mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-11 04:05:11 +00:00
295 lines
No EOL
12 KiB
C#
295 lines
No EOL
12 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.ComponentModel;
|
|
using UnityEngine;
|
|
|
|
using Newtonsoft.Json;
|
|
using Newtonsoft.Json.Linq;
|
|
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio
|
|
{
|
|
[Serializable]
|
|
public class DynamicBeatmap
|
|
{
|
|
public float bpm;
|
|
|
|
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Populate)]
|
|
[DefaultValue(100)] public int musicVolume; // In percent (1-100)
|
|
|
|
public Dictionary<string, object> properties =
|
|
new Dictionary<string, object>() {
|
|
// software version (MajorMinorPatch, revision)
|
|
{"productversion", 000},
|
|
{"productsubversion", 0},
|
|
//file format version
|
|
{"riqversion", 0},
|
|
|
|
// general chart info
|
|
{"remixtitle", "New Remix"}, // chart name
|
|
{"remixauthor", "Your Name"}, // charter's name
|
|
{"remixlevel", 1}, // chart difficulty
|
|
{"remixtempo", 120f}, // avg. chart tempo
|
|
{"remixtags", ""}, // chart tags
|
|
{"icontype", 0}, // chart icon (presets, custom - future)
|
|
{"iconurl", ""}, // custom icon location (future)
|
|
|
|
// chart song info
|
|
{"idolgenre", "Song Genre"}, // song genre
|
|
{"idolsong", "Song Name"}, // song name
|
|
{"idolcredit", "Artist"}, // song artist
|
|
|
|
// chart prologue
|
|
{"prologuetype", 0}, // prologue card animation (future)
|
|
{"prologuecaption", "Remix"}, // prologue card sub-title (future)
|
|
|
|
// chart results screen messages
|
|
{"resultcaption", "Rhythm League Notes"}, // result screen header
|
|
{"resultcommon_hi", "Good rhythm."}, // generic "Superb" message (one-liner, or second line for single-type)
|
|
{"resultcommon_ok", "Eh. Passable."}, // generic "OK" message (one-liner, or second line for single-type)
|
|
{"resultcommon_ng", "Try harder next time."}, // generic "Try Again" message (one-liner, or second line for single-type)
|
|
|
|
// the following are shown / hidden in-editor depending on the tags of the games used
|
|
{"resultnormal_hi", "You show strong fundamentals."}, // "Superb" message for normal games (two-liner)
|
|
{"resultnormal_ng", "Work on your fundamentals."}, // "Try Again" message for normal games (two-liner)
|
|
|
|
{"resultkeep_hi", "You kept the beat well."}, // "Superb" message for keep-the-beat games (two-liner)
|
|
{"resultkeep_ng", "You had trouble keeping the beat."}, // "Try Again" message for keep-the-beat games (two-liner)
|
|
|
|
{"resultaim_hi", "You had great aim."}, // "Superb" message for aim games (two-liner)
|
|
{"resultaim_ng", "Your aim was a little shaky."}, // "Try Again" message for aim games (two-liner)
|
|
|
|
{"resultrepeat_hi", "You followed the example well."}, // "Superb" message for call-and-response games (two-liner)
|
|
{"resultrepeat_ng", "Next time, follow the example better."}, // "Try Again" message for call-and-response games (two-liner)
|
|
};
|
|
|
|
public List<DynamicEntity> entities = new List<DynamicEntity>();
|
|
public List<TempoChange> tempoChanges = new List<TempoChange>();
|
|
public List<VolumeChange> volumeChanges = new List<VolumeChange>();
|
|
public float firstBeatOffset;
|
|
|
|
[Serializable]
|
|
public class DynamicEntity : ICloneable
|
|
{
|
|
public float beat;
|
|
public int track;
|
|
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float length;
|
|
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float swing;
|
|
public Dictionary<string, dynamic> DynamicData = new Dictionary<string, dynamic>();
|
|
|
|
public string datamodel;
|
|
[JsonIgnore] public Editor.Track.TimelineEventObj eventObj;
|
|
|
|
public object Clone()
|
|
{
|
|
return this.MemberwiseClone();
|
|
}
|
|
|
|
public DynamicEntity DeepCopy()
|
|
{
|
|
//lol the AI generated this
|
|
return JsonConvert.DeserializeObject<DynamicEntity>(JsonConvert.SerializeObject(this));
|
|
}
|
|
|
|
public dynamic this[string propertyName]
|
|
{
|
|
get
|
|
{
|
|
//TODO: do this checking and conversion on load instead of at runtime
|
|
Minigames.Minigame game = EventCaller.instance.GetMinigame(datamodel.Split(0));
|
|
Minigames.GameAction action = EventCaller.instance.GetGameAction(game, datamodel.Split(1));
|
|
Minigames.Param param = EventCaller.instance.GetGameParam(game, datamodel.Split(1), propertyName);
|
|
var type = param.parameter.GetType();
|
|
if (DynamicData.ContainsKey(propertyName))
|
|
{
|
|
var pType = DynamicData[propertyName].GetType();
|
|
if (pType == type)
|
|
{
|
|
return DynamicData[propertyName];
|
|
}
|
|
else
|
|
{
|
|
if (type == typeof(EntityTypes.Integer))
|
|
return (int) DynamicData[propertyName];
|
|
else if (type == typeof(EntityTypes.Float))
|
|
return (float) DynamicData[propertyName];
|
|
else if (type.IsEnum)
|
|
return (int) DynamicData[propertyName];
|
|
else if (pType == typeof(Newtonsoft.Json.Linq.JObject))
|
|
{
|
|
DynamicData[propertyName] = DynamicData[propertyName].ToObject(type);
|
|
return DynamicData[propertyName];
|
|
}
|
|
else
|
|
return Convert.ChangeType(DynamicData[propertyName], type);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return param.parameter;
|
|
}
|
|
}
|
|
set
|
|
{
|
|
if (DynamicData.ContainsKey(propertyName))
|
|
{
|
|
DynamicData[propertyName] = value;
|
|
}
|
|
else
|
|
{
|
|
UnityEngine.Debug.LogError($"This entity does not have a property named {propertyName}! Attempted to insert value of type {value.GetType()}");
|
|
}
|
|
}
|
|
}
|
|
|
|
public void CreateProperty(string name, dynamic defaultValue)
|
|
{
|
|
if (!DynamicData.ContainsKey(name))
|
|
DynamicData.Add(name, defaultValue);
|
|
}
|
|
}
|
|
|
|
[Serializable]
|
|
public class TempoChange : ICloneable
|
|
{
|
|
public float beat;
|
|
public float length;
|
|
public float tempo;
|
|
|
|
public object Clone()
|
|
{
|
|
return this.MemberwiseClone();
|
|
}
|
|
}
|
|
|
|
[Serializable]
|
|
public class VolumeChange : ICloneable
|
|
{
|
|
public float beat;
|
|
public float length;
|
|
public float volume;
|
|
|
|
public object Clone()
|
|
{
|
|
return this.MemberwiseClone();
|
|
}
|
|
}
|
|
|
|
public object this[string propertyName]
|
|
{
|
|
get
|
|
{
|
|
return properties[propertyName];
|
|
}
|
|
set
|
|
{
|
|
if (properties.ContainsKey(propertyName))
|
|
{
|
|
properties[propertyName] = value;
|
|
}
|
|
else
|
|
{
|
|
UnityEngine.Debug.LogError($"This beatmap does not have a property named {propertyName}! Attempted to insert value of type {value.GetType()}");
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// converts from the old "rhmania" / "tengoku" format to the new "riq" format
|
|
/// </summary>
|
|
/// <param name="beatmap">a deserialized .rhmania or .tengoku beatmap</param>
|
|
/// <returns>a .riq beatmap</returns>
|
|
public static DynamicBeatmap BeatmapConverter(Beatmap beatmap)
|
|
{
|
|
DynamicBeatmap dynamicBeatmap = new DynamicBeatmap();
|
|
dynamicBeatmap.bpm = beatmap.bpm;
|
|
dynamicBeatmap.musicVolume = beatmap.musicVolume;
|
|
dynamicBeatmap.firstBeatOffset = beatmap.firstBeatOffset;
|
|
|
|
foreach (var entity in beatmap.entities)
|
|
{
|
|
dynamicBeatmap.entities.Add(new DynamicEntity()
|
|
{
|
|
beat = entity.beat,
|
|
track = entity.track,
|
|
length = entity.length,
|
|
swing = entity.swing,
|
|
datamodel = entity.datamodel,
|
|
//TODO: only convert properties that actually exist in each GameAction
|
|
DynamicData = new Dictionary<string, dynamic>()
|
|
{
|
|
{ "valA", entity.valA },
|
|
{ "valB", entity.valB },
|
|
{ "valC", entity.valC },
|
|
|
|
{ "toggle", entity.toggle },
|
|
|
|
{ "type", entity.type },
|
|
{ "type2", entity.type2 },
|
|
{ "type3", entity.type3 },
|
|
{ "type4", entity.type4 },
|
|
{ "type5", entity.type5 },
|
|
{ "type6", entity.type6 },
|
|
|
|
{ "ease", (int) entity.ease },
|
|
|
|
{ "colorA", (Color) entity.colorA },
|
|
{ "colorB", (Color) entity.colorB },
|
|
{ "colorC", (Color) entity.colorC },
|
|
{ "colorD", (Color) entity.colorD },
|
|
{ "colorE", (Color) entity.colorE },
|
|
{ "colorF", (Color) entity.colorF },
|
|
|
|
{ "text1", entity.text1 },
|
|
{ "text2", entity.text2 },
|
|
{ "text3", entity.text3 },
|
|
}
|
|
});
|
|
}
|
|
foreach (var tempoChange in beatmap.tempoChanges)
|
|
{
|
|
dynamicBeatmap.tempoChanges.Add(new TempoChange()
|
|
{
|
|
beat = tempoChange.beat,
|
|
length = tempoChange.length,
|
|
tempo = tempoChange.tempo
|
|
});
|
|
}
|
|
foreach (var volumeChange in beatmap.volumeChanges)
|
|
{
|
|
dynamicBeatmap.volumeChanges.Add(new VolumeChange()
|
|
{
|
|
beat = volumeChange.beat,
|
|
length = volumeChange.length,
|
|
volume = volumeChange.volume
|
|
});
|
|
}
|
|
return dynamicBeatmap;
|
|
}
|
|
|
|
/// <summary>
|
|
/// FUTURE: converts from a karateka mania chart ("bor") to the "riq" format
|
|
/// </summary>
|
|
/// <param name="bor">a rawtext .bor chart</param>
|
|
/// <returns>a .riq beatmap</returns>
|
|
/// <remarks>not implemented yet</remarks>
|
|
public static DynamicBeatmap KManiaBorConverter(String bor)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// updates an "riq" beatmap
|
|
/// </summary>
|
|
/// <param name="beatmap">old beatmap</param>
|
|
/// <param name="version">version of old beatmap</param>
|
|
/// <returns>updated beatmap</returns>
|
|
/// <remarks>not implemented yet</remarks>
|
|
public static DynamicBeatmap BeatmapUpdater(DynamicBeatmap beatmap, int version)
|
|
{
|
|
return beatmap;
|
|
}
|
|
|
|
}
|
|
} |