2022-08-20 20:21:30 +00:00
|
|
|
using System;
|
|
|
|
using System.Collections.Generic;
|
|
|
|
using System.ComponentModel;
|
|
|
|
using UnityEngine;
|
|
|
|
|
|
|
|
using Newtonsoft.Json;
|
|
|
|
|
|
|
|
using HeavenStudio.Util;
|
|
|
|
|
|
|
|
namespace HeavenStudio
|
|
|
|
{
|
|
|
|
[Serializable]
|
|
|
|
public class DynamicBeatmap
|
|
|
|
{
|
|
|
|
public float bpm;
|
|
|
|
|
|
|
|
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Populate)]
|
|
|
|
[DefaultValue(100)] public int musicVolume; // In percent (1-100)
|
|
|
|
|
|
|
|
public Dictionary<string, object> properties =
|
|
|
|
new Dictionary<string, object>() {
|
2022-08-20 23:03:51 +00:00
|
|
|
// software version (MajorMinorPatch, revision)
|
|
|
|
{"productversion", 000},
|
|
|
|
{"productsubversion", 0},
|
|
|
|
|
|
|
|
// general chart info
|
|
|
|
{"remixtitle", "New Remix"}, // chart name
|
|
|
|
{"remixauthor", "Your Name"}, // charter's name
|
|
|
|
{"remixlevel", 1}, // chart difficulty
|
|
|
|
{"remixtempo", 120f}, // avg. chart tempo
|
|
|
|
{"remixtags", ""}, // chart tags
|
|
|
|
{"icontype", 0}, // chart icon (presets, custom - future)
|
|
|
|
{"iconurl", ""}, // custom icon location (future)
|
|
|
|
|
|
|
|
// chart song info
|
|
|
|
{"idolgenre", "Song Genre"}, // song genre
|
|
|
|
{"idolsong", "Song Name"}, // song name
|
|
|
|
{"idolcredit", "Artist"}, // song artist
|
|
|
|
|
|
|
|
// chart prologue
|
|
|
|
{"prologuetype", 0}, // prologue card animation (future)
|
|
|
|
{"prologuecaption", "Remix"}, // prologue card sub-title (future)
|
|
|
|
|
|
|
|
// chart results screen messages
|
|
|
|
{"resultcaption", "Rhythm League Notes"}, // result screen header
|
|
|
|
{"resultcommon_hi", "Good rhythm."}, // generic "Superb" message (one-liner, or second line for single-type)
|
|
|
|
{"resultcommon_ok", "Eh. Passable."}, // generic "OK" message (one-liner, or second line for single-type)
|
|
|
|
{"resultcommon_ng", "Try harder next time."}, // generic "Try Again" message (one-liner, or second line for single-type)
|
|
|
|
|
|
|
|
// the following are shown / hidden in-editor depending on the tags of the games used
|
|
|
|
{"resultnormal_hi", "You show strong fundamentals."}, // "Superb" message for normal games (two-liner)
|
|
|
|
{"resultnormal_ng", "Work on your fundamentals."}, // "Try Again" message for normal games (two-liner)
|
|
|
|
|
|
|
|
{"resultkeep_hi", "You kept the beat well."}, // "Superb" message for keep-the-beat games (two-liner)
|
|
|
|
{"resultkeep_ng", "You had trouble keeping the beat."}, // "Try Again" message for keep-the-beat games (two-liner)
|
|
|
|
|
|
|
|
{"resultaim_hi", "You had great aim."}, // "Superb" message for aim games (two-liner)
|
|
|
|
{"resultaim_ng", "Your aim was a little shaky."}, // "Try Again" message for aim games (two-liner)
|
|
|
|
|
|
|
|
{"resultrepeat_hi", "You followed the example well."}, // "Superb" message for call-and-response games (two-liner)
|
|
|
|
{"resultrepeat_ng", "Next time, follow the example better."}, // "Try Again" message for call-and-response games (two-liner)
|
2022-08-20 20:21:30 +00:00
|
|
|
};
|
2022-08-20 23:03:51 +00:00
|
|
|
|
2022-08-20 20:21:30 +00:00
|
|
|
public List<DynamicEntity> entities = new List<DynamicEntity>();
|
|
|
|
public List<TempoChange> tempoChanges = new List<TempoChange>();
|
|
|
|
public List<VolumeChange> volumeChanges = new List<VolumeChange>();
|
|
|
|
public float firstBeatOffset;
|
|
|
|
|
|
|
|
[Serializable]
|
|
|
|
public class DynamicEntity : ICloneable
|
|
|
|
{
|
|
|
|
public float beat;
|
|
|
|
public int track;
|
|
|
|
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float length;
|
|
|
|
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float swing;
|
|
|
|
public Dictionary<string, object> DynamicData = new Dictionary<string, object>();
|
|
|
|
|
|
|
|
public string datamodel;
|
|
|
|
[JsonIgnore] public Editor.Track.TimelineEventObj eventObj;
|
|
|
|
|
|
|
|
public object Clone()
|
|
|
|
{
|
|
|
|
return this.MemberwiseClone();
|
|
|
|
}
|
|
|
|
|
|
|
|
public DynamicEntity DeepCopy()
|
|
|
|
{
|
|
|
|
//lol the AI generated this
|
|
|
|
return JsonConvert.DeserializeObject<DynamicEntity>(JsonConvert.SerializeObject(this));
|
|
|
|
}
|
|
|
|
|
|
|
|
public object this[string propertyName]
|
|
|
|
{
|
|
|
|
get
|
|
|
|
{
|
|
|
|
return DynamicData[propertyName];
|
|
|
|
}
|
|
|
|
set
|
|
|
|
{
|
|
|
|
if (DynamicData.ContainsKey(propertyName))
|
|
|
|
{
|
|
|
|
DynamicData[propertyName] = value;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
UnityEngine.Debug.LogError($"This entity does not have a property named {propertyName}! Attempted to insert value of type {value.GetType()}");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2022-08-20 23:03:51 +00:00
|
|
|
|
|
|
|
public void CreateProperty(string name, object defaultValue)
|
|
|
|
{
|
|
|
|
if (!DynamicData.ContainsKey(name))
|
|
|
|
DynamicData.Add(name, defaultValue);
|
|
|
|
}
|
2022-08-20 20:21:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
[Serializable]
|
|
|
|
public class TempoChange : ICloneable
|
|
|
|
{
|
|
|
|
public float beat;
|
|
|
|
public float length;
|
|
|
|
public float tempo;
|
|
|
|
|
|
|
|
public object Clone()
|
|
|
|
{
|
|
|
|
return this.MemberwiseClone();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
[Serializable]
|
|
|
|
public class VolumeChange : ICloneable
|
|
|
|
{
|
|
|
|
public float beat;
|
|
|
|
public float length;
|
|
|
|
public float volume;
|
|
|
|
|
|
|
|
public object Clone()
|
|
|
|
{
|
|
|
|
return this.MemberwiseClone();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public object this[string propertyName]
|
|
|
|
{
|
|
|
|
get
|
|
|
|
{
|
|
|
|
return properties[propertyName];
|
|
|
|
}
|
|
|
|
set
|
|
|
|
{
|
|
|
|
if (properties.ContainsKey(propertyName))
|
|
|
|
{
|
|
|
|
properties[propertyName] = value;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
UnityEngine.Debug.LogError($"This beatmap does not have a property named {propertyName}! Attempted to insert value of type {value.GetType()}");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|