Files
2025-06-02 00:48:08 +08:00

73 lines
2.2 KiB
C#

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