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prep work on dynamic beatmap format
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5 changed files with 138 additions and 1 deletions
8
Assets/Scripts/BeatmapFormats.meta
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8
Assets/Scripts/BeatmapFormats.meta
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118
Assets/Scripts/BeatmapFormats/DynamicBeatmap.cs
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118
Assets/Scripts/BeatmapFormats/DynamicBeatmap.cs
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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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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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{"remixtitle", "New Remix"},
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{"remixauthor", "Your Name"},
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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, object> DynamicData = new Dictionary<string, object>();
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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 object this[string propertyName]
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{
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get
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{
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return DynamicData[propertyName];
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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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}
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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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}
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}
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11
Assets/Scripts/BeatmapFormats/DynamicBeatmap.cs.meta
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11
Assets/Scripts/BeatmapFormats/DynamicBeatmap.cs.meta
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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