// <param name="soundName">Sound file to use.</param>
        /// <param name="iconGraphic">Icon to use.</param>
        void MakePercussionButtons(string title, int row, string fileName, Sprite iconGraphic)
        {
            // Calculate y position of buttons in this row
            float y = _rowBackgrounds[row].GetComponent <RectTransform>().anchoredPosition3D.y;

            // Make icon for note
            GameObject drumIcon = UIHelpers.MakeImage(title, iconGraphic);

            drumIcon.SetParent(_iconBar_tr);
            drumIcon.SetSideWidth(_squareSize.x);
            drumIcon.AnchorAtPoint(0.5f, 1.0f);
            drumIcon.GetComponent <RectTransform>().ResetScaleRot();
            drumIcon.SetPosition2D(0f, y);
            drumIcon.AddComponent <Tooltippable>().Message = title;
            _objects.Add(drumIcon);

            // Make note buttons
            for (int i = 0; i < _numButtons; i++)
            {
                // Make a reference copy
                int num = i;

                // Calculate x position of this button
                float x = _columnBackgrounds[num].GetComponent <RectTransform>().anchoredPosition3D.x;

                // Calculate scale
                float scale = (
                    i % 4 - 2 == 0 ? _halfNoteScale :                       // Half notes
                    (i % 4 - 1 == 0 || i % 4 - 3 == 0 ? _quarterNoteScale : // Quarter notes
                     1f)                                                    // Whole notes
                    );

                // Check if note is already in riff
                bool noteExists = CurrentRiff.Lookup(fileName, num);

                // Get or create note
                Note note = noteExists ?
                            CurrentRiff.GetNote(fileName, num) :
                            new Note(fileName);

                Sprite percussionEmpty  = UIManager.Instance.EmptyPercussionNoteIcon;
                Sprite percussionFilled = UIManager.Instance.FilledPercussionNoteIcon;

                // Create note button
                Sprite     graphic = (noteExists ? percussionFilled : percussionEmpty);
                GameObject button  = UIHelpers.MakeButton(title + "_" + i, graphic);
                button.SetParent(_notePanel);
                button.SetSize2D(_buttonSize);
                button.AnchorAtPoint(0f, 1f);
                button.SetPosition2D(x, y);

                // Add StopScrolling tag
                button.tag = "StopScrolling";

                // Change scale based on beat
                RectTransform button_tr = button.GetComponent <RectTransform>();
                button_tr.ResetScaleRot();
                button_tr.localScale = new Vector3(scale, scale, scale);

                // Create volume slider
                GameObject    volume    = UIHelpers.MakeImage(title + "_volume");
                RectTransform volume_tr = volume.GetComponent <RectTransform>();
                volume_tr.SetParent(button_tr);
                volume_tr.sizeDelta  = _buttonSize;
                volume_tr.localScale = Vector3.one * _volumeScale;
                volume_tr.AnchorAtPoint(0.5f, 0.5f);
                volume_tr.anchoredPosition3D = Vector3.zero;

                Image volume_img = volume.GetComponent <Image>();
                volume_img.sprite     = UIManager.Instance.PercussionVolumeIcon;
                volume_img.type       = Image.Type.Filled;
                volume_img.fillAmount = note.Volume;

                // Setup volume slider
                NoteButton noteButton = button.AddComponent <NoteButton>();
                noteButton.targetNote  = note;
                noteButton.volumeImage = volume.GetComponent <Image>();
                noteButton.UpdateButtonArt();

                // Initially hide volume slider
                volume.SetActive(false);

                // Add button functionality
                button.GetComponent <Button>().onClick.AddListener(() => {
                    if (!InputManager.Instance.IsDragging)
                    {
                        bool n = CurrentRiff.Toggle(note, num);
                        button.GetComponent <Image>().sprite = (n ? percussionFilled : percussionEmpty);
                    }
                });

                // Register button
                _objects.Add(button);
                _buttonGrid[i].Add(button);
            }
        }