original ver 25/06/01
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@@ -0,0 +1,72 @@
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using UnityEngine;
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using System.Collections.Generic;
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public class SongDataLibrary : MonoBehaviour
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{
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public static SongDataLibrary Instance;
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private Dictionary<int, SongData> songDataDictionary = new Dictionary<int, SongData>();
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// 指定存放在 "song_songIndex" 目录下的各个子文件夹名称
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// 例如:如果你有 Assets/Resources/song_songIndex/FolderA 和 FolderB,则在 Inspector 中填写 { "FolderA", "FolderB" }
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public string[] subfolderNames;
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private void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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DontDestroyOnLoad(gameObject);
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LoadSongData();
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}
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else
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{
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Destroy(gameObject);
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}
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}
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private void LoadSongData()
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{
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// 先加载直接放在 "song_songIndex" 目录下的 SongData
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SongData[] assets = Resources.LoadAll<SongData>("song_songIndex");
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foreach (SongData data in assets)
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{
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if (!songDataDictionary.ContainsKey(data.songID))
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{
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songDataDictionary.Add(data.songID, data);
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Debug.Log("加载到 SongData, songID: " + data.songID + ", 名称: " + data.songName);
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}
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else
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{
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Debug.LogWarning("重复的 songID: " + data.songID);
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}
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}
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// 再遍历每个子文件夹,加载其中的 SongData
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foreach (string subfolder in subfolderNames)
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{
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SongData[] subAssets = Resources.LoadAll<SongData>("song_songIndex/" + subfolder);
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foreach (SongData data in subAssets)
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{
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if (!songDataDictionary.ContainsKey(data.songID))
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{
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songDataDictionary.Add(data.songID, data);
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Debug.Log("从 " + subfolder + " 加载到 SongData, songID: " + data.songID + ", 名称: " + data.songName);
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}
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else
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{
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Debug.LogWarning("重复的 songID: " + data.songID);
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}
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}
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}
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}
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public SongData GetSongDataByID(int songID)
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{
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if (songDataDictionary.ContainsKey(songID))
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{
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return songDataDictionary[songID];
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}
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Debug.LogError("未找到 songID: " + songID);
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return null;
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}
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}
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