HeavenStudioPlus/Assets/Scripts/Beatmap.cs

116 lines
4.7 KiB
C#

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<Entity> entities = new List<Entity>();
public List<TempoChange> tempoChanges = new List<TempoChange>();
public List<VolumeChange> volumeChanges = new List<VolumeChange>();
public float firstBeatOffset;
[Serializable]
public class Entity : ICloneable
{
public float beat;
public int track;
// consideration: use arrays instead of hardcoding fixed parameter names
// note from zeo: yeah definately use arrays
[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 int type4;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type5;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type6;
[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 Color colorD;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorE;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorF;
[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<Entity>(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 parameter, 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();
}
}
}
}