2022-08-20 20:21:30 +00:00
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using UnityEngine;
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using Newtonsoft.Json;
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2022-08-22 01:57:32 +00:00
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using Newtonsoft.Json.Linq;
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2022-08-20 20:21:30 +00:00
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using HeavenStudio.Util;
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namespace HeavenStudio
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{
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[Serializable]
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public class DynamicBeatmap
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{
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public float bpm;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Populate)]
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[DefaultValue(100)] public int musicVolume; // In percent (1-100)
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public Dictionary<string, object> properties =
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new Dictionary<string, object>() {
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// software version (MajorMinorPatch, revision)
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{"productversion", 000},
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{"productsubversion", 0},
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//file format version
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{"riqversion", 0},
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// general chart info
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{"remixtitle", "New Remix"}, // chart name
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{"remixauthor", "Your Name"}, // charter's name
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{"remixlevel", 1}, // chart difficulty
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{"remixtempo", 120f}, // avg. chart tempo
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{"remixtags", ""}, // chart tags
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{"icontype", 0}, // chart icon (presets, custom - future)
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{"iconurl", ""}, // custom icon location (future)
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// chart song info
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{"idolgenre", "Song Genre"}, // song genre
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{"idolsong", "Song Name"}, // song name
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{"idolcredit", "Artist"}, // song artist
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// chart prologue
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{"prologuetype", 0}, // prologue card animation (future)
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{"prologuecaption", "Remix"}, // prologue card sub-title (future)
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// chart results screen messages
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{"resultcaption", "Rhythm League Notes"}, // result screen header
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{"resultcommon_hi", "Good rhythm."}, // generic "Superb" message (one-liner, or second line for single-type)
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{"resultcommon_ok", "Eh. Passable."}, // generic "OK" message (one-liner, or second line for single-type)
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{"resultcommon_ng", "Try harder next time."}, // generic "Try Again" message (one-liner, or second line for single-type)
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// the following are shown / hidden in-editor depending on the tags of the games used
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{"resultnormal_hi", "You show strong fundamentals."}, // "Superb" message for normal games (two-liner)
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{"resultnormal_ng", "Work on your fundamentals."}, // "Try Again" message for normal games (two-liner)
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{"resultkeep_hi", "You kept the beat well."}, // "Superb" message for keep-the-beat games (two-liner)
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{"resultkeep_ng", "You had trouble keeping the beat."}, // "Try Again" message for keep-the-beat games (two-liner)
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{"resultaim_hi", "You had great aim."}, // "Superb" message for aim games (two-liner)
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{"resultaim_ng", "Your aim was a little shaky."}, // "Try Again" message for aim games (two-liner)
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{"resultrepeat_hi", "You followed the example well."}, // "Superb" message for call-and-response games (two-liner)
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{"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>();
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public List<TempoChange> tempoChanges = new List<TempoChange>();
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public List<VolumeChange> volumeChanges = new List<VolumeChange>();
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public float firstBeatOffset;
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[Serializable]
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public class DynamicEntity : ICloneable
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{
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public float beat;
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public int track;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float length;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float swing;
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public Dictionary<string, dynamic> DynamicData = new Dictionary<string, dynamic>();
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public string datamodel;
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[JsonIgnore] public Editor.Track.TimelineEventObj eventObj;
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public object Clone()
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{
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return this.MemberwiseClone();
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}
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public DynamicEntity DeepCopy()
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{
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//lol the AI generated this
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return JsonConvert.DeserializeObject<DynamicEntity>(JsonConvert.SerializeObject(this));
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}
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public dynamic this[string propertyName]
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{
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get
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{
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Minigames.Minigame game = EventCaller.instance.GetMinigame(datamodel.Split(0));
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Minigames.GameAction action = EventCaller.instance.GetGameAction(game, datamodel.Split(1));
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Minigames.Param param = EventCaller.instance.GetGameParam(game, datamodel.Split(1), propertyName);
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var type = param.parameter.GetType();
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if (DynamicData.ContainsKey(propertyName))
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{
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var pType = DynamicData[propertyName].GetType();
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if (pType == type)
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{
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return DynamicData[propertyName];
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}
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else
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{
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if (type == typeof(EntityTypes.Integer))
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return (int) DynamicData[propertyName];
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else if (type == typeof(EntityTypes.Float))
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return (float) DynamicData[propertyName];
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else if (type.IsEnum)
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return (int) DynamicData[propertyName];
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else if (pType == typeof(Newtonsoft.Json.Linq.JObject))
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{
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DynamicData[propertyName] = DynamicData[propertyName].ToObject(type);
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return DynamicData[propertyName];
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}
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else
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return Convert.ChangeType(DynamicData[propertyName], type);
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}
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}
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else
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{
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return param.parameter;
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}
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}
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set
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{
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if (DynamicData.ContainsKey(propertyName))
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{
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DynamicData[propertyName] = value;
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}
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else
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{
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UnityEngine.Debug.LogError($"This entity does not have a property named {propertyName}! Attempted to insert value of type {value.GetType()}");
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}
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}
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}
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public void CreateProperty(string name, dynamic defaultValue)
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{
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if (!DynamicData.ContainsKey(name))
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DynamicData.Add(name, defaultValue);
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}
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}
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[Serializable]
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public class TempoChange : ICloneable
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{
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public float beat;
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public float length;
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public float tempo;
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public object Clone()
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{
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return this.MemberwiseClone();
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}
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}
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[Serializable]
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public class VolumeChange : ICloneable
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{
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public float beat;
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public float length;
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public float volume;
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public object Clone()
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{
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return this.MemberwiseClone();
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}
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}
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public object this[string propertyName]
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{
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get
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{
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return properties[propertyName];
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}
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set
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{
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if (properties.ContainsKey(propertyName))
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{
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properties[propertyName] = value;
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}
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else
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{
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UnityEngine.Debug.LogError($"This beatmap does not have a property named {propertyName}! Attempted to insert value of type {value.GetType()}");
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}
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}
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}
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/// <summary>
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/// converts from the old "rhmania" / "tengoku" format to the new "riq" format
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/// </summary>
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/// <param name="beatmap">a deserialized .rhmania or .tengoku beatmap</param>
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/// <returns>a .riq beatmap</returns>
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public static DynamicBeatmap BeatmapConverter(Beatmap beatmap)
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{
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DynamicBeatmap dynamicBeatmap = new DynamicBeatmap();
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dynamicBeatmap.bpm = beatmap.bpm;
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dynamicBeatmap.musicVolume = beatmap.musicVolume;
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dynamicBeatmap.firstBeatOffset = beatmap.firstBeatOffset;
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foreach (var entity in beatmap.entities)
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{
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dynamicBeatmap.entities.Add(new DynamicEntity()
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{
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beat = entity.beat,
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track = entity.track,
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length = entity.length,
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swing = entity.swing,
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datamodel = entity.datamodel,
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DynamicData = new Dictionary<string, dynamic>()
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{
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{ "valA", entity.valA },
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{ "valB", entity.valB },
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{ "valC", entity.valC },
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{ "toggle", entity.toggle },
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{ "type", entity.type },
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{ "type2", entity.type2 },
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{ "type3", entity.type3 },
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{ "type4", entity.type4 },
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{ "type5", entity.type5 },
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{ "type6", entity.type6 },
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{ "ease", (int) entity.ease },
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2022-08-22 01:57:32 +00:00
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{ "colorA", (Color) entity.colorA },
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{ "colorB", (Color) entity.colorB },
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{ "colorC", (Color) entity.colorC },
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{ "colorD", (Color) entity.colorD },
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{ "colorE", (Color) entity.colorE },
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{ "colorF", (Color) entity.colorF },
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2022-08-21 23:46:45 +00:00
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{ "text1", entity.text1 },
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{ "text2", entity.text2 },
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{ "text3", entity.text3 },
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}
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});
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}
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foreach (var tempoChange in beatmap.tempoChanges)
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{
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dynamicBeatmap.tempoChanges.Add(new TempoChange()
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{
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beat = tempoChange.beat,
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length = tempoChange.length,
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tempo = tempoChange.tempo
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});
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}
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foreach (var volumeChange in beatmap.volumeChanges)
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{
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dynamicBeatmap.volumeChanges.Add(new VolumeChange()
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{
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beat = volumeChange.beat,
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length = volumeChange.length,
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volume = volumeChange.volume
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});
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}
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return dynamicBeatmap;
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}
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/// <summary>
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/// FUTURE: converts from a karateka mania chart ("bor") to the "riq" format
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/// </summary>
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/// <param name="bor">a rawtext .bor chart</param>
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/// <returns>a .riq beatmap</returns>
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/// <remarks>not implemented yet</remarks>
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public static DynamicBeatmap KManiaBorConverter(String bor)
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{
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return null;
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}
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/// <summary>
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/// updates an "riq" beatmap
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/// </summary>
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/// <param name="beatmap">old beatmap</param>
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/// <param name="version">version of old beatmap</param>
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/// <returns>updated beatmap</returns>
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/// <remarks>not implemented yet</remarks>
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public static DynamicBeatmap BeatmapUpdater(DynamicBeatmap beatmap, int version)
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{
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return beatmap;
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}
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2022-08-20 20:21:30 +00:00
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}
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}
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