HeavenStudioPlus/Assets/Scripts/BeatmapFormats/DynamicBeatmap.cs

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using System;
using System.Collections.Generic;
using System.ComponentModel;
using UnityEngine;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
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using HeavenStudio.Util;
namespace HeavenStudio
{
[Serializable]
public class DynamicBeatmap
{
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public static int CurrentRiqVersion = 0;
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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>() {
// software version (MajorMinorPatch, revision)
{"productversion", 000},
{"productsubversion", 0},
//file format version
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{"riqversion", CurrentRiqVersion},
// 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)
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};
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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, dynamic> DynamicData = new Dictionary<string, dynamic>();
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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 dynamic this[string propertyName]
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{
get
{
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switch (propertyName)
{
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case "beat":
return beat;
case "track":
return track;
case "length":
return length;
case "swing":
return swing;
case "datamodel":
return datamodel;
default:
//TODO: do this checking and conversion on load instead of at runtime
Minigames.Minigame game = EventCaller.instance.GetMinigame(datamodel.Split(0));
Minigames.GameAction action = EventCaller.instance.GetGameAction(game, datamodel.Split(1));
Minigames.Param param = EventCaller.instance.GetGameParam(game, datamodel.Split(1), propertyName);
var type = param.parameter.GetType();
if (DynamicData.ContainsKey(propertyName))
{
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var pType = DynamicData[propertyName].GetType();
if (pType == type)
{
return DynamicData[propertyName];
}
else
{
if (type == typeof(EntityTypes.Integer))
return (int) DynamicData[propertyName];
else if (type == typeof(EntityTypes.Float))
return (float) DynamicData[propertyName];
else if (type.IsEnum)
return (int) DynamicData[propertyName];
else if (pType == typeof(Newtonsoft.Json.Linq.JObject))
{
DynamicData[propertyName] = DynamicData[propertyName].ToObject(type);
return DynamicData[propertyName];
}
else
return Convert.ChangeType(DynamicData[propertyName], type);
}
}
else
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{
return param.parameter;
}
}
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}
set
{
if (DynamicData.ContainsKey(propertyName))
{
DynamicData[propertyName] = value;
}
else
{
UnityEngine.Debug.LogError($"This entity does not have a property named {propertyName}! Attempted to insert value of type {value.GetType()}");
}
}
}
public void CreateProperty(string name, dynamic defaultValue)
{
if (!DynamicData.ContainsKey(name))
DynamicData.Add(name, defaultValue);
}
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}
[Serializable]
public class TempoChange : ICloneable
{
public float beat;
public float length;
public float tempo;
public object Clone()
{
return this.MemberwiseClone();
}
}
[Serializable]
public class VolumeChange : ICloneable
{
public float beat;
public float length;
public float volume;
public object Clone()
{
return this.MemberwiseClone();
}
}
public object this[string propertyName]
{
get
{
return properties[propertyName];
}
set
{
if (properties.ContainsKey(propertyName))
{
properties[propertyName] = value;
}
else
{
UnityEngine.Debug.LogError($"This beatmap does not have a property named {propertyName}! Attempted to insert value of type {value.GetType()}");
}
}
}
/// <summary>
/// converts from the old "rhmania" / "tengoku" format to the new "riq" format
/// </summary>
/// <param name="beatmap">a deserialized .rhmania or .tengoku beatmap</param>
/// <returns>a .riq beatmap</returns>
public static DynamicBeatmap BeatmapConverter(Beatmap beatmap)
{
DynamicBeatmap dynamicBeatmap = new DynamicBeatmap();
dynamicBeatmap.bpm = beatmap.bpm;
dynamicBeatmap.musicVolume = beatmap.musicVolume;
dynamicBeatmap.firstBeatOffset = beatmap.firstBeatOffset;
foreach (var entity in beatmap.entities)
{
dynamicBeatmap.entities.Add(new DynamicEntity()
{
beat = entity.beat,
track = entity.track,
length = entity.length,
swing = entity.swing,
datamodel = entity.datamodel,
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//TODO: only convert properties that actually exist in each GameAction
DynamicData = new Dictionary<string, dynamic>()
{
{ "valA", entity.valA },
{ "valB", entity.valB },
{ "valC", entity.valC },
{ "toggle", entity.toggle },
{ "type", entity.type },
{ "type2", entity.type2 },
{ "type3", entity.type3 },
{ "type4", entity.type4 },
{ "type5", entity.type5 },
{ "type6", entity.type6 },
{ "ease", (int) entity.ease },
{ "colorA", (Color) entity.colorA },
{ "colorB", (Color) entity.colorB },
{ "colorC", (Color) entity.colorC },
{ "colorD", (Color) entity.colorD },
{ "colorE", (Color) entity.colorE },
{ "colorF", (Color) entity.colorF },
{ "text1", entity.text1 },
{ "text2", entity.text2 },
{ "text3", entity.text3 },
}
});
}
foreach (var tempoChange in beatmap.tempoChanges)
{
dynamicBeatmap.tempoChanges.Add(new TempoChange()
{
beat = tempoChange.beat,
length = tempoChange.length,
tempo = tempoChange.tempo
});
}
foreach (var volumeChange in beatmap.volumeChanges)
{
dynamicBeatmap.volumeChanges.Add(new VolumeChange()
{
beat = volumeChange.beat,
length = volumeChange.length,
volume = volumeChange.volume
});
}
return dynamicBeatmap;
}
/// <summary>
/// FUTURE: converts from a karateka mania chart ("bor") to the "riq" format
/// </summary>
/// <param name="bor">a rawtext .bor chart</param>
/// <returns>a .riq beatmap</returns>
/// <remarks>not implemented yet</remarks>
public static DynamicBeatmap KManiaBorConverter(String bor)
{
return null;
}
/// <summary>
/// updates an "riq" beatmap
/// </summary>
/// <param name="beatmap">old beatmap</param>
/// <param name="version">version of old beatmap</param>
/// <returns>updated beatmap</returns>
/// <remarks>not implemented yet</remarks>
public static DynamicBeatmap BeatmapUpdater(DynamicBeatmap beatmap, int version)
{
return beatmap;
}
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}
}