HeavenStudioPlus/Assets/Scripts/BeatmapFormats/DynamicBeatmap.cs

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6.5 KiB
C#
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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>() {
// 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)
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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, 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($"This entity does not have a property named {propertyName}! Attempted to insert value of type {value.GetType()}");
}
}
}
public void CreateProperty(string name, object defaultValue)
{
if (!DynamicData.ContainsKey(name))
DynamicData.Add(name, defaultValue);
}
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}
[Serializable]
public class TempoChange : ICloneable
{
public float beat;
public float length;
public float tempo;
public object Clone()
{
return this.MemberwiseClone();
}
}
[Serializable]
public class VolumeChange : ICloneable
{
public float beat;
public float length;
public float volume;
public object Clone()
{
return this.MemberwiseClone();
}
}
public object this[string propertyName]
{
get
{
return properties[propertyName];
}
set
{
if (properties.ContainsKey(propertyName))
{
properties[propertyName] = value;
}
else
{
UnityEngine.Debug.LogError($"This beatmap does not have a property named {propertyName}! Attempted to insert value of type {value.GetType()}");
}
}
}
}
}