예제 #1
0
 private void Awake() {
     if (_instance != null) {
         Destroy(this.gameObject);
         return;
     }
     DontDestroyOnLoad(gameObject);
     _instance = this;
 }
예제 #2
0
    public void EditMapButtonPressed()
    {
        if (selectedDifficultyIndex >= songDifficultyData.Count || selectedDifficultyIndex < 0)
        {
            return;
        }

        BeatSaberMap map = Song.GetMapFromDifficultyBeatmap(songDifficultyData[selectedDifficultyIndex]);

        PersistentUI.UpdateBackground(Song);
        Debug.Log("Loading Song...");
        TransitionToEditor(map);
        //StartCoroutine(GetSongFromDifficultyData(map));
    }
예제 #3
0
    /// <summary>
    /// Load the editor scene
    /// </summary>
    /// <param name="r">Confirmation from the user</param>
    private void HandleEditMapButtonPressed(int r)
    {
        if (r == 0)
        {
            BeatSaberMap map = Song.GetMapFromDifficultyBeatmap(BeatSaberSongContainer.Instance.difficultyData);
            PersistentUI.UpdateBackground(Song);

            Debug.Log("Transitioning...");
            if (map != null)
            {
                Settings.Instance.LastLoadedMap     = Song.directory;
                Settings.Instance.LastLoadedChar    = BeatSaberSongContainer.Instance.difficultyData.parentBeatmapSet.beatmapCharacteristicName;
                Settings.Instance.LastLoadedDiff    = BeatSaberSongContainer.Instance.difficultyData.difficulty;
                BeatSaberSongContainer.Instance.map = map;
                SceneTransitionManager.Instance.LoadScene("03_Mapper", LoadAudio(false));
            }
        }
    }
예제 #4
0
 public void Click_Continue()
 {
     calendrier.SetActive(true);
     PersistentUI.SetActive(true);
     Apart.SetActive(false);
 }