Files
bansonic_beta_main/Assets/songsDatabase/SongData.cs
T

411 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class ChartFileEntry
{
[Header("难度序列号0/1/2/3 -> ez/hd/im/in")]
public int difficulty; // 该谱面对应的难度序列号
[Header("展示给用户的难度分级:float数字")]
public float difficultyLEVEL;
[Header("本难本难度敌人总生命值=音符数量×下面的倍率")]
public float enemyTotalHP_Multiplier;
[Header("ez/hd/im/in 没啥用")]
public string difficultyName; // 难度名称
[Header("谱面文件 json")]
public TextAsset chartFile; // 谱面文件
[Header("本关本难度描述 文本")]
[TextArea(3,10)]
public string difficultyDescription;
[Header("本关本难度上次游玩分数记录")]
public int lastScoreForThisDifficulty; // 上次游玩(总分/参考)
[Header("本关本难度个人分记录(谱面分)")]
public int chartPersonalRecordForThisDifficulty; // 谱面(个人)分
[Header("本关本难度偶像分记录")]
public int idolPersonalRecordForThisDifficulty; // 偶像分
[Header("本关本难度总分展示 (谱面分 + 偶像分)")]
public int totalPersonalRecordForThisDifficulty; // 展示用:谱面分 + 偶像分 (总分)
[Header("本关本难度进度")]
public float levelProgressForThisDifficulty;
[Header("本关本难度最后游玩时间")]
public DateTime lastPlayTimeForThisDifficulty;
[Header("本关本难度提供的经验值")]
public int experienceProvidedForThisDifficulty;
}
[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 float time_totalPlayingTime;
public DateTime uploadData;
[Header("各种图")]
public Sprite illustration;
public Sprite backgroudPIC;
public Sprite fullscreen_songPicture;
public Sprite card_profileImage;
[Header("右侧卡片用图")]
public Sprite right_pic_bottom_image;
public Sprite right_pic_top_image;
[Header("音乐")]
public AudioClip audioFile;
public AudioClip audio_previewAudio;
[Header("")]
// 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>(); // 各个难度的谱面(个人)最高分
public Dictionary<int, int> idolRecordMap = new Dictionary<int, int>(); // 各个难度的偶像分
public Dictionary<int, int> chartScoreMap = new Dictionary<int, int>(); // 各个难度的谱面(上次)分数记录
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) - 这里表示最高的「谱面分 + 偶像分」之和(全谱面最高)
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;
[Header("当前选择的关卡难度")]
public int thisLevel_selectedDifficultyID;
[Header("本关卡加入时间:字符串格式yyyy-mm-dd")]
public string thisLevel_addDateString;
[Header("本关卡总体简介")]
[TextArea(3,10)]
public string thisLevel_overallDescription;
// Ensure dictionaries initialized when ScriptableObject is loaded/deserialized
private void OnEnable()
{
if (difficultyNumberMap == null) difficultyNumberMap = new Dictionary<int, int>();
if (personalRecordMap == null) personalRecordMap = new Dictionary<int, int>();
if (idolRecordMap == null) idolRecordMap = new Dictionary<int, int>();
if (chartScoreMap == null) chartScoreMap = new Dictionary<int, int>();
if (chartFileMap == null) chartFileMap = new Dictionary<int, TextAsset>();
// If chartFiles exist in inspector, ensure maps reflect them
// Commented out automatic sync — disabled per request
// if (chartFiles != null && chartFiles.Count > 0)
// {
// SyncRecordsFromChartFiles();
// SyncChartFileMap();
// }
}
/*
// 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 ?? new Dictionary<int,int>();
personalRecordMap = jsonData.personalRecordMap ?? new Dictionary<int,int>();
idolRecordMap = jsonData.idolRecordMap ?? new Dictionary<int,int>();
chartScoreMap = jsonData.chartScoreMap ?? new Dictionary<int,int>();
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();
// 从 chartFiles 中同步各难度的记录到字典(如果 inspector 中有填写)
SyncRecordsFromChartFiles();
// Ensure per-difficulty chartScoreMap populated from entries if not present
foreach (var entry in chartFiles)
{
if (!chartScoreMap.ContainsKey(entry.difficulty))
chartScoreMap[entry.difficulty] = entry.lastScoreForThisDifficulty;
}
}
*/
// 获取所有难度中最高的成绩(谱面分 + 偶像分 的最大和)
public int CalculateHighestPersonalRecord()
{
if (personalRecordMap == null) personalRecordMap = new Dictionary<int,int>();
if (idolRecordMap == null) idolRecordMap = new Dictionary<int,int>();
int highest = 0;
foreach (var kvp in personalRecordMap)
{
int diff = kvp.Key;
int p = kvp.Value;
int i = idolRecordMap.ContainsKey(diff) ? idolRecordMap[diff] : 0;
int combined = p + i;
if (combined > highest)
{
highest = combined;
}
}
personalRecord = highest;
return highest;
}
// 更新指定难度的最高纪录 (只有当总分更高时才更新)
public void UpdateDifficultyRecord(int difficulty, int pmScore, int idolScore)
{
if (personalRecordMap == null) personalRecordMap = new Dictionary<int, int>();
if (idolRecordMap == null) idolRecordMap = new Dictionary<int, int>();
int currentBestTotal = GetPersonalRecord(difficulty) + GetIdolRecord(difficulty);
int newTotal = pmScore + idolScore;
if (newTotal > currentBestTotal)
{
personalRecordMap[difficulty] = pmScore;
idolRecordMap[difficulty] = idolScore;
// also update corresponding ChartFileEntry if exists
var entry = chartFiles != null ? chartFiles.Find(e => e.difficulty == difficulty) : null;
if (entry != null)
{
entry.chartPersonalRecordForThisDifficulty = pmScore;
entry.idolPersonalRecordForThisDifficulty = idolScore;
entry.totalPersonalRecordForThisDifficulty = newTotal;
}
CalculateHighestPersonalRecord();
}
}
// 获取全难度下的最高分及其对应的难度名称
public void GetAbsoluteHighestScore(out int highestScore, out int bestDifficulty, out string bestDifficultyName)
{
highestScore = 0;
bestDifficulty = -1;
bestDifficultyName = "";
// 优先遍历 chartFiles 获取数据和名称
if (chartFiles != null && chartFiles.Count > 0)
{
foreach (var entry in chartFiles)
{
if (entry == null) continue;
// 重新计算总分以确保准确
int total = GetPersonalRecord(entry.difficulty) + GetIdolRecord(entry.difficulty);
// 如果字典里没数据,尝试用 entry 里的初始数据
if (total <= 0) total = entry.totalPersonalRecordForThisDifficulty;
if (total <= 0) total = entry.chartPersonalRecordForThisDifficulty + entry.idolPersonalRecordForThisDifficulty;
if (total > highestScore || bestDifficulty == -1)
{
highestScore = total;
bestDifficulty = entry.difficulty;
bestDifficultyName = !string.IsNullOrEmpty(entry.difficultyName) ? entry.difficultyName : GetDifficultyDefaultName(entry.difficulty);
}
}
}
// 如果 chartFiles 为空,检查字典作为备选
if (bestDifficulty == -1 && personalRecordMap != null)
{
foreach (var kvp in personalRecordMap)
{
int diff = kvp.Key;
int p = kvp.Value;
int i = GetIdolRecord(diff);
int combined = p + i;
if (combined > highestScore || bestDifficulty == -1)
{
highestScore = combined;
bestDifficulty = diff;
bestDifficultyName = GetDifficultyDefaultName(diff);
}
}
}
}
private string GetDifficultyDefaultName(int difficulty)
{
switch (difficulty)
{
case 0: return "Easy";
case 1: return "Hard";
case 2: return "Incredible";
case 3: return "Impossible";
default: return "Unknown";
}
}
// 更新指定难度的谱面(个人)最高成绩
public void UpdatePersonalRecord(int difficulty, int newScore)
{
if (personalRecordMap == null) personalRecordMap = new Dictionary<int,int>();
if (!personalRecordMap.ContainsKey(difficulty) || newScore > personalRecordMap[difficulty])
{
personalRecordMap[difficulty] = newScore;
}
// also update corresponding ChartFileEntry if exists
var entry = chartFiles != null ? chartFiles.Find(e => e.difficulty == difficulty) : null;
if (entry != null)
{
entry.chartPersonalRecordForThisDifficulty = personalRecordMap[difficulty];
int idol = idolRecordMap != null && idolRecordMap.ContainsKey(difficulty) ? idolRecordMap[difficulty] : 0;
entry.totalPersonalRecordForThisDifficulty = personalRecordMap[difficulty] + idol;
}
CalculateHighestPersonalRecord();
}
// 更新指定难度的偶像分
public void UpdateIdolRecord(int difficulty, int newIdolScore)
{
if (idolRecordMap == null) idolRecordMap = new Dictionary<int,int>();
if (!idolRecordMap.ContainsKey(difficulty) || newIdolScore > idolRecordMap[difficulty])
{
idolRecordMap[difficulty] = newIdolScore;
}
// also update corresponding ChartFileEntry if exists
var entry = chartFiles != null ? chartFiles.Find(e => e.difficulty == difficulty) : null;
if (entry != null)
{
entry.idolPersonalRecordForThisDifficulty = idolRecordMap[difficulty];
int personal = personalRecordMap != null && personalRecordMap.ContainsKey(difficulty) ? personalRecordMap[difficulty] : 0;
entry.totalPersonalRecordForThisDifficulty = personal + idolRecordMap[difficulty];
}
CalculateHighestPersonalRecord();
}
// 更新或设置谱面上次分数记录(last run 总分)
public void UpdateChartScore(int difficulty, int newChartScore)
{
if (chartScoreMap == null) chartScoreMap = new Dictionary<int,int>();
chartScoreMap[difficulty] = newChartScore;
var entry = chartFiles != null ? chartFiles.Find(e => e.difficulty == difficulty) : null;
if (entry != null)
{
entry.lastScoreForThisDifficulty = newChartScore;
}
}
// 获取特定难度的谱面(个人)最高分
public int GetPersonalRecord(int difficulty)
{
if (personalRecordMap == null) return 0;
return personalRecordMap.ContainsKey(difficulty) ? personalRecordMap[difficulty] : 0;
}
// 获取特定难度的偶像分
public int GetIdolRecord(int difficulty)
{
if (idolRecordMap == null) return 0;
return idolRecordMap.ContainsKey(difficulty) ? idolRecordMap[difficulty] : 0;
}
// 获取特定难度的谱面(上次)分数
public int GetChartScore(int difficulty)
{
if (chartScoreMap == null) return 0;
return chartScoreMap.ContainsKey(difficulty) ? chartScoreMap[difficulty] : 0;
}
// 获取指定难度的谱面文件
public TextAsset GetChartFile(int difficulty)
{
if (chartFiles == null) return null;
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()
{
if (chartFileMap == null) chartFileMap = new Dictionary<int, TextAsset>();
chartFileMap.Clear();
if (chartFiles == null) return;
foreach (var entry in chartFiles)
{
if (entry.chartFile != null)
{
chartFileMap[entry.difficulty] = entry.chartFile;
}
}
}
// 从 chartFiles 中读取各难度的谱面分/偶像分到 Map(用于 inspector 已填写时)
public void SyncRecordsFromChartFiles()
{
if (personalRecordMap == null) personalRecordMap = new Dictionary<int,int>();
if (idolRecordMap == null) idolRecordMap = new Dictionary<int,int>();
if (chartScoreMap == null) chartScoreMap = new Dictionary<int,int>();
if (chartFiles == null) return;
foreach (var entry in chartFiles)
{
if (entry == null) continue;
if (!personalRecordMap.ContainsKey(entry.difficulty) || entry.chartPersonalRecordForThisDifficulty > personalRecordMap[entry.difficulty])
{
personalRecordMap[entry.difficulty] = entry.chartPersonalRecordForThisDifficulty;
}
if (!idolRecordMap.ContainsKey(entry.difficulty) || entry.idolPersonalRecordForThisDifficulty > idolRecordMap[entry.difficulty])
{
idolRecordMap[entry.difficulty] = entry.idolPersonalRecordForThisDifficulty;
}
if (!chartScoreMap.ContainsKey(entry.difficulty) || entry.lastScoreForThisDifficulty > chartScoreMap[entry.difficulty])
{
chartScoreMap[entry.difficulty] = entry.lastScoreForThisDifficulty;
}
// keep per-entry convenience field in sync to combined total
int p = personalRecordMap.ContainsKey(entry.difficulty) ? personalRecordMap[entry.difficulty] : 0;
int i = idolRecordMap.ContainsKey(entry.difficulty) ? idolRecordMap[entry.difficulty] : 0;
entry.totalPersonalRecordForThisDifficulty = p + i;
}
CalculateHighestPersonalRecord();
}
}