using System; using System.Collections.Generic; using System.ComponentModel; using UnityEngine; using Newtonsoft.Json; using HeavenStudio.Util; namespace HeavenStudio { [Serializable] public class Beatmap { public float bpm; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Populate)] [DefaultValue(100)] public int musicVolume; // In percent (1-100) public List entities = new List(); public List tempoChanges = new List(); public List volumeChanges = new List(); public float firstBeatOffset; [Serializable] public class Entity : ICloneable { public float beat; public int track; // consideration: use arrays instead of hardcoding fixed parameter names [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float length; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valA; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valB; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valC; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public bool toggle; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type2; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type3; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public EasingFunction.Ease ease; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorA; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorB; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorC; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public string text1; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public string text2; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public string text3; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float swing; public string datamodel; [JsonIgnore] public Editor.Track.TimelineEventObj eventObj; public object Clone() { return this.MemberwiseClone(); } public Entity DeepCopy() { //lol the AI generated this return JsonConvert.DeserializeObject(JsonConvert.SerializeObject(this)); } public object this[string propertyName] { get { return typeof(Entity).GetField(propertyName).GetValue(this); } set { try { typeof(Entity).GetField(propertyName).SetValue(this, value); } catch (Exception ex) { UnityEngine.Debug.LogError($"You probably misspelled a paramater, or defined the object type wrong. Exception log: {ex}"); } } } } [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(); } } } }