Files
ichni_Creator_Studio/Assets/Scripts/Manager/ProjectManager.cs
SoulliesOfficial 860d7393fb 自动保存Beatmap
2025-03-01 21:26:16 -05:00

365 lines
14 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using Ichni.Editor;
using Ichni.RhythmGame;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni
{
public class ProjectManager
{
public static readonly ES3Settings SaveSettings = new ES3Settings
{
compressionType = ES3.CompressionType.None,
encryptionType = ES3.EncryptionType.None,
format = ES3.Format.JSON,
};
public static readonly ES3Settings ExportSettings = new ES3Settings
{
compressionType = ES3.CompressionType.Gzip,
encryptionType = ES3.EncryptionType.AES,
encryptionPassword = "Soullies515",
format = ES3.Format.JSON,
};
public SaveManager saveManager;
public LoadManager loadManager;
public ExportManager exportManager;
public BeatmapClipManager beatmapClipManager;
public AutoSaveManager autoSaveManager;
public ProjectManager()
{
saveManager = new SaveManager();
loadManager = new LoadManager();
exportManager = new ExportManager();
beatmapClipManager = new BeatmapClipManager();
autoSaveManager = new AutoSaveManager();
}
public void GenerateProject(string projectName)
{
EditorManager.instance.projectInformation = new ProjectInformation(projectName, "Soullies", "2.0",
DateTime.Now.ToString(CultureInfo.CurrentCulture), DateTime.Now.ToString(CultureInfo.CurrentCulture),
new List<string>());
EditorManager.instance.songInformation = new SongInformation("TestSong", 120, 0);
EditorManager.instance.beatmapContainer = new BeatmapContainer();
EditorManager.instance.commandScripts = new CommandScripts(new List<string>());
//Create project folder
if (!System.IO.Directory.Exists(EditorManager.instance.projectInformation.projectPath))
{
System.IO.Directory.CreateDirectory(EditorManager.instance.projectInformation.projectPath);
}
}
}
public class ExportManager
{
public void Export()
{
string exportPath = Application.streamingAssetsPath + "/Export/" +
EditorManager.instance.projectInformation.projectName;
string projectInfoPath = exportPath + "/ProjectInfo.bytes";
string songInfoPath = exportPath + "/SongInfo.bytes";
string beatmapPath = exportPath + "/BeatMap.bytes";
string commandScriptsPath = exportPath + "/CommandScripts.bytes";
LogWindow.Log("Start Exporting...");
ExportProjectInfo(projectInfoPath);
ExportSongInfo(songInfoPath);
ExportBeatMap(beatmapPath);
ExportCommandScripts(commandScriptsPath);
LogWindow.Log("Export Complete", Color.green);
}
private void ExportProjectInfo(string exportPath)
{
EditorManager.instance.projectInformation.SaveBM();
ES3.Save("ProjectInformation", EditorManager.instance.projectInformation.matchedBM as ProjectInformation_BM,
exportPath, ProjectManager.ExportSettings);
}
private void ExportSongInfo(string exportPath)
{
EditorManager.instance.songInformation.SaveBM();
ES3.Save("SongInformation", EditorManager.instance.songInformation.matchedBM as SongInformation_BM,
exportPath, ProjectManager.ExportSettings);
}
private void ExportBeatMap(string exportPath)
{
EditorManager.instance.beatmapContainer.SaveBM();
ES3.Save("BeatMap", EditorManager.instance.beatmapContainer.matchedBM as BeatmapContainer_BM,
exportPath, ProjectManager.ExportSettings);
}
private void ExportCommandScripts(string exportPath)
{
EditorManager.instance.commandScripts.SaveBM();
ES3.Save("CommandScripts", EditorManager.instance.commandScripts.matchedBM as CommandScripts_BM,
exportPath, ProjectManager.ExportSettings);
}
}
public class SaveManager
{
public void Save()
{
LogWindow.Log("Start Saving...");
SaveProjectInfo();
SaveSongInfo();
SaveBeatMap();
SaveCommandScripts();
LogWindow.Log("Save Complete", Color.green);
}
private void SaveProjectInfo()
{
EditorManager.instance.projectInformation.SaveBM();
ES3.Save("ProjectInformation", EditorManager.instance.projectInformation.matchedBM as ProjectInformation_BM,
EditorManager.instance.projectInformation.peojectInfoPath, ProjectManager.SaveSettings);
}
private void SaveSongInfo()
{
EditorManager.instance.songInformation.SaveBM();
ES3.Save("SongInformation", EditorManager.instance.songInformation.matchedBM as SongInformation_BM,
EditorManager.instance.projectInformation.songInfoPath, ProjectManager.SaveSettings);
}
private void SaveBeatMap()
{
EditorManager.instance.beatmapContainer.SaveBM();
ES3.Save("BeatMap", EditorManager.instance.beatmapContainer.matchedBM as BeatmapContainer_BM,
EditorManager.instance.projectInformation.beatmapPath, ProjectManager.SaveSettings);
}
private void SaveCommandScripts()
{
EditorManager.instance.commandScripts.SaveBM();
ES3.Save("CommandScripts", EditorManager.instance.commandScripts.matchedBM as CommandScripts_BM,
EditorManager.instance.projectInformation.CommandScriptsPath, ProjectManager.SaveSettings);
}
}
public class LoadManager
{
public IEnumerator Load(string projectName)
{
LoadProjectInfo(projectName);
LoadSongInfo();
LoadCommandScripts();
while (ThemeBundleManager.instance.waitingBundleAmount != 0)
{
yield return new WaitForEndOfFrame();
}
LoadBeatMap();
LogWindow.Log("Load Complete", Color.green);
}
private void LoadProjectInfo(string projectName)
{
string projectInfoPath = Application.streamingAssetsPath + "/Projects/" + projectName + "/ProjectInfo.json";
ES3.Load<ProjectInformation_BM>("ProjectInformation", projectInfoPath, ProjectManager.SaveSettings).ExecuteBM();
}
private void LoadSongInfo()
{
ES3.Load<SongInformation_BM>("SongInformation", EditorManager.instance.projectInformation.songInfoPath,
ProjectManager.SaveSettings).ExecuteBM();
}
private void LoadBeatMap()
{
ES3.Load<BeatmapContainer_BM>("BeatMap", EditorManager.instance.projectInformation.beatmapPath,
ProjectManager.SaveSettings).ExecuteBM();
}
private void LoadCommandScripts()
{
ES3.Load<CommandScripts_BM>("CommandScripts", EditorManager.instance.projectInformation.CommandScriptsPath,
ProjectManager.SaveSettings).ExecuteBM();
}
}
public class BeatmapClipManager
{
public void Save(string clipName)
{
LogWindow.Log("Start Saving Clip...");
GameElement selectedElement = EditorManager.instance.operationManager.currentSelectedElement;
if (selectedElement is not ElementFolder folder)
{
LogWindow.Log("Please select a folder to save the beatmap clip.", Color.red);
return;
}
SaveClip(folder, clipName);
LogWindow.Log("Save Clip Complete", Color.green);
}
public void Load(string clipName)
{
LogWindow.Log("Start Loading Clip...");
if(!ES3.FileExists(Application.streamingAssetsPath + "/Clips/" + clipName + ".json"))
{
LogWindow.Log("Clip not found", Color.red);
return;
}
LoadClip(clipName);
LogWindow.Log("Load Clip Complete", Color.green);
}
public void SaveClip(ElementFolder folder, string clipName)
{
List<BaseElement_BM> clip = new List<BaseElement_BM>();
folder.SaveBM();
folder.matchedBM.attachedElementGuid = Guid.Empty;
clip.Add(folder.matchedBM);
folder.submoduleList.ForEach(s =>
{
s.SaveBM();
clip.Add(s.matchedBM);
});
folder.GetAllGameElementsFromThis(false).ForEach(e =>
{
e.SaveBM();
clip.Add(e.matchedBM);
e.submoduleList.ForEach(s =>
{
s.SaveBM();
clip.Add(s.matchedBM);
});
});
string filePath = Application.streamingAssetsPath + "/Clips/" + clipName + ".json";
ES3.Save("Clip", clip, filePath, ProjectManager.SaveSettings);
}
public void LoadClip(string clipName)
{
List<BaseElement_BM> GetAllAttachedBaseElements(GameElement_BM gameElement, List<BaseElement_BM> clip)
{
Guid elementGuid = gameElement.elementGuid;
List<BaseElement_BM> result = new List<BaseElement_BM>();
foreach (BaseElement_BM element in clip)
{
if (element.attachedElementGuid == elementGuid)
{
result.Add(element);
}
}
return result;
}
string filePath = Application.streamingAssetsPath + "/Clips/" + clipName + ".json";
List<BaseElement_BM> clip = ES3.Load<List<BaseElement_BM>>("Clip", filePath, ProjectManager.SaveSettings);
foreach (BaseElement_BM element in clip)
{
if (element is GameElement_BM gameElement)
{
List<BaseElement_BM> attachedElements = GetAllAttachedBaseElements(gameElement, clip);
gameElement.elementGuid = Guid.NewGuid();
GameElement_BM.identifier.TryAdd(gameElement.elementGuid, gameElement);
attachedElements.ForEach(e => { e.attachedElementGuid = gameElement.elementGuid; });
}
}
clip.ForEach(e => e.ExecuteBM());
}
}
public class AutoSaveManager
{
private string autoSavePath => Application.streamingAssetsPath + "/AutoSave/" +
EditorManager.instance.projectInformation.projectName;
private string GetAutoSavePath(string autoSaveName) => autoSavePath + "/" + autoSaveName + ".json";
private float autoSaveInterval => EditorManager.instance.editorSettings.autoSaveInterval;
private int maximumAutoSaveCount => EditorManager.instance.editorSettings.maximumAutoSaveCount;
public float autoSaveTimer;
public AutoSaveManager()
{
autoSaveTimer = 0;
}
public void UpdateAutoSave()
{
autoSaveTimer += Time.deltaTime;
if (autoSaveTimer >= autoSaveInterval)
{
AutoSave();
autoSaveTimer = 0;
}
}
private void AutoSave()
{
List<string> saveFiles = GetSortedSaveFiles();
if (saveFiles.Count > 0)
{
// 删除最旧的存档(如果超过数量)
if (saveFiles.Count >= maximumAutoSaveCount)
{
string oldestSave = saveFiles[saveFiles.Count - 1];
File.Delete(oldestSave);
saveFiles.RemoveAt(saveFiles.Count - 1);
}
// 依次重命名存档
for (int i = saveFiles.Count - 1; i >= 0; i--)
{
string oldPath = saveFiles[i];
string newPath = GetAutoSavePath($"AutoSave_{i + 1}");
File.Move(oldPath, newPath);
}
}
// 保存最新存档
string newestSavePath = GetAutoSavePath("AutoSave_0");
SaveBeatMap(newestSavePath);
}
private void SaveBeatMap(string autoSavePath)
{
EditorManager.instance.beatmapContainer.SaveBM();
ES3.Save("BeatMap", EditorManager.instance.beatmapContainer.matchedBM as BeatmapContainer_BM,
autoSavePath, ProjectManager.SaveSettings);
}
private List<string> GetSortedSaveFiles()
{
if(!ES3.DirectoryExists(autoSavePath))
{
Directory.CreateDirectory(autoSavePath);
}
List<string> saveFiles = new List<string>(Directory.GetFiles(autoSavePath, "AutoSave_*.es3"));
saveFiles.Sort(string.Compare);
return saveFiles;
}
}
}