Add JSON exporter to debug builds
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Newtonsoft.Json;
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using UnityEngine;
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namespace MuzikaGromche
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{
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#if DEBUG
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// Dumps list of tracks as a JSON on launch.
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static class Exporter
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{
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public static void ExportTracksJSON(ISelectableTrack[] tracks)
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{
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// Same directory where save files are located:
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// C:\Users\user\AppData\LocalLow\ZeekerssRBLX\Lethal Company\
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string directory = Application.persistentDataPath;
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string fileName = "MuzikaGromcheTracks.json";
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string filePath = Path.Join(directory, fileName);
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var jsonObject = new Dictionary<string, object>();
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var tracksList = new List<object>();
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jsonObject["version"] = PluginInfo.PLUGIN_VERSION;
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jsonObject["tracks"] = tracksList;
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foreach (var (selectableTrack, audioTrack) in SelectTracks(tracks))
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{
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tracksList.Add(SerializeTrack(selectableTrack, audioTrack));
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}
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using StreamWriter sw = new(filePath);
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using JsonWriter writer = new JsonTextWriter(sw)
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{
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Formatting = Formatting.Indented,
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};
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JsonSerializer serializer = new()
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{
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NullValueHandling = NullValueHandling.Include,
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};
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serializer.Serialize(writer, jsonObject);
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}
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private static IEnumerable<(ISelectableTrack selectableTrack, IAudioTrack audioTrack)> SelectTracks(ISelectableTrack[] tracks)
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{
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foreach (var selectableTrack in tracks)
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{
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foreach (var audioTrack in selectableTrack.GetTracks())
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{
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yield return (selectableTrack, audioTrack);
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}
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}
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}
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private static Dictionary<string, object?> SerializeTrack(ISelectableTrack selectableTrack, IAudioTrack audioTrack)
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{
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var obj = new Dictionary<string, object?>
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{
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["Name"] = audioTrack.Name, // may be different from selectableTrack.Name, if selectable track is a group
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["IsExplicit"] = selectableTrack.IsExplicit,
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["Language"] = selectableTrack.Language.Full,
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["WindUpTimer"] = audioTrack.WindUpTimer,
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["Bpm"] = audioTrack.Bpm,
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["Beats"] = audioTrack.Beats,
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["LoopOffset"] = audioTrack.LoopOffset,
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["Ext"] = audioTrack.Ext,
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["FileDurationIntro"] = audioTrack.LoadedIntro.length,
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["FileDurationLoop"] = audioTrack.LoadedLoop.length,
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["FileNameIntro"] = audioTrack.FileNameIntro,
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["FileNameLoop"] = audioTrack.FileNameLoop,
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["BeatsOffset"] = audioTrack.BeatsOffset,
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["FadeOutBeat"] = audioTrack.FadeOutBeat,
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["FadeOutDuration"] = audioTrack.FadeOutDuration,
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["ColorTransitionIn"] = audioTrack.ColorTransitionIn,
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["ColorTransitionOut"] = audioTrack.ColorTransitionOut,
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["ColorTransitionEasing"] = audioTrack.ColorTransitionEasing.Name,
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["FlickerLightsTimeSeries"] = audioTrack.FlickerLightsTimeSeries,
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["Lyrics"] = SerializeTimeSeries(new TimeSeries<string>(audioTrack.LyricsTimeSeries, audioTrack.LyricsLines)),
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["DrunknessLoopOffsetTimeSeries"] = SerializeTimeSeries(audioTrack.DrunknessLoopOffsetTimeSeries),
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["CondensationLoopOffsetTimeSeries"] = SerializeTimeSeries(audioTrack.CondensationLoopOffsetTimeSeries),
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["Palette"] = audioTrack.Palette.Colors.Select(SerializeColor).ToList(),
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["GameOverText"] = audioTrack.GameOverText,
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};
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return obj;
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}
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private static object SerializeTimeSeries<T>(TimeSeries<T> timeSeries)
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{
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return timeSeries.Beats.Zip(timeSeries.Values, (one, two) => new object?[] { one, two }).ToList();
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}
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private static string SerializeColor(Color color)
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{
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string colorHex = $"#{ColorUtility.ToHtmlStringRGB(color)}";
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return colorHex;
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}
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}
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#endif
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}
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@ -61,6 +61,9 @@
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<Reference Include="Unity.RenderPipelines.Core.Runtime" Publicize="true" Private="false">
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<HintPath>$(LethalCompanyDir)Lethal Company_Data\Managed\Unity.RenderPipelines.Core.Runtime.dll</HintPath>
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</Reference>
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<Reference Include="Newtonsoft.Json" Publicize="false" Private="false">
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<HintPath>$(LethalCompanyDir)Lethal Company_Data\Managed\Newtonsoft.Json.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup Condition="'$(TargetFramework.TrimEnd(`0123456789`))' == 'net'">
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@ -936,6 +936,7 @@ namespace MuzikaGromche
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{
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track.Debug();
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}
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Exporter.ExportTracksJSON(Tracks);
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#endif
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Config = new Config(base.Config);
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DiscoBallManager.Load();
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