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)); // 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); }