using UnityEngine;
using System.Collections.Generic;
using System.IO;
using Newtonsoft.Json;
///
/// 用于对项目所用到的数据进行管理
///
public class MainMenuModel : MonoBehaviour
{
//依据设计书输入数值
readonly private float DefaultBaseSpeed = 25;
readonly private float DefaultTrackLength = 125;
readonly private float DefaultNoteStream = 5f;
readonly private float DefaultBPM = 128;
readonly private float DefaultBaseBPM = 128;
///
/// 存储所有拍线的时间,在加载BPM组的时候就需要初始化完成
///
public List BPMLineTime { set; get; } = new List();
///
/// 当前被渲染出来的拍线数据,用于切换选择拍线
///
public List currentBPMLine { set; get; } = new List();
///
/// 当前谱面文件的主要时间组,决定拍线的渲染方式,永远取序号为0的时间组
///
public BPMGroup MainBPMGroup
{
get
{
return BPMGroupManager.QueryBPMGroup(0);
}
}
public Chart PersistentChartData { set; get; }
public BPMGroupModel BPMGroupManager { set; get; }
public ChartRuntimeModel ChartRuntimeDataManager { set; get; }
public AudioSource Song { set; get; }
public float SongCurrentTime
{
get
{
if (Song.clip == null) return 0;
return (float)Song.timeSamples / Song.clip.frequency;
}
set
{
Song.time = value;
}
}
private void Awake()
{
Song = gameObject.GetComponent();
InitMainMenuModel();
}
private void InitMainMenuModel()
{
//启用BPM管理类
BPMGroupManager = new BPMGroupModel(
DefaultNoteStream,
DefaultBaseSpeed,
DefaultBaseBPM,
DefaultTrackLength
);
//创建用于管理运行时逻辑的数据对象
ChartRuntimeDataManager = new ChartRuntimeModel();
//创建用于转换为Json对象的持久化数据对象
PersistentChartData = new Chart();
//初始化新项目的结构
NewProjectData();
}
///
/// 依据时间更新所有BPM组的状态,将这个方法注册在控制层的时间变化事件中
///
public void UpdateBPMGroup(float currentTime)
{
BPMGroupManager.UpdateBPMGroup(currentTime);
}
///
/// 向管理器申请创建新的数据项,返回创建结果
///
public bool CreateBPMDataItem(int groupNum, float startTime, float currentBPM)
{
BPMGroupManager.CreateNewBPMGroup(groupNum, startTime, currentBPM);
return BPMGroupManager.QueryBPMGroupDataItem(groupNum, startTime, currentBPM);
}
///
/// 向管理器申请删除指定的数据项,返回删除结果
///
public bool DeleteBPMDataItem(int groupNum, float startTime, float currentBPM)
{
BPMGroupManager.DeleteBPMGroup(groupNum, startTime);
return !BPMGroupManager.QueryBPMGroupDataItem(groupNum, startTime, currentBPM);
}
///
/// 这里会返回一个包含当前所有BPM数据项的集合用于让C层持有数据库的备份,之后只能通过开发的接口更改数据,C层本身并不能直接访问BPM管理器
///
public List<(int GroupNum, float startTime, float currentBPM)> GetAllBPMDataItem()
{
return BPMGroupManager.GetAllBPMDataItem();
}
///
/// 更新所有的玩家设置
///
public void UpdatePlayerSetting(float noteStream, float baseSpeed, float baseBPM, float trackLength)
{
BPMGroupManager.UpdatePlayerSetting(noteStream, baseSpeed, baseBPM, trackLength);
PersistentChartData.globalConfig.baseBPM = baseBPM;
PersistentChartData.globalConfig.baseSpeed = baseSpeed;
PersistentChartData.globalConfig.trackLength = trackLength;
PersistentChartData.globalConfig.noteStream = noteStream;
}
///
/// 删除指定的数据项,返回删除的情况
///
public bool DeleteNoteDataItem(RuntimeBaseNoteData obj)
{
ChartRuntimeDataManager.DeleteDataItem(obj);
if (ChartRuntimeDataManager.GetDataItem(obj) == null)
{
return true;
}
return false;
}
public RuntimeNoteData CreateNewNoteDataItem(float targetTime, float xPos, float yPos, int num)
{
var go = BPMGroupManager.QueryBPMGroup(num);
if (go == null) return null;
var item = new RuntimeNoteData(targetTime, xPos, yPos, go);
ChartRuntimeDataManager.AddDataItem(item);
return item;
}
public RuntimeDragData CreateNewDragDataItem(float targetTime, float xPos, float yPos, int num)
{
var go = BPMGroupManager.QueryBPMGroup(num);
if (go == null) return null;
var item = new RuntimeDragData(targetTime, xPos, yPos, go);
ChartRuntimeDataManager.AddDataItem(item);
return item;
}
public RuntimeFlickData CreateNewFlickDataItem(float targetTime, float xPos, float yPos, int num, FlickDirection direction)
{
var go = BPMGroupManager.QueryBPMGroup(num);
if (go == null) return null;
var item = new RuntimeFlickData(targetTime, xPos, yPos, direction, go);
ChartRuntimeDataManager.AddDataItem(item);
return item;
}
public RuntimeSnakeData CreateNewSnakeDataItem(float targetTime, float xPos, float yPos, float endXPos, float endYPos, float endTime, int num, ReferencePointLocation referencePoint)
{
var go = BPMGroupManager.QueryBPMGroup(num);
if (go == null) return null;
var item = new RuntimeSnakeData(targetTime, xPos, yPos, endXPos, endYPos, endTime, referencePoint, go);
ChartRuntimeDataManager.AddDataItem(item);
return item;
}
///
/// 导出运行时模型与BPM管理模型中的数据项至持久化数据结构中
///
public void UpdateChartData()
{
ChartRuntimeDataManager.GetChartData(PersistentChartData);
//导出BPM数据
var bpmList = BPMGroupManager.GetDataObject();
PersistentChartData.BPMList = bpmList;
}
private void NewProjectData()
{
//创建默认BPM组,编号为零
BPMGroupManager.CreateNewBPMGroup(0, 0, DefaultBPM);
InitDefaultGlobalConfig();
InitDefaultMETAData();
}
///
/// 以默认值配置新谱面文件的全局变量
///
private void InitDefaultGlobalConfig()
{
PersistentChartData.globalConfig.baseBPM = DefaultBaseBPM;
PersistentChartData.globalConfig.baseSpeed = DefaultBaseSpeed;
PersistentChartData.globalConfig.trackLength = DefaultTrackLength;
PersistentChartData.globalConfig.noteStream = DefaultNoteStream;
PersistentChartData.globalConfig.BPM = DefaultBPM;
}
///
/// 这里是一些测试的META数据
///
private void InitDefaultMETAData()
{
PersistentChartData.version = "测试版本";
//初始化谱面测试数据
PersistentChartData.META.songName = "MusCus";
PersistentChartData.META.songWriter = "NPVASTAR-T";
PersistentChartData.META.chartDesigner = "Program Team";
PersistentChartData.META.illustrator = "天辞ちゃん~BananApple~";
}
///
/// 依据路径读取Chart文件,注意,读取新的文件将会覆盖当前工程
///
public void ReadChartByPath(string path)
{
string json = File.ReadAllText(path);
PersistentChartData = JsonConvert.DeserializeObject(json);
}
///
/// 将谱面文件序列化json字符串
///
public string GetChartJson()
{
//导出前再整理一遍所有运行时数据
UpdateChartData();
string jsonString = JsonConvert.SerializeObject(PersistentChartData, Formatting.Indented);
print(jsonString);
return jsonString;
}
}