HeavenStudio/Assets/Scripts/BeatmapFormats/DynamicBeatmap.cs
2022-08-20 16:21:30 -04:00

118 lines
3.5 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using UnityEngine;
using Newtonsoft.Json;
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>() {
{"remixtitle", "New Remix"},
{"remixauthor", "Your Name"},
};
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, object> DynamicData = new Dictionary<string, object>();
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 object this[string propertyName]
{
get
{
return DynamicData[propertyName];
}
set
{
if (DynamicData.ContainsKey(propertyName))
{
DynamicData[propertyName] = value;
}
else
{
UnityEngine.Debug.LogError($"This entity does not have a property named {propertyName}! Attempted to insert value of type {value.GetType()}");
}
}
}
}
[Serializable]
public class TempoChange : ICloneable
{
public float beat;
public float length;
public float tempo;
public object Clone()
{
return this.MemberwiseClone();
}
}
[Serializable]
public class VolumeChange : ICloneable
{
public float beat;
public float length;
public float volume;
public object Clone()
{
return this.MemberwiseClone();
}
}
public object this[string propertyName]
{
get
{
return properties[propertyName];
}
set
{
if (properties.ContainsKey(propertyName))
{
properties[propertyName] = value;
}
else
{
UnityEngine.Debug.LogError($"This beatmap does not have a property named {propertyName}! Attempted to insert value of type {value.GetType()}");
}
}
}
}
}