예제 #1
0
    void LoadCueData()
    {
        /*		theme = myDanceControl.Theme;
         *              bodyTex = myDanceControl.bodyMaterials[editCue];
         *              clip = myDanceControl.MotionClips[editCue];
         *              clipSpeed = myDanceControl.ClipSpeeds[editCue];
         *              clipOffset = myDanceControl.ClipOffsets[editCue];*/

        cueTime = mySceneControl.cueTimes[editCue];

        if (!mySceneControl.inPlayMode)
        {
            Debug.Log("Loading Cue Data Not in Play Mode");
            mySceneControl.theCamera.transform.position = mySceneControl.cameraLoc[editCue];
            mySceneControl.lights[0].transform.position = mySceneControl.light1Loc[editCue];
            mySceneControl.lights[1].transform.position = mySceneControl.light2Loc[editCue];
            mySceneControl.lights[2].transform.position = mySceneControl.light3Loc[editCue];
            timeline.time = mySceneControl.cueTimes[editCue];
            mySceneControl.lightLights[0].color = mySceneControl.light1Color[editCue];
            mySceneControl.lightLights[1].color = mySceneControl.light2Color[editCue];
            mySceneControl.lightLights[2].color = mySceneControl.light3Color[editCue];
        }


        camEffects              = mySceneControl.cameraEffect[editCue];
        camMoveTime             = mySceneControl.cameraMoveTime[editCue];
        cameraFollowing         = mySceneControl.camerafollowing[editCue];
        lightFadeTime           = mySceneControl.lightFadeTime[editCue];
        lightVerticalMoveAmount = mySceneControl.lightVerticalMoveAmount[editCue];
        light1Color             = mySceneControl.light1Color[editCue];
        light2Color             = mySceneControl.light2Color[editCue];
        light3Color             = mySceneControl.light3Color[editCue];
        volume        = mySceneControl.musicVolume;
        audioFadeTime = mySceneControl.audioFadeOutTime;

        floorTex = mySceneControl.floorTexture[editCue];


        switch (mySceneControl.floorTexture[editCue])
        {
        case SceneControl.FloorTex.Tiles:
            mySceneControl.floor.GetComponent <Renderer>().material = mySceneControl.floorTextures[0];
            break;

        case SceneControl.FloorTex.Streaks:
            mySceneControl.floor.GetComponent <Renderer>().material = mySceneControl.floorTextures[1];
            break;

        case SceneControl.FloorTex.Circles:
            mySceneControl.floor.GetComponent <Renderer>().material = mySceneControl.floorTextures[2];
            break;

        case SceneControl.FloorTex.Glitch:
            mySceneControl.floor.GetComponent <Renderer>().material = mySceneControl.floorTextures[3];
            break;

        default:
            Debug.Log("NOTHING");
            break;
        }

/*		 switch(myDanceControl.bodyMaterials[editCue])
 *               {
 *           case DanceControl.BodyMats.Glass:
 *          // print (mocapBody.name);
 *           myDanceControl.mocapBody.GetComponent<Renderer>().material = myDanceControl.mats[0];
 *       break;
 *       case DanceControl.BodyMats.Brick:
 *           myDanceControl.mocapBody.GetComponent<Renderer>().material = myDanceControl.mats[1];
 *       break;
 *       case DanceControl.BodyMats.Circuits:
 *           myDanceControl.mocapBody.GetComponent<Renderer>().material = myDanceControl.mats[2];
 *       break;
 *       case DanceControl.BodyMats.Lines:
 *           myDanceControl.mocapBody.GetComponent<Renderer>().material = myDanceControl.mats[3];
 *       break;
 *       case DanceControl.BodyMats.Metal:
 *           myDanceControl.mocapBody.GetComponent<Renderer>().material = myDanceControl.mats[4];
 *       break;
 *       case DanceControl.BodyMats.Glitch:
 *           myDanceControl.mocapBody.GetComponent<Renderer>().material = myDanceControl.mats[5];
 *       break;
 *       case DanceControl.BodyMats.White:
 *           myDanceControl.mocapBody.GetComponent<Renderer>().material = myDanceControl.mats[6];
 *       break;
 *       default:
 *             Debug.Log("NOTHING");
 *              break;
 *              }*/

        switch (mySceneControl.cameraEffect[editCue])
        {
        case SceneControl.CameraEffects.Bloom:
            mySceneControl.theCamera.GetComponent <BloomOptimized>().enabled = true;
            mySceneControl.theCamera.GetComponent <WaveDistortion>().enabled = false;
            mySceneControl.theCamera.GetComponent <Glitch>().enabled         = false;
            mySceneControl.theCamera.GetComponent <Kuwahara>().enabled       = false;
            mySceneControl.theCamera.GetComponent <AnalogTV>().enabled       = false;
            mySceneControl.theCamera.GetComponent <LoFiPalette>().enabled    = false;
            mySceneControl.theCamera.GetComponent <GaussianBlur>().enabled   = false;
            mySceneControl.theCamera.GetComponent <Pixelate>().enabled       = false;
            break;

        case SceneControl.CameraEffects.Glitch:
            mySceneControl.theCamera.GetComponent <BloomOptimized>().enabled = false;
            mySceneControl.theCamera.GetComponent <WaveDistortion>().enabled = false;
            mySceneControl.theCamera.GetComponent <Glitch>().enabled         = true;
            mySceneControl.theCamera.GetComponent <Kuwahara>().enabled       = false;
            mySceneControl.theCamera.GetComponent <AnalogTV>().enabled       = false;
            mySceneControl.theCamera.GetComponent <LoFiPalette>().enabled    = false;
            mySceneControl.theCamera.GetComponent <GaussianBlur>().enabled   = false;
            mySceneControl.theCamera.GetComponent <Pixelate>().enabled       = false;
            break;

        case SceneControl.CameraEffects.WaveDistortion:
            mySceneControl.theCamera.GetComponent <BloomOptimized>().enabled = false;
            mySceneControl.theCamera.GetComponent <WaveDistortion>().enabled = true;
            mySceneControl.theCamera.GetComponent <Glitch>().enabled         = false;
            mySceneControl.theCamera.GetComponent <Kuwahara>().enabled       = false;
            mySceneControl.theCamera.GetComponent <AnalogTV>().enabled       = false;
            mySceneControl.theCamera.GetComponent <LoFiPalette>().enabled    = false;
            mySceneControl.theCamera.GetComponent <GaussianBlur>().enabled   = false;
            mySceneControl.theCamera.GetComponent <Pixelate>().enabled       = false;
            break;

        case SceneControl.CameraEffects.Kuwahara:
            mySceneControl.theCamera.GetComponent <BloomOptimized>().enabled = false;
            mySceneControl.theCamera.GetComponent <WaveDistortion>().enabled = false;
            mySceneControl.theCamera.GetComponent <Glitch>().enabled         = false;
            mySceneControl.theCamera.GetComponent <Kuwahara>().enabled       = true;
            mySceneControl.theCamera.GetComponent <AnalogTV>().enabled       = false;
            mySceneControl.theCamera.GetComponent <LoFiPalette>().enabled    = false;
            mySceneControl.theCamera.GetComponent <GaussianBlur>().enabled   = false;
            mySceneControl.theCamera.GetComponent <Pixelate>().enabled       = false;
            break;

        case SceneControl.CameraEffects.AnalogTV:
            mySceneControl.theCamera.GetComponent <BloomOptimized>().enabled = false;
            mySceneControl.theCamera.GetComponent <WaveDistortion>().enabled = false;
            mySceneControl.theCamera.GetComponent <Glitch>().enabled         = false;
            mySceneControl.theCamera.GetComponent <Kuwahara>().enabled       = false;
            mySceneControl.theCamera.GetComponent <AnalogTV>().enabled       = true;
            mySceneControl.theCamera.GetComponent <LoFiPalette>().enabled    = false;
            mySceneControl.theCamera.GetComponent <GaussianBlur>().enabled   = false;
            mySceneControl.theCamera.GetComponent <Pixelate>().enabled       = false;
            break;

        case SceneControl.CameraEffects.LoFi:
            mySceneControl.theCamera.GetComponent <BloomOptimized>().enabled = false;
            mySceneControl.theCamera.GetComponent <WaveDistortion>().enabled = false;
            mySceneControl.theCamera.GetComponent <Glitch>().enabled         = false;
            mySceneControl.theCamera.GetComponent <Kuwahara>().enabled       = false;
            mySceneControl.theCamera.GetComponent <AnalogTV>().enabled       = false;
            mySceneControl.theCamera.GetComponent <GaussianBlur>().enabled   = false;
            mySceneControl.theCamera.GetComponent <Pixelate>().enabled       = false;
            mySceneControl.theCamera.GetComponent <LoFiPalette>().enabled    = true;
            break;

        case SceneControl.CameraEffects.Blur:
            mySceneControl.theCamera.GetComponent <BloomOptimized>().enabled = false;
            mySceneControl.theCamera.GetComponent <WaveDistortion>().enabled = false;
            mySceneControl.theCamera.GetComponent <Glitch>().enabled         = false;
            mySceneControl.theCamera.GetComponent <Kuwahara>().enabled       = false;
            mySceneControl.theCamera.GetComponent <AnalogTV>().enabled       = false;
            mySceneControl.theCamera.GetComponent <GaussianBlur>().enabled   = true;
            mySceneControl.theCamera.GetComponent <Pixelate>().enabled       = false;
            mySceneControl.theCamera.GetComponent <LoFiPalette>().enabled    = false;
            break;

        case SceneControl.CameraEffects.Pixelate:
            mySceneControl.theCamera.GetComponent <BloomOptimized>().enabled = false;
            mySceneControl.theCamera.GetComponent <WaveDistortion>().enabled = false;
            mySceneControl.theCamera.GetComponent <Glitch>().enabled         = false;
            mySceneControl.theCamera.GetComponent <Kuwahara>().enabled       = false;
            mySceneControl.theCamera.GetComponent <AnalogTV>().enabled       = false;
            mySceneControl.theCamera.GetComponent <GaussianBlur>().enabled   = false;
            mySceneControl.theCamera.GetComponent <Pixelate>().enabled       = true;
            mySceneControl.theCamera.GetComponent <LoFiPalette>().enabled    = false;
            break;

        default:
            Debug.Log("NOTHING");
            break;
        }



        //	mySceneControl.floor.GetComponent<Renderer>().material = mySceneControl.floorTextures[0];


        //	mySceneControl.SetTextures(editCue);

        Repaint();
    }
예제 #2
0
    void OnGUI()
    {
        Repaint();


        if (mySceneControl == null)
        {
            mySceneControl = GameObject.Find("SCENE CONTROL").GetComponent <SceneControl> ();
            ExecuteKey     = mySceneControl.ExecuteKey;
        }

/*		if (myDanceControl == null) {
 *                      myDanceControl = GameObject.Find ("DANCE CONTROL").GetComponent<DanceControl> ();
 *                      ExecuteKey = myDanceControl.ExecuteKey;
 *              }*/

        //GUILayout.Label
        EditorGUILayout.TextField("PLAYBACK", EditorStyles.boldLabel);
        GUILayout.BeginHorizontal("box");


        if (GUILayout.Button(powerBtn))
        {
            mySceneControl.jumpCueNumber = editCue;
            mySceneControl.inPlayMode    = true;
            EditorApplication.isPlaying  = true;
            EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
            Debug.Log("marking dirty");
            //Playable = GameObject.FindWithTag("timeline");

            mySceneControl.timeline.initialTime = mySceneControl.cueTimes[mySceneControl.jumpCueNumber];
        }

        if (GUILayout.Button(playBtn))
        {
            if (mySceneControl.inPlayMode)
            {
                //  timeline = GameObject.FindWithTag("timeline").GetComponent<PlayableDirector>();
                //  Playable.SetActive(true);
                //  timeline.enabled = true;
                //  timeline.time = mySceneControl.cueTimes[mySceneControl.jumpCueNumber];
                //timeline.initialTime = mySceneControl.cueTimes[mySceneControl.jumpCueNumber];
                // timeline.Play();

                mySceneControl.cueToRun = editCue;
                //	myDanceControl.cueToRun = editCue;
                mySceneControl.GetComponent <AudioSource>().time = mySceneControl.cueTimes[editCue];
                // mySceneControl.timeline.time = mySceneControl.cueTimes[mySceneControl.jumpCueNumber];
                mySceneControl.StartPlayback();
                mySceneControl.timeline.initialTime = mySceneControl.cueTimes[mySceneControl.jumpCueNumber];
                mySceneControl.lastCueNumber        = builtCues;
            }
        }


        if (GUILayout.Button(stopBtn))
        {
            EditorApplication.isPlaying = false;
            mySceneControl.inPlayMode   = false;

            //   timeline.enabled = true;
            timeline.Stop();
            Debug.Log("Stopped Play Mode");
            //  timeline = GameObject.FindWithTag("timeline").GetComponent<PlayableDirector>();
            //  timeline.enabled = true;
        }

        GUILayout.EndHorizontal();

        EditorGUILayout.Space();


        //	ExecuteKey = (KeyCode)EditorGUILayout.EnumPopup("Execute Key:", ExecuteKey, EditorStyles.boldLabel);
        EditorGUILayout.TextField("CUES", EditorStyles.boldLabel);
        GUILayout.BeginHorizontal("box");

        EditorGUILayout.BeginVertical("Button");


        GUILayout.BeginHorizontal("box");
        EditorGUILayout.TextField("Cue Number: " + editCue + " of " + builtCues, EditorStyles.boldLabel);
        GUILayout.TextField("Current Playback Time: " + Mathf.Round(mySceneControl.GetComponent <AudioSource>().time), EditorStyles.boldLabel);

        GUILayout.EndHorizontal();

        cueTime = EditorGUILayout.FloatField("Run Cue at Time: ", cueTime);


        EditorGUILayout.Space();
        EditorGUILayout.EndVertical();
        GUILayout.EndHorizontal();


        GUILayout.BeginHorizontal("box");


        if (GUILayout.Button("Prev Cue"))
        {
            if (editCue > 1)
            {
                editCue--;
                LoadCueData();
            }
        }


        if (builtCues > editCue)
        {
            if (GUILayout.Button("Next Cue"))
            {
                editCue++;
                LoadCueData();
            }
        }
        else
        {
            if (GUILayout.Button("At Last Cue"))
            {
                //editCue++;
                //builtCues++;
                //LoadCueData();
            }
        }



        //    GUILayout.EndHorizontal();

        //      EditorGUILayout.Space();

        //    GUILayout.BeginHorizontal("box");


        //	if (GUILayout.Button("Load Cue Data")) {
        //		LoadCueData();
        //	}

        if (GUILayout.Button("Save Cue"))
        {
            //	myDanceControl.Theme = theme;

            //	myDanceControl.bodyMaterials[editCue] = bodyTex;
            //	myDanceControl.MotionClips[editCue] = clip;
            //	myDanceControl.ClipSpeeds[editCue] = clipSpeed;
            //	myDanceControl.ClipOffsets[editCue] = clipOffset;


            mySceneControl.ExecuteKey        = ExecuteKey;
            mySceneControl.cueTimes[editCue] = cueTime;
            //	myDanceControl.cueTimes[editCue] = cueTime;

            mySceneControl.cameraLoc[editCue]       = mySceneControl.theCamera.transform.position;
            mySceneControl.cameraEffect [editCue]   = camEffects;
            mySceneControl.cameraMoveTime[editCue]  = camMoveTime;
            mySceneControl.camerafollowing[editCue] = cameraFollowing;

            mySceneControl.lightFadeTime[editCue]           = lightFadeTime;
            mySceneControl.lightVerticalMoveAmount[editCue] = lightVerticalMoveAmount;
            mySceneControl.light1Loc[editCue]   = mySceneControl.lights[0].transform.position;
            mySceneControl.light2Loc[editCue]   = mySceneControl.lights[1].transform.position;
            mySceneControl.light3Loc[editCue]   = mySceneControl.lights[2].transform.position;
            mySceneControl.light1Color[editCue] = light1Color;
            mySceneControl.light2Color[editCue] = light2Color;
            mySceneControl.light3Color[editCue] = light3Color;

            mySceneControl.lightLights[0].color = light1Color;
            mySceneControl.lightLights[1].color = light2Color;
            mySceneControl.lightLights[2].color = light3Color;

            mySceneControl.floorTexture[editCue] = floorTex;
            mySceneControl.musicVolume           = volume;
            mySceneControl.audioFadeOutTime      = audioFadeTime;
            mySceneControl.lastCueNumber         = builtCues;
        }

        if (editCue < 50)
        {
            if (GUILayout.Button("Insert Cue"))
            {
                List <Color>   light1ColorArray   = new List <Color>();
                List <Color>   light2ColorArray   = new List <Color>();
                List <Color>   light3ColorArray   = new List <Color>();
                List <Vector3> light1LocArray     = new List <Vector3>();
                List <Vector3> light2LocArray     = new List <Vector3>();
                List <Vector3> light3LocArray     = new List <Vector3>();
                List <float>   lightFadeTimeArray = new List <float>();
                List <float>   clipSpeedArray     = new List <float>();
                List <float>   clipOffsetArray    = new List <float>();
                List <bool>    camFollowingArray  = new List <bool>();
                List <SceneControl.CameraEffects> camEffectsArray = new List <SceneControl.CameraEffects>();
                List <SceneControl.FloorTex>      floorTexArray   = new List <SceneControl.FloorTex>();
                List <DanceControl.BodyMats>      BodyTexArray    = new List <DanceControl.BodyMats>();
                List <DanceControl.MotionClip>    clipArray       = new List <DanceControl.MotionClip>();


                List <float> camMoveTimeArray   = new List <float>();
                List <float> camMoveAmountArray = new List <float>();
                List <float> cueTimeArray       = new List <float>();

                for (int x = 0; x < 50 - editCue; x++)
                {
                    light1ColorArray.Add(mySceneControl.light1Color[editCue + x]);
                    light2ColorArray.Add(mySceneControl.light2Color[editCue + x]);
                    light3ColorArray.Add(mySceneControl.light3Color[editCue + x]);
                    light1LocArray.Add(mySceneControl.light1Loc[editCue + x]);
                    light2LocArray.Add(mySceneControl.light2Loc[editCue + x]);
                    light3LocArray.Add(mySceneControl.light3Loc[editCue + x]);
                    lightFadeTimeArray.Add(mySceneControl.lightFadeTime[editCue + x]);
                    camFollowingArray.Add(mySceneControl.camerafollowing[editCue + x]);
                    camEffectsArray.Add(mySceneControl.cameraEffect[editCue + x]);
                    floorTexArray.Add(mySceneControl.floorTexture[editCue + x]);

                    /*BodyTexArray.Add(myDanceControl.bodyMaterials[editCue + x]);
                     * clipArray.Add(myDanceControl.MotionClips[editCue + x]);
                     * clipSpeedArray.Add(myDanceControl.ClipSpeeds[editCue + x]);
                     * clipOffsetArray.Add(myDanceControl.ClipOffsets[editCue + x]);*/

                    camMoveTimeArray.Add(mySceneControl.cameraMoveTime[editCue + x]);
                    camMoveAmountArray.Add(mySceneControl.cameraMoveAmount[editCue + x]);
                    cueTimeArray.Add(mySceneControl.cueTimes[editCue + x]);
                }

                for (int y = 0; y < 50 - (editCue + 1); y++)
                {
                    mySceneControl.light1Color[editCue + y + 1] = light1ColorArray[y];
                    mySceneControl.light2Color[editCue + y + 1] = light2ColorArray[y];
                    mySceneControl.light3Color[editCue + y + 1] = light3ColorArray[y];

                    mySceneControl.light1Loc[editCue + y + 1]       = light1LocArray[y];
                    mySceneControl.light2Loc[editCue + y + 1]       = light2LocArray[y];
                    mySceneControl.light3Loc[editCue + y + 1]       = light3LocArray[y];
                    mySceneControl.lightFadeTime[editCue + y + 1]   = lightFadeTimeArray[y];
                    mySceneControl.camerafollowing[editCue + y + 1] = camFollowingArray[y];
                    mySceneControl.cameraEffect[editCue + y + 1]    = camEffectsArray[y];
                    mySceneControl.floorTexture[editCue + y + 1]    = floorTexArray[y];

                    /*	myDanceControl.bodyMaterials[editCue + y + 1] = BodyTexArray[y];
                     *      myDanceControl.MotionClips[editCue + y + 1] = clipArray[y];
                     *      myDanceControl.ClipSpeeds[editCue + y + 1] = clipSpeedArray[y];
                     *      myDanceControl.ClipOffsets[editCue + y + 1] = clipOffsetArray[y]; */
                    mySceneControl.cueTimes[editCue + y + 1] = cueTimeArray[y];

                    mySceneControl.cameraMoveTime[editCue + y + 1]   = camMoveTimeArray[y];
                    mySceneControl.cameraMoveAmount[editCue + y + 1] = camMoveAmountArray[y];
                    //	myDanceControl.cueTimes[editCue + y + 1] = cueTimeArray[y];
                }
                editCue++;
                builtCues++;

                /*	myDanceControl.Theme = theme;
                 *      myDanceControl.bodyMaterials[editCue] = bodyTex;
                 *      myDanceControl.MotionClips[editCue] = clip;
                 *      myDanceControl.ClipSpeeds[editCue] = clipSpeed;
                 *      myDanceControl.ClipOffsets[editCue] = clipOffset;
                 *              myDanceControl.cueTimes[editCue] = cueTime;*/
                mySceneControl.ExecuteKey        = ExecuteKey;
                mySceneControl.cueTimes[editCue] = cueTime;

                mySceneControl.cameraLoc[editCue]               = mySceneControl.theCamera.transform.position;
                mySceneControl.cameraEffect [editCue]           = camEffects;
                mySceneControl.cameraMoveTime[editCue]          = camMoveTime;
                mySceneControl.camerafollowing[editCue]         = cameraFollowing;
                mySceneControl.lightFadeTime[editCue]           = lightFadeTime;
                mySceneControl.lightVerticalMoveAmount[editCue] = lightVerticalMoveAmount;
                mySceneControl.light1Loc[editCue]               = mySceneControl.lights[0].transform.position;
                mySceneControl.light2Loc[editCue]               = mySceneControl.lights[1].transform.position;
                mySceneControl.light3Loc[editCue]               = mySceneControl.lights[2].transform.position;
                mySceneControl.light1Color[editCue]             = light1Color;
                mySceneControl.light2Color[editCue]             = light2Color;
                mySceneControl.light3Color[editCue]             = light3Color;
                mySceneControl.floorTexture[editCue]            = floorTex;
                mySceneControl.musicVolume      = volume;
                mySceneControl.audioFadeOutTime = audioFadeTime;
                mySceneControl.lastCueNumber    = builtCues;
            }
        }
        if (builtCues > 1)
        {
            if (GUILayout.Button("Delete Cue"))
            {
                List <Color> light1ColorArrayDel = new List <Color>();
                List <Color> light2ColorArrayDel = new List <Color>();
                List <Color> light3ColorArrayDel = new List <Color>();

                List <Vector3> light1LocArrayDel     = new List <Vector3>();
                List <Vector3> light2LocArrayDel     = new List <Vector3>();
                List <Vector3> light3LocArrayDel     = new List <Vector3>();
                List <float>   lightFadeTimeArrayDel = new List <float>();
                List <float>   clipSpeedArrayDel     = new List <float>();
                List <float>   clipOffsetArrayDel    = new List <float>();
                List <bool>    camFollowingArrayDel  = new List <bool>();
                List <SceneControl.CameraEffects> camEffectsArrayDel = new List <SceneControl.CameraEffects>();
                List <SceneControl.FloorTex>      floorTexArrayDel   = new List <SceneControl.FloorTex>();
                List <DanceControl.BodyMats>      BodyTexArrayDel    = new List <DanceControl.BodyMats>();
                List <DanceControl.MotionClip>    clipArrayDel       = new List <DanceControl.MotionClip>();

                List <float> camMoveTimeArrayDel   = new List <float>();
                List <float> camMoveAmountArrayDel = new List <float>();
                List <float> cueTimeArrayDel       = new List <float>();


                for (int x = 0; x < 50 - editCue; x++)
                {
                    light1ColorArrayDel.Add(mySceneControl.light1Color[editCue + x]);
                    light2ColorArrayDel.Add(mySceneControl.light2Color[editCue + x]);
                    light3ColorArrayDel.Add(mySceneControl.light3Color[editCue + x]);

                    light1LocArrayDel.Add(mySceneControl.light1Loc[editCue + x]);
                    light2LocArrayDel.Add(mySceneControl.light2Loc[editCue + x]);
                    light3LocArrayDel.Add(mySceneControl.light3Loc[editCue + x]);
                    lightFadeTimeArrayDel.Add(mySceneControl.lightFadeTime[editCue + x]);
                    camFollowingArrayDel.Add(mySceneControl.camerafollowing[editCue + x]);
                    camEffectsArrayDel.Add(mySceneControl.cameraEffect[editCue + x]);
                    floorTexArrayDel.Add(mySceneControl.floorTexture[editCue + x]);

                    /*		BodyTexArrayDel.Add(myDanceControl.bodyMaterials[editCue + x]);
                     *              clipArrayDel.Add(myDanceControl.MotionClips[editCue + x]);
                     *              clipSpeedArrayDel.Add(myDanceControl.ClipSpeeds[editCue + x]);
                     *              clipOffsetArrayDel.Add(myDanceControl.ClipOffsets[editCue + x]);
                     */
                    camMoveTimeArrayDel.Add(mySceneControl.cameraMoveTime[editCue + x]);
                    camMoveAmountArrayDel.Add(mySceneControl.cameraMoveAmount[editCue + x]);
                    cueTimeArrayDel.Add(mySceneControl.cueTimes[editCue + x]);
                    //Debug.Log (camMoveTimeArray[x]);
                }

                for (int y = 0; y < 50 - (editCue + 1); y++)
                {
                    mySceneControl.light1Color[editCue + y] = light1ColorArrayDel[y + 1];
                    mySceneControl.light2Color[editCue + y] = light2ColorArrayDel[y + 1];
                    mySceneControl.light3Color[editCue + y] = light3ColorArrayDel[y + 1];

                    mySceneControl.light1Loc[editCue + y]       = light1LocArrayDel[y + 1];
                    mySceneControl.light2Loc[editCue + y]       = light2LocArrayDel[y + 1];
                    mySceneControl.light3Loc[editCue + y]       = light3LocArrayDel[y + 1];
                    mySceneControl.lightFadeTime[editCue + y]   = lightFadeTimeArrayDel[y + 1];
                    mySceneControl.camerafollowing[editCue + y] = camFollowingArrayDel[y + 1];
                    mySceneControl.cameraEffect[editCue + y]    = camEffectsArrayDel[y + 1];
                    mySceneControl.floorTexture[editCue + y]    = floorTexArrayDel[y + 1];

/*				myDanceControl.bodyMaterials[editCue +y] = BodyTexArrayDel[y+1];
 *                              myDanceControl.MotionClips[editCue +y] = clipArrayDel[y+1];
 *                              myDanceControl.ClipSpeeds[editCue +y] = clipSpeedArrayDel[y+1];
 *                              myDanceControl.ClipOffsets[editCue +y] = clipOffsetArrayDel[y+1];
 *                              myDanceControl.cueTimes[editCue + y] = cueTimeArrayDel[y+1]; */
                    mySceneControl.cueTimes[editCue + y] = cueTimeArrayDel[y + 1];

                    mySceneControl.cameraMoveTime[editCue + y]   = camMoveTimeArrayDel[y + 1];
                    mySceneControl.cameraMoveAmount[editCue + y] = camMoveAmountArrayDel[y + 1];
                    mySceneControl.cueTimes[editCue + y]         = cueTimeArrayDel[y + 1];


                    //Debug.Log (camMoveTimeArrayDel[y+1]);
                    //Debug.Log (y);
                }

                builtCues--;
                mySceneControl.lastCueNumber = builtCues;
                if (builtCues < editCue)
                {
                    editCue--;
                }

                LoadCueData();
            }
        }

        else
        {
            if (GUILayout.Button("No Cue"))
            {
            }
        }


        GUILayout.EndHorizontal();

        EditorGUILayout.Space();

        showCameraControls = EditorGUILayout.Foldout(showCameraControls, "CAMERA");//, EditorStyles.boldLabel);

        if (showCameraControls)
        {
            EditorGUILayout.BeginVertical("Button");
            GUILayout.BeginHorizontal("box");
            EditorGUILayout.PrefixLabel("Camera Move Time");
            camMoveTime = EditorGUILayout.FloatField(camMoveTime);
            //  cameraFollowing = EditorGUILayout.Toggle("Camera Following", cameraFollowing);
            GUILayout.EndHorizontal();
            EditorGUILayout.EndVertical();



            if (GUILayout.Button("Move Up"))
            {
                cameraPosition = mySceneControl.theCamera.transform.position;
                mySceneControl.theCamera.transform.Translate(Vector3.up * 0.25f, Space.Self);
            }

            GUILayout.BeginHorizontal("box");
            if (GUILayout.Button("Move Left"))
            {
                cameraPosition = mySceneControl.theCamera.transform.position;
                mySceneControl.theCamera.transform.Translate(Vector3.right * -0.5f, Space.Self);
            }

            if (GUILayout.Button("Move Right"))
            {
                cameraPosition = mySceneControl.theCamera.transform.position;
                mySceneControl.theCamera.transform.Translate(Vector3.right * 0.5f, Space.Self);
            }

            GUILayout.EndHorizontal();


            GUILayout.BeginHorizontal("box");

            if (GUILayout.Button("Move In"))
            {
                cameraPosition = mySceneControl.theCamera.transform.position;
                mySceneControl.theCamera.transform.Translate(Vector3.forward * 0.5f, Space.Self);
            }
            if (GUILayout.Button("Move Out"))
            {
                cameraPosition = mySceneControl.theCamera.transform.position;
                mySceneControl.theCamera.transform.Translate(Vector3.forward * -0.5f, Space.Self);
            }
            GUILayout.EndHorizontal();

            if (GUILayout.Button("Move Down"))
            {
                cameraPosition = mySceneControl.theCamera.transform.position;
                mySceneControl.theCamera.transform.Translate(Vector3.up * -0.25f, Space.Self);
            }
        }


        /*      EditorGUILayout.TextField ("DANCE CONTROLS", EditorStyles.boldLabel);
         *    //cameraGroup = EditorGUILayout.BeginToggleGroup ("Camera Controls", cameraGroup);
         *    EditorGUILayout.BeginVertical("Button");
         *
         *                    theme = (DanceControl.Themes) EditorGUILayout.EnumPopup("Theme:", theme);
         *                    clip = (DanceControl.MotionClip) EditorGUILayout.EnumPopup("Motion Clip:", clip);
         *
         *                    GUILayout.BeginHorizontal("box");
         *                    EditorGUILayout.PrefixLabel("Clip Speed");
         *                    clipSpeed = EditorGUILayout.FloatField(clipSpeed);
         *                    EditorGUILayout.PrefixLabel("Clip Offset");
         *                    clipOffset = EditorGUILayout.FloatField(clipOffset);
         *                    GUILayout.EndHorizontal();
         *                    EditorGUILayout.EndVertical();*/

        EditorGUILayout.Space();


        //EditorGUILayout.TextField ("LIGHTING CONTROLS", EditorStyles.boldLabel);
        showLightControls = EditorGUILayout.Foldout(showLightControls, "LIGHTING");//, EditorStyles.boldLabel);

        if (showLightControls)
        {
            EditorGUILayout.BeginVertical("Button");
            //	GUILayout.BeginHorizontal("box");
            light1Color = EditorGUILayout.ColorField("Light #1 Color", light1Color);

            showLightOne = EditorGUILayout.Foldout(showLightOne, "Light #1 Position");//, EditorStyles.boldLabel);

            if (showLightOne)
            {
                if (GUILayout.Button("Move Up"))
                {
                    light1Position = mySceneControl.lightOne.transform.position;
                    mySceneControl.lightOne.transform.Translate(Vector3.up * 0.25f, Space.Self);
                }

                GUILayout.BeginHorizontal("box");
                if (GUILayout.Button("Move Left"))
                {
                    light1Position = mySceneControl.theCamera.transform.position;
                    mySceneControl.lightOne.transform.Translate(Vector3.right * -0.5f, Space.Self);
                }

                if (GUILayout.Button("Move Right"))
                {
                    light1Position = mySceneControl.theCamera.transform.position;
                    mySceneControl.lightOne.transform.Translate(Vector3.right * 0.5f, Space.Self);
                }

                GUILayout.EndHorizontal();


                GUILayout.BeginHorizontal("box");

                if (GUILayout.Button("Move In"))
                {
                    light1Position = mySceneControl.theCamera.transform.position;
                    mySceneControl.lightOne.transform.Translate(Vector3.forward * 0.5f, Space.Self);
                }
                if (GUILayout.Button("Move Out"))
                {
                    light1Position = mySceneControl.theCamera.transform.position;
                    mySceneControl.lightOne.transform.Translate(Vector3.forward * -0.5f, Space.Self);
                }
                GUILayout.EndHorizontal();

                if (GUILayout.Button("Move Down"))
                {
                    light1Position = mySceneControl.theCamera.transform.position;
                    mySceneControl.lightOne.transform.Translate(Vector3.up * -0.25f, Space.Self);
                }
            }

            light2Color = EditorGUILayout.ColorField("Light #2 Color", light2Color);

            showLightTwo = EditorGUILayout.Foldout(showLightTwo, "Light #2 Position");//, EditorStyles.boldLabel);

            if (showLightTwo)
            {
                if (GUILayout.Button("Move Up"))
                {
                    light2Position = mySceneControl.lightTwo.transform.position;
                    mySceneControl.lightTwo.transform.Translate(Vector3.up * 0.25f, Space.Self);
                }

                GUILayout.BeginHorizontal("box");
                if (GUILayout.Button("Move Left"))
                {
                    light2Position = mySceneControl.lightTwo.transform.position;
                    mySceneControl.lightTwo.transform.Translate(Vector3.right * -0.5f, Space.Self);
                }

                if (GUILayout.Button("Move Right"))
                {
                    light2Position = mySceneControl.lightTwo.transform.position;
                    mySceneControl.lightTwo.transform.Translate(Vector3.right * 0.5f, Space.Self);
                }

                GUILayout.EndHorizontal();


                GUILayout.BeginHorizontal("box");

                if (GUILayout.Button("Move In"))
                {
                    light2Position = mySceneControl.lightTwo.transform.position;
                    mySceneControl.lightTwo.transform.Translate(Vector3.forward * 0.5f, Space.Self);
                }
                if (GUILayout.Button("Move Out"))
                {
                    light2Position = mySceneControl.lightTwo.transform.position;
                    mySceneControl.lightTwo.transform.Translate(Vector3.forward * -0.5f, Space.Self);
                }
                GUILayout.EndHorizontal();

                if (GUILayout.Button("Move Down"))
                {
                    light2Position = mySceneControl.lightTwo.transform.position;
                    mySceneControl.lightTwo.transform.Translate(Vector3.up * -0.25f, Space.Self);
                }
            }

            light3Color = EditorGUILayout.ColorField("Light #3 Color", light3Color);

            showLightThree = EditorGUILayout.Foldout(showLightThree, "Light #3 Position");//, EditorStyles.boldLabel);

            if (showLightThree)
            {
                if (GUILayout.Button("Move Up"))
                {
                    light3Position = mySceneControl.lightThree.transform.position;
                    mySceneControl.lightThree.transform.Translate(Vector3.up * 0.25f, Space.Self);
                }

                GUILayout.BeginHorizontal("box");
                if (GUILayout.Button("Move Left"))
                {
                    light3Position = mySceneControl.lightThree.transform.position;
                    mySceneControl.lightThree.transform.Translate(Vector3.right * -0.5f, Space.Self);
                }

                if (GUILayout.Button("Move Right"))
                {
                    light3Position = mySceneControl.lightThree.transform.position;
                    mySceneControl.lightThree.transform.Translate(Vector3.right * 0.5f, Space.Self);
                }

                GUILayout.EndHorizontal();


                GUILayout.BeginHorizontal("box");

                if (GUILayout.Button("Move In"))
                {
                    light3Position = mySceneControl.lightThree.transform.position;
                    mySceneControl.lightThree.transform.Translate(Vector3.forward * 0.5f, Space.Self);
                }
                if (GUILayout.Button("Move Out"))
                {
                    light3Position = mySceneControl.lightThree.transform.position;
                    mySceneControl.lightThree.transform.Translate(Vector3.forward * -0.5f, Space.Self);
                }
                GUILayout.EndHorizontal();

                if (GUILayout.Button("Move Down"))
                {
                    light3Position = mySceneControl.lightThree.transform.position;
                    mySceneControl.lightThree.transform.Translate(Vector3.up * -0.25f, Space.Self);
                }
            }


            lightFadeTime = EditorGUILayout.FloatField("Light Fade Time", lightFadeTime);
            //	GUILayout.EndHorizontal();
            EditorGUILayout.EndVertical();
        }



        EditorGUILayout.Space();


        //EditorGUILayout.TextField ("Visual Effects and Audio", EditorStyles.boldLabel);
        showVisualEffects = EditorGUILayout.Foldout(showVisualEffects, "VISUAL EFFECTS AND AUDIO");//, EditorStyles.boldLabel);

        if (showVisualEffects)
        {
            EditorGUILayout.BeginVertical("Button");
            camEffects = (SceneControl.CameraEffects)EditorGUILayout.EnumPopup("Camera Effects:", camEffects);

            bodyTex  = (DanceControl.BodyMats)EditorGUILayout.EnumPopup("Body Texture:", bodyTex);
            floorTex = (SceneControl.FloorTex)EditorGUILayout.EnumPopup("Floor Texture:", floorTex);
            EditorGUILayout.EndVertical();

            //EditorGUILayout.TextField ("AUDIO CONTROLS", EditorStyles.boldLabel);
            EditorGUILayout.BeginVertical("Button");
            GUILayout.BeginHorizontal("box");
            volume        = EditorGUILayout.FloatField("Audio Volume:", volume);
            audioFadeTime = EditorGUILayout.FloatField("Audio Fade Out Length:", audioFadeTime);
            GUILayout.EndHorizontal();
            EditorGUILayout.EndVertical();
        }
    }