Exemplo n.º 1
0
    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);
    }
Exemplo n.º 2
0
    IEnumerator LoadEditor()
    {
        // Fade
        yield return(fader.fadeOut(1.0f));

        // Assign to the custom database
        customSkin.break0 = GetAudioClipFromLoadedResources("break-0", resourcesDictionary);

        int              bgCount  = 0;
        Texture2D        tex      = null;
        List <Texture2D> textures = new List <Texture2D>();

        while (true)
        {
            tex = GetTextureFromLoadedResources("background-" + bgCount++, resourcesDictionary);

            if (!tex)
            {
                break;
            }
            textures.Add(tex);
        }
        customSkin.backgrounds = textures.ToArray();

        customSkin.clap      = GetAudioClipFromLoadedResources("clap", resourcesDictionary);
        customSkin.fretboard = GetTextureFromLoadedResources("fretboard-0", resourcesDictionary);
        customSkin.metronome = GetAudioClipFromLoadedResources("metronome", resourcesDictionary);

        // STANDARD NOTES
        for (int i = 0; i < customSkin.reg_strum.Length; ++i)
        {
            customSkin.reg_strum[i] = GetTextureFromLoadedResources(i + "_reg_strum", resourcesDictionary);
        }

        for (int i = 0; i < customSkin.reg_hopo.Length; ++i)
        {
            customSkin.reg_hopo[i] = GetTextureFromLoadedResources(i + "_reg_hopo", resourcesDictionary);
        }

        for (int i = 0; i < customSkin.reg_tap.Length; ++i)
        {
            customSkin.reg_tap[i] = GetTextureFromLoadedResources(i + "_reg_tap", resourcesDictionary);
        }

        for (int i = 0; i < customSkin.sp_strum.Length; ++i)
        {
            customSkin.sp_strum[i] = GetTextureFromLoadedResources(i + "_sp_strum", resourcesDictionary);
        }

        for (int i = 0; i < customSkin.sp_hopo.Length; ++i)
        {
            customSkin.sp_hopo[i] = GetTextureFromLoadedResources(i + "_sp_hopo", resourcesDictionary);
        }

        for (int i = 0; i < customSkin.sp_tap.Length; ++i)
        {
            customSkin.sp_tap[i] = GetTextureFromLoadedResources(i + "_sp_tap", resourcesDictionary);
        }

        // STANDARD FRETS
        for (int i = 0; i < customSkin.fret_base.Length; ++i)
        {
            customSkin.fret_base[i] = GetTextureFromLoadedResources(i + "_fret_base", resourcesDictionary);
        }

        for (int i = 0; i < customSkin.fret_cover.Length; ++i)
        {
            customSkin.fret_cover[i] = GetTextureFromLoadedResources(i + "_fret_cover", resourcesDictionary);
        }

        for (int i = 0; i < customSkin.fret_press.Length; ++i)
        {
            customSkin.fret_press[i] = GetTextureFromLoadedResources(i + "_fret_press", resourcesDictionary);
        }

        for (int i = 0; i < customSkin.fret_release.Length; ++i)
        {
            customSkin.fret_release[i] = GetTextureFromLoadedResources(i + "_fret_release", resourcesDictionary);
        }

        for (int i = 0; i < customSkin.fret_anim.Length; ++i)
        {
            customSkin.fret_anim[i] = GetTextureFromLoadedResources(i + "_fret_anim", resourcesDictionary);
        }

        // DRUMS
        for (int i = 0; i < customSkin.fret_base.Length; ++i)
        {
            customSkin.drum_fret_base[i] = GetTextureFromLoadedResources(i + "_drum_fret_base", resourcesDictionary);
        }

        for (int i = 0; i < customSkin.fret_cover.Length; ++i)
        {
            customSkin.drum_fret_cover[i] = GetTextureFromLoadedResources(i + "_drum_fret_cover", resourcesDictionary);
        }

        for (int i = 0; i < customSkin.fret_press.Length; ++i)
        {
            customSkin.drum_fret_press[i] = GetTextureFromLoadedResources(i + "_drum_fret_press", resourcesDictionary);
        }

        for (int i = 0; i < customSkin.fret_release.Length; ++i)
        {
            customSkin.drum_fret_release[i] = GetTextureFromLoadedResources(i + "_drum_fret_release", resourcesDictionary);
        }

        for (int i = 0; i < customSkin.fret_anim.Length; ++i)
        {
            customSkin.drum_fret_anim[i] = GetTextureFromLoadedResources(i + "_drum_fret_anim", resourcesDictionary);
        }

        // GHL LOADING
        for (int i = 0; i < customSkin.reg_strum_ghl.Length; ++i)
        {
            customSkin.reg_strum_ghl[i] = GetTextureFromLoadedResources(i + "_reg_strum_ghl", resourcesDictionary);
        }

        for (int i = 0; i < customSkin.reg_hopo_ghl.Length; ++i)
        {
            customSkin.reg_hopo_ghl[i] = GetTextureFromLoadedResources(i + "_reg_hopo_ghl", resourcesDictionary);
        }

        for (int i = 0; i < customSkin.reg_tap_ghl.Length; ++i)
        {
            customSkin.reg_tap_ghl[i] = GetTextureFromLoadedResources(i + "_reg_tap_ghl", resourcesDictionary);
        }

        for (int i = 0; i < customSkin.sp_strum_ghl.Length; ++i)
        {
            customSkin.sp_strum_ghl[i] = GetTextureFromLoadedResources(i + "_sp_strum_ghl", resourcesDictionary);
        }

        for (int i = 0; i < customSkin.sp_hopo_ghl.Length; ++i)
        {
            customSkin.sp_hopo_ghl[i] = GetTextureFromLoadedResources(i + "_sp_hopo_ghl", resourcesDictionary);
        }

        for (int i = 0; i < customSkin.sp_tap_ghl.Length; ++i)
        {
            customSkin.sp_tap_ghl[i] = GetTextureFromLoadedResources(i + "_sp_tap_ghl", resourcesDictionary);
        }

        for (int i = 0; i < customSkin.fret_base_ghl.Length; ++i)
        {
            customSkin.fret_base_ghl[i] = GetTextureFromLoadedResources(i + "_fret_base_ghl", resourcesDictionary);
        }

        for (int i = 0; i < customSkin.fret_press_ghl.Length; ++i)
        {
            customSkin.fret_press_ghl[i] = GetTextureFromLoadedResources(i + "_fret_press_ghl", resourcesDictionary);
        }

        customSkin.fret_stem  = GetTextureFromLoadedResources("fret_stem", resourcesDictionary);
        customSkin.hit_flames = GetTextureFromLoadedResources("hit_flames", resourcesDictionary);

        // 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);
    }