Files
bansonic_beta_main/Assets/songsDatabase/SongData.cs
T
2025-06-02 00:48:08 +08:00

145 lines
4.5 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class ChartFileEntry
{
public int difficulty; // 该谱面对应的难度
public TextAsset chartFile; // 谱面文件
}
[CreateAssetMenu(fileName = "NewSongData", menuName = "EaseOut/SongData")]
public class SongData : ScriptableObject
{
public string usernameID = "user_TestUser@FloatGaming";
public string songName;
public int songID;
public int songLength_second;
public string artistName;
public string painter;
public string level_creator;
public string belongsTo_whichDLC;
public int bpm;
public float songDuration;
public int game_enterTimes;
public int time_totalPlayingTime;
public DateTime uploadData;
public Sprite illustration;
public Sprite backgroudPIC;
public Sprite fullscreen_songPicture;
public AudioClip audioFile;
public AudioClip audio_previewAudio;
// 支持不同难度的数据
public Dictionary<int, int> difficultyNumberMap = new Dictionary<int, int>(); // 各个难度的难度数值
public Dictionary<int, int> personalRecordMap = new Dictionary<int, int>(); // 各个难度的最高分
public Dictionary<int, TextAsset> chartFileMap = new Dictionary<int, TextAsset>(); // 各个难度下的谱面文件
// 用于在 Inspector 选择谱面文件
public List<ChartFileEntry> chartFiles = new List<ChartFileEntry>();
// 个人最高记录(所有难度中的最高分)
public int personalRecord;
// 当前游玩的难度
public int difficultyID;
public float current_levelProgress;
public bool _if_level_is_EASE;
public int max_comboRecord;
// 构造函数:从 JSON 数据创建 SongData
public SongData(SongDataSerializable jsonData)
{
usernameID = jsonData.usernameID;
songName = jsonData.songName;
songID = jsonData.songID;
songLength_second = jsonData.songLength_second;
artistName = jsonData.artistName;
painter = jsonData.painter;
level_creator = jsonData.level_creator;
belongsTo_whichDLC = jsonData.belongsTo_whichDLC;
bpm = jsonData.bpm;
songDuration = jsonData.songDuration;
game_enterTimes = jsonData.game_enterTimes;
time_totalPlayingTime = jsonData.time_totalPlayingTime;
uploadData = DateTime.Parse(jsonData.uploadData);
difficultyID = jsonData.difficultyID;
current_levelProgress = jsonData.current_levelProgress;
_if_level_is_EASE = jsonData._if_level_is_EASE;
max_comboRecord = jsonData.max_comboRecord;
difficultyNumberMap = jsonData.difficultyNumberMap;
personalRecordMap = jsonData.personalRecordMap;
personalRecord = jsonData.personalRecord; // 赋值最高成绩
// 确保 JSON 里的谱面文件映射到可用的 List
foreach (var kvp in jsonData.chartFileMap)
{
chartFiles.Add(new ChartFileEntry { difficulty = kvp.Key, chartFile = Resources.Load<TextAsset>("Charts/" + kvp.Value) });
}
SyncChartFileMap();
}
// 获取所有难度中最高的成绩
public int CalculateHighestPersonalRecord()
{
int highest = 0;
foreach (var score in personalRecordMap.Values)
{
if (score > highest)
{
highest = score;
}
}
personalRecord = highest;
return highest;
}
// 更新指定难度的最高成绩
public void UpdatePersonalRecord(int difficulty, int newScore)
{
if (!personalRecordMap.ContainsKey(difficulty) || newScore > personalRecordMap[difficulty])
{
personalRecordMap[difficulty] = newScore;
}
CalculateHighestPersonalRecord();
}
// 获取特定难度的最高分
public int GetPersonalRecord(int difficulty)
{
return personalRecordMap.ContainsKey(difficulty) ? personalRecordMap[difficulty] : 0;
}
// 获取指定难度的谱面文件
public TextAsset GetChartFile(int difficulty)
{
foreach (var entry in chartFiles)
{
if (entry.difficulty == difficulty)
return entry.chartFile;
}
return null;
}
// 同步 Dictionary 和 List 确保数据一致
public void SyncChartFileMap()
{
chartFileMap.Clear();
foreach (var entry in chartFiles)
{
if (entry.chartFile != null)
{
chartFileMap[entry.difficulty] = entry.chartFile;
}
}
}
}