Files
bansonic_beta_main/Assets/scripts/gamePlay_gameplay/BeatmapManager.cs
T
2025-06-02 00:48:08 +08:00

132 lines
4.2 KiB
C#

using System.IO;
using UnityEngine;
using UnityEngine.UI;
public class BeatmapManager : MonoBehaviour
{
public Beatmap beatmap; // 当前谱面数据
// 音符生成器引用
public NoteSpawner noteSpawner;
// 保存谱面数据到 JSON 文件
//public void SaveBeatmap(string fileName)
//{
// string json = JsonUtility.ToJson(beatmap, true); // 格式化 JSON 输出
// File.WriteAllText(Application.dataPath + "/" + fileName, json);
// Debug.Log("谱面已保存:" + Application.dataPath + "/" + fileName);
//}
// 从 JSON 文件加载谱面数据
public void LoadBeatmap(string fileName)
{
string path = Application.streamingAssetsPath + "/" + fileName;
if (File.Exists(path))
{
string json = File.ReadAllText(path);
beatmap = JsonUtility.FromJson<Beatmap>(json);
Debug.Log("谱面已加载:" + json);
// 在加载后立即调用音符生成
noteSpawner.LoadBeatmap(beatmap);
}
else
{
Debug.LogError("文件不存在:" + path);
}
}
public void LoadBeatmap(Beatmap loadedBeatmap)
{
beatmap = loadedBeatmap;
Debug.Log("谱面已加载:" + beatmap.title);
// 在加载后立即调用音符生成
noteSpawner.LoadBeatmap(beatmap);
}
//public void LoadBeatmapFromFile(string fileName)
//{
// string path = Application.persistentDataPath + "/" + fileName;
// if (File.Exists(path))
// {
// string json = File.ReadAllText(path);
// Beatmap beatmap = JsonUtility.FromJson<Beatmap>(json);
// beatmapManager.LoadBeatmap(beatmap); // 使用 LoadBeatmap 方法传递 Beatmap 对象
// }
// else
// {
// Debug.LogError("文件不存在:" + path);
// }
//}
// 创建一个示例谱面并保存
//public void CreateSampleBeatmap()
//{
// beatmap = new Beatmap
// {
// title = "Moonlight Sonata",
// composer = "Ludwig van Beethoven",
// illustrator = "John Doe",
// charter = "Jane Smith",
// beatmapId = "ML-001",
// duration = 120.5f,
// bpm = 128f,
// difficulty = 5,
// difficultyName = "Hard",
// createdDate = System.DateTime.Now.ToString("yyyy-MM-dd"),
// musicFile = "moonlight_sonata.mp3",
// backgroundFile = "moonlight_art.png",
// tracks = new TrackData[]
// {
// new TrackData { color = "red" },
// new TrackData { color = "green" },
// new TrackData { color = "yellow" },
// new TrackData { color = "purple" },
// new TrackData { color = "blue" }
// },
// notes = new NoteData[]
// {
// new NoteData { trackIndex = 0, time = 1.0f, color = "red", type = "tap", length = 0.0f },
// new NoteData { trackIndex = 4, time = 2.0f, color = "blue", type = "tap", length = 0.0f },
// new NoteData { trackIndex = 1, time = 3.5f, color = "green", type = "tap", length = 0.0f },
// new NoteData { trackIndex = 2, time = 3.5f, color = "yellow", type = "tap", length = 0.0f },
// new NoteData { trackIndex = 2, time = 3.5f, color = "yellow", type = "tap", length = 0.0f },
// new NoteData { trackIndex = 3, time = 3.5f, color = "purple", type = "tap", length = 0.0f },
// }
// };
// SaveBeatmap("test_beatmap.json");
//}
// 读取并加载当前谱面到音符生成器
public void LoadBeatmapFromFile()
{
string path = Application.streamingAssetsPath + "/Emilia_demo.json";
if (File.Exists(path))
{
string json = File.ReadAllText(path);
beatmap = JsonUtility.FromJson<Beatmap>(json);
noteSpawner.LoadBeatmap(beatmap);
}
else
{
Debug.LogError("谱面文件未找到!");
}
}
// 在 Start() 方法中初始化
void Start()
{
// 这里可以选择在启动时创建一个示例谱面并加载
//CreateSampleBeatmap(); // 创建并保存一个示例谱面
LoadBeatmap("Emilia_demo.json"); // 加载并实例化音符
}
}