Clip保存与读取
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using System.Collections;
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using System.Collections.Generic;
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using Ichni.RhythmGame;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Ichni.Editor
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{
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public class ClipManagementWindow : MovableWindow
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{
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public TMP_InputField clipNameInputField;
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public Button applyClipButton;
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public void InitializeAsSaveClip()
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{
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GameElement currentElement = EditorManager.instance.operationManager.currentSelectedElement;
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if (currentElement == null)
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{
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LogWindow.Log("No Game Element selected.", Color.red);
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return;
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}
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if (!OpenWindow())
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{
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return;
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}
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InitializeWindow("Save Clip: " + currentElement.elementName);
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clipNameInputField.text = currentElement.elementName;
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applyClipButton.onClick.RemoveAllListeners();
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applyClipButton.onClick.AddListener(() =>
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{
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EditorManager.instance.projectManager.beatmapClipManager.Save(clipNameInputField.text);
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gameObject.SetActive(false);
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});
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}
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public void InitializeAsLoadClip()
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{
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if (!OpenWindow())
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{
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return;
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}
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InitializeWindow("Load Clip");
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clipNameInputField.text = "";
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applyClipButton.onClick.RemoveAllListeners();
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applyClipButton.onClick.AddListener(() =>
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{
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EditorManager.instance.projectManager.beatmapClipManager.Load(clipNameInputField.text);
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gameObject.SetActive(false);
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});
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}
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private bool OpenWindow()
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{
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if (EditorManager.instance.uiManager.mainPage.toolBar.clipManagementWindow.gameObject.activeSelf)
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{
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LogWindow.Log("Clip Management Window is already active.");
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return false;
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}
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gameObject.SetActive(true);
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return true;
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}
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}
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}
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