mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 19:55:09 +00:00
41e9d36177
* update icons * add background loading of sound sequences - fix bug with preFunction - remove most of the old preloading code * update spritesheets for karate man, marching orders * file explorer chart loading * update icon for trick on the class
463 lines
No EOL
21 KiB
C#
463 lines
No EOL
21 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Text.RegularExpressions;
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using UnityEngine;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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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 static int CurrentRiqVersion = 0;
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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", CurrentRiqVersion},
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// mapper set properties? (future: use this to flash the button)
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{"propertiesmodified", false},
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////// CATEGORY 1: SONG INFO
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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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{"remixdesc", "Remix Description"}, // chart description
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{"remixlevel", 1}, // chart difficulty (maybe offer a suggestion but still have the mapper determine it)
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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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////// CATEGORY 2: PROLOGUE AND EPILOGUE
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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 List<ChartSection> beatmapSections = new List<ChartSection>();
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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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DynamicEntity copy = (DynamicEntity)this.MemberwiseClone();
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copy.DynamicData = new Dictionary<string, dynamic>(this.DynamicData);
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return copy;
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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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switch (propertyName)
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{
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case "beat":
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return beat;
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case "track":
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return track;
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case "length":
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return length;
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case "swing":
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return swing;
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case "datamodel":
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return datamodel;
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default:
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if (DynamicData.ContainsKey(propertyName))
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return DynamicData[propertyName];
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else
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{
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Minigames.Minigame game = EventCaller.instance.GetMinigame(datamodel.Split(0));
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Minigames.Param param = EventCaller.instance.GetGameParam(game, datamodel.Split(1), propertyName);
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return param.parameter;
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}
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}
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}
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set
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{
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switch (propertyName)
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{
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case "beat":
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case "track":
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case "length":
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case "swing":
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case "datamodel":
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UnityEngine.Debug.LogWarning($"Property name {propertyName} is reserved and cannot be set.");
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break;
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default:
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if (DynamicData.ContainsKey(propertyName))
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DynamicData[propertyName] = value;
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else
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UnityEngine.Debug.LogError($"This entity does not have a property named {propertyName}! Attempted to insert value of type {value.GetType()}");
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break;
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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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[Serializable]
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public class ChartSection : ICloneable
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{
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public float beat;
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public bool startPerfect;
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public string sectionName;
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public bool isCheckpoint; // really don't think we need this but who knows
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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 dynamic this[string propertyName]
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{
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get
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{
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return properties[propertyName] ?? null;
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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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Minigames.Minigame game;
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Minigames.GameAction action;
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System.Type type, pType;
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foreach (var e in beatmap.entities)
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{
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game = EventCaller.instance.GetMinigame(e.datamodel.Split(0));
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action = EventCaller.instance.GetGameAction(game, e.datamodel.Split(1));
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if (game == null || action == null)
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{
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//FUTURE: attempt to convert to a new entity if a converter exists for this datamodel
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UnityEngine.Debug.LogError($"Could not find game or gameaction from datamodel {e.datamodel} @ beat {e.beat}, skipping entity");
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continue;
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}
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// Debug.Log($"{game.name} {action.displayName} @ beat {e.beat}");
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Dictionary<string, dynamic> dynamicData = new Dictionary<string, dynamic>();
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//check each param of the action
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if (action.parameters != null)
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{
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foreach (var param in action.parameters)
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{
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type = param.parameter.GetType();
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pType = e[param.propertyName].GetType();
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// Debug.Log($"adding parameter {param.propertyName} of type {type}");
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if (!dynamicData.ContainsKey(param.propertyName))
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{
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if (pType == type)
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{
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dynamicData.Add(param.propertyName, e[param.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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dynamicData.Add(param.propertyName, (int) e[param.propertyName]);
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else if (type == typeof(EntityTypes.Float))
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dynamicData.Add(param.propertyName, (float) e[param.propertyName]);
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else if (type.IsEnum && param.propertyName != "ease")
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dynamicData.Add(param.propertyName, (int) e[param.propertyName]);
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else if (pType == typeof(Newtonsoft.Json.Linq.JObject))
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dynamicData.Add(param.propertyName, e[param.propertyName].ToObject(type));
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else
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dynamicData.Add(param.propertyName, Convert.ChangeType(e[param.propertyName], type));
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}
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}
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else
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{
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Debug.LogWarning($"Property {param.propertyName} already exists in the entity's dynamic data! Skipping...");
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}
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}
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}
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dynamicBeatmap.entities.Add(new DynamicEntity()
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{
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beat = e.beat,
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track = e.track,
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length = e.length,
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swing = e.swing,
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datamodel = e.datamodel,
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DynamicData = dynamicData
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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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/// <summary>
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/// processes an riq beatmap after it is loaded
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/// </summary>
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public void PostProcess()
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{
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DynamicBeatmap beatmapModel = new DynamicBeatmap();
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Minigames.Minigame game;
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Minigames.GameAction action;
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System.Type type, pType;
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foreach (var e in entities)
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{
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var gameName = e.datamodel.Split(0);
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var actionName = e.datamodel.Split(1);
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game = EventCaller.instance.GetMinigame(gameName);
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if (game == null)
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{
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Debug.LogWarning($"Unknown game {gameName} found in remix.json! Adding game...");
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game = new Minigames.Minigame(gameName, DisplayName(gameName) + " \n<color=#eb5454>[inferred from remix.json]</color>", "", false, true, new List<Minigames.GameAction>());
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EventCaller.instance.minigames.Add(game);
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if (Editor.Editor.instance != null)
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Editor.Editor.instance.AddIcon(game);
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}
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action = EventCaller.instance.GetGameAction(game, actionName);
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if (action == null)
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{
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Debug.LogWarning($"Unknown action {gameName}/{actionName} found in remix.json! Adding action...");
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var parameters = new List<Minigames.Param>();
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foreach (var item in e.DynamicData)
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{
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var value = item.Value;
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if (value.GetType() == typeof(long))
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value = new EntityTypes.Integer(int.MinValue, int.MaxValue, (int)value);
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else if (value.GetType() == typeof(double))
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value = new EntityTypes.Float(float.NegativeInfinity, float.PositiveInfinity, (float)value);
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parameters.Add(new Minigames.Param(item.Key, value, item.Key, "[inferred from remix.json]"));
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}
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action = new Minigames.GameAction(actionName, DisplayName(actionName), e.length, true, parameters);
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game.actions.Add(action);
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}
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Dictionary<string, dynamic> dynamicData = new Dictionary<string, dynamic>();
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//check each param of the action
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if (action.parameters != null)
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{
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foreach (var param in action.parameters)
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{
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if (!dynamicData.ContainsKey(param.propertyName))
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{
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type = param.parameter.GetType();
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//FUTURE: attempt to convert to a new entity if a converter exists for this datamodel
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//add property if it doesn't exist
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if (!e.DynamicData.ContainsKey(param.propertyName))
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{
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Debug.LogWarning($"Property {param.propertyName} does not exist in the entity's dynamic data! Adding...");
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if (type == typeof(EntityTypes.Integer))
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dynamicData.Add(param.propertyName, ((EntityTypes.Integer)param.parameter).val);
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else if (type == typeof(EntityTypes.Float))
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dynamicData.Add(param.propertyName, ((EntityTypes.Float)param.parameter).val);
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else if (type.IsEnum && param.propertyName != "ease")
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dynamicData.Add(param.propertyName, (int)param.parameter);
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else
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dynamicData.Add(param.propertyName, Convert.ChangeType(param.parameter, type));
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continue;
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}
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pType = e[param.propertyName].GetType();
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if (pType == type)
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{
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dynamicData.Add(param.propertyName, e[param.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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dynamicData.Add(param.propertyName, (int)e[param.propertyName]);
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else if (type == typeof(EntityTypes.Float))
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dynamicData.Add(param.propertyName, (float)e[param.propertyName]);
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else if (type == typeof(EasingFunction.Ease) && pType == typeof(string))
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dynamicData.Add(param.propertyName, Enum.Parse(typeof(EasingFunction.Ease), (string)e[param.propertyName]));
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else if (type.IsEnum)
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dynamicData.Add(param.propertyName, (int)e[param.propertyName]);
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else if (pType == typeof(Newtonsoft.Json.Linq.JObject))
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dynamicData.Add(param.propertyName, e[param.propertyName].ToObject(type));
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else
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dynamicData.Add(param.propertyName, Convert.ChangeType(e[param.propertyName], type));
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}
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}
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else
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{
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Debug.LogWarning($"Property {param.propertyName} already exists in the entity's dynamic data! Skipping...");
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}
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}
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}
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e.DynamicData = dynamicData;
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}
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//go thru each property of the model beatmap and add any missing keyvalue pair
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foreach (var prop in beatmapModel.properties)
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{
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if (!properties.ContainsKey(prop.Key))
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{
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properties.Add(prop.Key, prop.Value);
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}
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}
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}
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private string DisplayName(string name)
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{
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// "gameName" -> "Game Name"
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// "action name" -> "Action Name"
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if (!name.Contains(" "))
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name = SplitCamelCase(name);
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System.Globalization.TextInfo textInfo = new System.Globalization.CultureInfo("en-US", false).TextInfo;
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return textInfo.ToTitleCase(name);
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}
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// https://stackoverflow.com/a/5796793
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public static string SplitCamelCase(string str)
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{
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return Regex.Replace(
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Regex.Replace(
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str,
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@"(\P{Ll})(\P{Ll}\p{Ll})",
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"$1 $2"
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),
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@"(\p{Ll})(\P{Ll})",
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"$1 $2"
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);
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}
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}
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} |