增加 sfx_config_panel

This commit is contained in:
cakipaul 2025-07-18 19:52:49 +08:00
parent 86b6bc733b
commit 301ee98c0f
14 changed files with 919 additions and 71 deletions

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@ -0,0 +1,43 @@
extends CanvasLayer
@onready var quit_debug_button: Button = %QuitDebugModeButton
func _ready() -> void:
AudioManager.process_mode = Node.PROCESS_MODE_PAUSABLE
SceneManager.toggle_pause_counter(true, "debugging")
layer = GlobalConfig.CANVAS_LAYER_SETTINGS
quit_debug_button.pressed.connect(_on_quit_debug_button_pressed)
# 恢复上次打开的 tab
var tab = ArchiveManager.get_global_value(&"debug_panel_tab", 0)
%TabContainer.current_tab = tab
func _input(event: InputEvent) -> void:
if (
event.is_action_pressed("debugging")
or event.is_action_pressed("cancel")
or event.is_action_pressed("escape")
):
get_viewport().set_input_as_handled()
quit()
func _on_quit_debug_button_pressed() -> void:
# 不写入配置
GlobalConfig.DEBUG = false
quit()
func _exit_tree() -> void:
AudioManager.process_mode = Node.PROCESS_MODE_ALWAYS
SceneManager.toggle_pause_counter(false, "debugging")
func quit() -> void:
queue_free()
func _on_tab_container_tab_changed(tab: int) -> void:
ArchiveManager.set_global_entry(&"debug_panel_tab", tab)

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@ -0,0 +1 @@
uid://d3aitlnh5hrfc

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@ -0,0 +1,60 @@
[gd_scene load_steps=5 format=3 uid="uid://d4jeeteyq8kk3"]
[ext_resource type="PackedScene" uid="uid://bo4f3sdubdp61" path="res://manager/archive_manager/savings_panel.tscn" id="1_fbybo"]
[ext_resource type="Script" uid="uid://d3aitlnh5hrfc" path="res://manager/archive_manager/debug_panel.gd" id="1_k0pa6"]
[ext_resource type="PackedScene" uid="uid://b6ogrp5ec5nr3" path="res://manager/archive_manager/sfx_config_panel.tscn" id="2_t7mby"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_k0pa6"]
bg_color = Color(0, 0, 0, 1)
[node name="DebugLayer" type="CanvasLayer"]
process_mode = 3
scale = Vector2(0.5, 0.5)
transform = Transform2D(0.5, 0, 0, 0.5, 0, 0)
script = ExtResource("1_k0pa6")
[node name="PanelContainer" type="PanelContainer" parent="."]
offset_left = 68.0
offset_top = 28.0
offset_right = 1068.0
offset_bottom = 606.0
theme_override_styles/panel = SubResource("StyleBoxFlat_k0pa6")
[node name="VBoxContainer" type="VBoxContainer" parent="PanelContainer"]
layout_mode = 2
[node name="HBoxContainer" type="HBoxContainer" parent="PanelContainer/VBoxContainer"]
layout_mode = 2
[node name="Label" type="Label" parent="PanelContainer/VBoxContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
theme_override_font_sizes/font_size = 18
text = "Debug 面板"
horizontal_alignment = 1
[node name="QuitDebugModeButton" type="Button" parent="PanelContainer/VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
text = "关闭 Debug 模式"
[node name="TabContainer" type="TabContainer" parent="PanelContainer/VBoxContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(1000, 0)
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 3
mouse_filter = 0
current_tab = 0
[node name="存档控制" parent="PanelContainer/VBoxContainer/TabContainer" instance=ExtResource("1_fbybo")]
unique_name_in_owner = true
layout_mode = 2
[node name="音效控制" parent="PanelContainer/VBoxContainer/TabContainer" instance=ExtResource("2_t7mby")]
unique_name_in_owner = true
visible = false
layout_mode = 2
metadata/_tab_index = 1
[connection signal="tab_changed" from="PanelContainer/VBoxContainer/TabContainer" to="." method="_on_tab_container_tab_changed"]

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@ -1,7 +1,6 @@
extends Control
# UI References
@onready var quit_debug_button: Button = %QuitDebugModeButton
@onready var archive_grid: GridContainer = %ArchiveGrid
@onready var scroll_container: ScrollContainer = %ScrollContainer
@onready var current_archive_label: Label = %CurrentArchiveLabel
@ -18,11 +17,9 @@ var next_available_id: int = 2 # Start from 2 since 1 is reserved for main arch
func _ready() -> void:
get_parent().layer = GlobalConfig.CANVAS_LAYER_SETTINGS
# Setup UI
archive_grid.columns = GRID_COLUMNS
# Connect signals
quit_debug_button.pressed.connect(_on_quit_debug_button_pressed)
save_button.pressed.connect(_on_save_button_pressed)
refresh_button.pressed.connect(_refresh_archive_list)
name_input.text_submitted.connect(_on_name_submitted)
@ -57,12 +54,6 @@ func _on_name_submitted(_text: String) -> void:
_on_save_button_pressed()
func _on_quit_debug_button_pressed() -> void:
# 不写入配置
GlobalConfig.DEBUG = false
quit()
func _on_save_button_pressed() -> void:
# Check limit
if manual_archives.size() >= MAX_MANUAL_ARCHIVES:
@ -152,7 +143,7 @@ func _copy_current_archive(archive_name: String) -> void:
func _refresh_archive_list() -> void:
# refresh savings name
# refresh debugging name
_update_default_name()
# Clear existing items
@ -289,26 +280,3 @@ func _load_manual_archives_data() -> void:
func _show_notification(message: String) -> void:
SceneManager.pop_notification(message)
func _enter_tree() -> void:
SceneManager.toggle_pause_counter(true, "savings")
func _exit_tree() -> void:
SceneManager.toggle_pause_counter(false, "savings")
func quit() -> void:
queue_free()
func _unhandled_input(event: InputEvent) -> void:
# savings 界面接受所有输入事件
get_viewport().set_input_as_handled()
if (
event.is_action_pressed("savings")
or event.is_action_pressed("cancel")
or event.is_action_pressed("escape")
):
quit()

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@ -1,85 +1,71 @@
[gd_scene load_steps=2 format=3 uid="uid://d4jeeteyq8kk3"]
[gd_scene load_steps=2 format=3 uid="uid://bo4f3sdubdp61"]
[ext_resource type="Script" uid="uid://cirf1nw72l315" path="res://manager/archive_manager/savings_panel.gd" id="1_oo2ip"]
[node name="SavingsLayer" type="CanvasLayer"]
[node name="TestArchivePanel" type="PanelContainer" parent="."]
process_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 59.0
offset_top = 21.0
offset_right = 395.0
offset_bottom = 262.0
grow_horizontal = 2
grow_vertical = 2
scale = Vector2(0.5, 0.5)
[node name="存档控制" type="PanelContainer"]
offset_right = 405.0
offset_bottom = 531.0
mouse_filter = 1
script = ExtResource("1_oo2ip")
metadata/_tab_index = 0
[node name="VBoxContainer" type="VBoxContainer" parent="TestArchivePanel"]
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 2
[node name="HBoxContainer" type="HBoxContainer" parent="TestArchivePanel/VBoxContainer"]
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="Title" type="Label" parent="TestArchivePanel/VBoxContainer/HBoxContainer"]
[node name="Title" type="Label" parent="VBoxContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
theme_override_font_sizes/font_size = 24
text = "存档测试管理器(测试专用)"
horizontal_alignment = 1
[node name="QuitDebugModeButton" type="Button" parent="TestArchivePanel/VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
text = "关闭 Debug 模式"
[node name="存档管理" type="VBoxContainer" parent="TestArchivePanel/VBoxContainer"]
[node name="存档管理" type="VBoxContainer" parent="VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 10
[node name="CurrentArchiveLabel" type="Label" parent="TestArchivePanel/VBoxContainer/存档管理"]
[node name="CurrentArchiveLabel" type="Label" parent="VBoxContainer/存档管理"]
unique_name_in_owner = true
layout_mode = 2
theme_override_colors/font_color = Color(0.7, 0.9, 0.7, 1)
text = "当前使用存档1号存档主存档"
[node name="HSeparator" type="HSeparator" parent="TestArchivePanel/VBoxContainer/存档管理"]
[node name="HSeparator" type="HSeparator" parent="VBoxContainer/存档管理"]
layout_mode = 2
[node name="SaveContainer" type="HBoxContainer" parent="TestArchivePanel/VBoxContainer/存档管理"]
[node name="SaveContainer" type="HBoxContainer" parent="VBoxContainer/存档管理"]
layout_mode = 2
theme_override_constants/separation = 10
[node name="NameInput" type="LineEdit" parent="TestArchivePanel/VBoxContainer/存档管理/SaveContainer"]
[node name="NameInput" type="LineEdit" parent="VBoxContainer/存档管理/SaveContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
placeholder_text = "输入存档名称"
[node name="SaveButton" type="Button" parent="TestArchivePanel/VBoxContainer/存档管理/SaveContainer"]
[node name="SaveButton" type="Button" parent="VBoxContainer/存档管理/SaveContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(120, 0)
layout_mode = 2
text = "保存当前进度"
[node name="RefreshButton" type="Button" parent="TestArchivePanel/VBoxContainer/存档管理/SaveContainer"]
[node name="RefreshButton" type="Button" parent="VBoxContainer/存档管理/SaveContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(60, 0)
layout_mode = 2
text = "刷新"
[node name="HSeparator2" type="HSeparator" parent="TestArchivePanel/VBoxContainer/存档管理"]
[node name="HSeparator2" type="HSeparator" parent="VBoxContainer/存档管理"]
layout_mode = 2
[node name="Label" type="Label" parent="TestArchivePanel/VBoxContainer/存档管理"]
[node name="Label" type="Label" parent="VBoxContainer/存档管理"]
layout_mode = 2
theme_override_colors/font_color = Color(0.8, 0.8, 0.8, 1)
text = "手动存档列表:"
[node name="ScrollContainer" type="ScrollContainer" parent="TestArchivePanel/VBoxContainer/存档管理"]
[node name="ScrollContainer" type="ScrollContainer" parent="VBoxContainer/存档管理"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 380)
layout_mode = 2
@ -87,7 +73,7 @@ size_flags_vertical = 3
horizontal_scroll_mode = 0
vertical_scroll_mode = 2
[node name="ArchiveGrid" type="GridContainer" parent="TestArchivePanel/VBoxContainer/存档管理/ScrollContainer"]
[node name="ArchiveGrid" type="GridContainer" parent="VBoxContainer/存档管理/ScrollContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3

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@ -0,0 +1,461 @@
class_name SfxConfigPanel
extends Control
# signal config_changed(node_name: String, property: String, value)
# 面板相关
@onready var scroll_container: ScrollContainer = %ScrollContainer
@onready var vbox_container: VBoxContainer = %VBoxContainer
@onready var import_button: Button = %ImportButton
@onready var export_button: Button = %ExportButton
# 音频预览播放器
@onready var preview_player: AudioStreamPlayer = %AudioStreamPlayer
# 文件对话框
@onready var file_dialog: FileDialog = %FileDialog
# 数据存储
var sfx_nodes: Array[Node] = []
var config_data: Dictionary = {}
var current_scene_name: String = ""
func _ready():
file_dialog.file_selected.connect(_on_file_selected)
import_button.pressed.connect(_on_import_pressed)
export_button.pressed.connect(_on_export_pressed)
# 初始加载
refresh_sfx_list(SceneManager.get_ground())
# 1. 检测 current_scene 下 Sfx 节点
func refresh_sfx_list(ground: Ground2D, headless := false):
if not headless:
clear_ui()
sfx_nodes.clear()
current_scene_name = GroundLoader.get_ground_scene_readable_name(ground.scene_name)
find_sfx_nodes(ground)
load_config()
if not headless:
create_ui_items()
var ignore_class_list = ["Portal2D", "Interactable2D", "Note2D", "Inspectable2D", "Pickable2D", "Npc2D", "Ambush2D"]
func find_sfx_nodes(node: Node):
var script = node.get_script()
if script:
if script.get_global_name() in ignore_class_list:
return
# if node is Sfx or node is VibeSfx:
if node is Sfx:
if node.has_method("play") and node.get("volume_db") != null and node.get("stream") != null:
sfx_nodes.append(node)
# 递归检查子节点
for child in node.get_children():
find_sfx_nodes(child)
func clear_ui():
for child in vbox_container.get_children():
child.queue_free()
# 2. 在面板生成对应条目,双向绑定
func create_ui_items():
for sfx_node in sfx_nodes:
create_sfx_item(sfx_node)
func create_sfx_item(sfx_node: Node):
var item_container = VBoxContainer.new()
item_container.add_theme_constant_override("separation", 8)
vbox_container.add_child(item_container)
# 节点名称标签
var name_label = Label.new()
name_label.text = sfx_node.name
name_label.add_theme_font_size_override("font_size", 14)
item_container.add_child(name_label)
var controls_hbox = HBoxContainer.new()
controls_hbox.add_theme_constant_override("separation", 10)
item_container.add_child(controls_hbox)
# 音量滑块
var volume_vbox = VBoxContainer.new()
controls_hbox.add_child(volume_vbox)
var volume_label = Label.new()
volume_label.text = "音量 (dB)"
volume_vbox.add_child(volume_label)
var volume_hbox = HBoxContainer.new()
volume_vbox.add_child(volume_hbox)
var volume_slider = HSlider.new()
volume_slider.min_value = -60.0
volume_slider.max_value = 20.0
volume_slider.step = 0.1
volume_slider.value = sfx_node.volume_db
volume_slider.custom_minimum_size.x = 200
volume_hbox.add_child(volume_slider)
var volume_value_label = Label.new()
volume_value_label.text = str(snapped(sfx_node.volume_db, 0.1))
volume_value_label.custom_minimum_size.x = 50
volume_hbox.add_child(volume_value_label)
# 双向绑定音量
volume_slider.value_changed.connect(func(value):
sfx_node.volume_db = value
volume_value_label.text = str(snapped(value, 0.1))
save_node_config(sfx_node.name, "volume_db", value)
)
# Stream 信息和控制
var stream_vbox = VBoxContainer.new()
controls_hbox.add_child(stream_vbox)
var stream_label = Label.new()
stream_label.text = "音频文件"
stream_vbox.add_child(stream_label)
var stream_hbox = HBoxContainer.new()
stream_vbox.add_child(stream_hbox)
var stream_name_label = Label.new()
if sfx_node.stream:
stream_name_label.text = sfx_node.stream.resource_path.get_file()
else:
stream_name_label.text = "无音频文件"
stream_name_label.custom_minimum_size.x = 150
stream_hbox.add_child(stream_name_label)
# 预览播放按钮
var preview_button = Button.new()
preview_button.text = ""
preview_button.custom_minimum_size = Vector2(30, 30)
preview_button.pressed.connect(func(): preview_audio(sfx_node))
stream_hbox.add_child(preview_button)
# 3. 上传文件按钮
var upload_button = Button.new()
upload_button.text = "上传音频"
upload_button.pressed.connect(func(): open_file_dialog(sfx_node, stream_name_label))
stream_hbox.add_child(upload_button)
# 分割线
var separator = HSeparator.new()
item_container.add_child(separator)
# 存储节点引用用于后续操作
item_container.set_meta("sfx_node", sfx_node)
item_container.set_meta("stream_label", stream_name_label)
func preview_audio(sfx_node: Node):
if sfx_node.stream:
preview_player.stream = sfx_node.stream
preview_player.volume_db = sfx_node.volume_db
preview_player.play()
var current_upload_node: Node
var current_stream_label: Label
func open_file_dialog(sfx_node: Node, stream_label: Label):
current_upload_node = sfx_node
current_stream_label = stream_label
file_dialog.popup_centered()
func _on_file_selected(path: String):
if not current_upload_node:
return
copy_and_load_audio_file(path, current_upload_node, current_stream_label)
# 3. 复制文件并加载
func copy_and_load_audio_file(source_path: String, sfx_node: Node, stream_label: Label):
var file_name = source_path.get_file()
var audio_dir = "user://audio/" + current_scene_name + "/"
var target_path = audio_dir + file_name
# 确保目录存在
DirAccess.open("user://").make_dir_recursive("audio/" + current_scene_name)
# 复制文件
var source_file = FileAccess.open(source_path, FileAccess.READ)
if not source_file:
push_error("无法读取源文件: " + source_path)
return
var target_file = FileAccess.open(target_path, FileAccess.WRITE)
if not target_file:
push_error("无法创建目标文件: " + target_path)
source_file.close()
return
target_file.store_buffer(source_file.get_buffer(source_file.get_length()))
source_file.close()
target_file.close()
# 加载新的音频流
var new_stream = AudioLoader.new().loadfile(target_path)
if new_stream:
sfx_node.stream = new_stream
stream_label.text = file_name
save_node_config(sfx_node.name, "stream", target_path)
print("音频文件已更新: ", sfx_node.name, " -> ", file_name)
else:
push_error("无法加载音频文件: " + target_path)
# 4. 配置保存与加载
func save_node_config(node_name: String, property: String, value):
if not config_data.has(node_name):
config_data[node_name] = {}
config_data[node_name][property] = value
save_config()
func save_config():
var config_dir = "user://audio/" + current_scene_name + "/"
DirAccess.open("user://").make_dir_recursive("audio/" + current_scene_name)
var config_path = config_dir + "audio_config.dat"
var file = FileAccess.open(config_path, FileAccess.WRITE)
if file:
file.store_string(var_to_str(config_data))
file.close()
func load_config():
var config_path = "user://audio/" + current_scene_name + "/audio_config.dat"
var file = FileAccess.open(config_path, FileAccess.READ)
if file:
var config_str = file.get_as_text()
file.close()
config_data = str_to_var(config_str)
if not config_data:
config_data = {}
apply_config()
else:
config_data = {}
func apply_config():
for sfx_node in sfx_nodes:
if config_data.has(sfx_node.name):
var node_config = config_data[sfx_node.name]
if node_config.has("volume_db"):
sfx_node.volume_db = node_config["volume_db"]
if node_config.has("stream"):
var stream_path = node_config["stream"]
if FileAccess.file_exists(stream_path):
var new_stream = AudioLoader.new().loadfile(stream_path)
# var new_stream = load(stream_path)
if new_stream:
sfx_node.stream = new_stream
# 5. Import/Export 功能
func _on_import_pressed():
# 打开文件对话框选择导入文件夹或配置文件
var import_dialog = FileDialog.new()
import_dialog.size = Vector2(1400, 800)
import_dialog.content_scale_mode = Window.CONTENT_SCALE_MODE_CANVAS_ITEMS
import_dialog.content_scale_factor = 3
import_dialog.file_mode = FileDialog.FILE_MODE_OPEN_DIR
import_dialog.access = FileDialog.ACCESS_FILESYSTEM
import_dialog.dir_selected.connect(_on_import_folder_selected)
add_child(import_dialog)
import_dialog.popup_centered()
func _on_import_folder_selected(folder_path: String):
var config_file_path = folder_path + "/audio_config.dat"
if not FileAccess.file_exists(config_file_path):
push_error("所选文件夹中没有找到 audio_config.dat 配置文件")
return
# 确保目标目录存在
var target_dir = "user://audio/" + current_scene_name + "/"
DirAccess.open("user://").make_dir_recursive("audio/" + current_scene_name)
# 复制配置文件
copy_file(config_file_path, target_dir + "audio_config.dat")
# 复制所有音频文件
var dir = DirAccess.open(folder_path)
if dir:
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
if not dir.current_is_dir():
var extension = file_name.get_extension().to_lower()
if extension in ["wav", "ogg", "mp3"]:
var source_path = folder_path + "/" + file_name
var target_path = target_dir + file_name
copy_file(source_path, target_path)
file_name = dir.get_next()
dir.list_dir_end()
# 重新加载配置
load_config()
refresh_sfx_list(SceneManager.get_ground())
print("配置和音频文件已导入")
func copy_file(source_path: String, target_path: String) -> bool:
var source_file = FileAccess.open(source_path, FileAccess.READ)
if not source_file:
push_error("无法读取文件: " + source_path)
return false
var target_file = FileAccess.open(target_path, FileAccess.WRITE)
if not target_file:
push_error("无法创建文件: " + target_path)
source_file.close()
return false
target_file.store_buffer(source_file.get_buffer(source_file.get_length()))
source_file.close()
target_file.close()
return true
func _on_export_pressed():
var desktop_path = OS.get_system_dir(OS.SYSTEM_DIR_DESKTOP)
var export_folder = desktop_path + "/" + current_scene_name + "_audio_export"
var config_path = "user://audio/" + current_scene_name + "/audio_config.dat"
# 创建导出文件夹
var dir = DirAccess.open(desktop_path)
if not dir:
push_error("无法访问桌面目录")
return
# 如果文件夹已存在,先删除
if dir.dir_exists(export_folder):
remove_directory_recursive(export_folder)
dir.make_dir(current_scene_name + "_audio_export")
var exported_files = []
var failed_files = []
# 1. 导出配置文件
if FileAccess.file_exists(config_path):
var source_file = FileAccess.open(config_path, FileAccess.READ)
var target_file = FileAccess.open(export_folder + "/audio_config.dat", FileAccess.WRITE)
if source_file and target_file:
target_file.store_buffer(source_file.get_buffer(source_file.get_length()))
source_file.close()
target_file.close()
exported_files.append("audio_config.dat")
else:
failed_files.append("audio_config.dat")
push_error("配置文件导出失败")
else:
push_error("没有找到配置文件")
return
# 2. 导出所有关联的音频文件
var audio_dir = "user://audio/" + current_scene_name + "/"
# 从配置数据中收集所有音频文件路径
var audio_files_to_export = []
# 收集配置文件中引用的音频文件
for node_name in config_data.keys():
var node_config = config_data[node_name]
if node_config.has("stream"):
var stream_path = node_config["stream"]
if stream_path.begins_with("user://audio/" + current_scene_name + "/"):
audio_files_to_export.append(stream_path)
# 收集当前目录下的所有音频文件
var audio_dir_access = DirAccess.open(audio_dir)
if audio_dir_access:
audio_dir_access.list_dir_begin()
var file_name = audio_dir_access.get_next()
while file_name != "":
if not audio_dir_access.current_is_dir():
var full_path = audio_dir + file_name
var extension = file_name.get_extension().to_lower()
# 检查是否是音频文件
if extension in ["wav", "ogg", "mp3"]:
if not full_path in audio_files_to_export:
audio_files_to_export.append(full_path)
file_name = audio_dir_access.get_next()
audio_dir_access.list_dir_end()
# 导出音频文件
for audio_path in audio_files_to_export:
if FileAccess.file_exists(audio_path):
var file_name = audio_path.get_file()
var source_file = FileAccess.open(audio_path, FileAccess.READ)
var target_file = FileAccess.open(export_folder + "/" + file_name, FileAccess.WRITE)
if source_file and target_file:
target_file.store_buffer(source_file.get_buffer(source_file.get_length()))
source_file.close()
target_file.close()
exported_files.append(file_name)
else:
failed_files.append(file_name)
if source_file:
source_file.close()
if target_file:
target_file.close()
else:
failed_files.append(audio_path.get_file() + " (文件不存在)")
# 3. 创建导出说明文件
create_export_readme(export_folder, exported_files, failed_files)
# 显示导出结果
var message = "导出完成!\n导出位置: " + export_folder + "\n"
message += "成功导出 " + str(exported_files.size()) + " 个文件"
if failed_files.size() > 0:
message += "\n失败 " + str(failed_files.size()) + " 个文件: " + str(failed_files)
print(message)
# 可选:打开导出文件夹
OS.shell_open(export_folder)
func create_export_readme(export_folder: String, exported_files: Array, failed_files: Array):
var readme_path = export_folder + "/README.txt"
var readme_file = FileAccess.open(readme_path, FileAccess.WRITE)
if readme_file:
var content = "音效配置导出说明\n"
content += "===================\n\n"
content += "场景名称: " + current_scene_name + "\n"
content += "导出时间: " + Time.get_datetime_string_from_system() + "\n\n"
content += "导出文件清单:\n"
content += "-----------------\n"
for file_name in exported_files:
content += "" + file_name + "\n"
if failed_files.size() > 0:
content += "\n失败文件:\n"
content += "-----------------\n"
for file_name in failed_files:
content += "" + file_name + "\n"
content += "\n使用说明:\n"
content += "-----------------\n"
content += "1. audio_config.dat 是配置文件,包含音量和文件关联信息\n"
content += "2. 其他 .wav/.ogg/.mp3 文件是对应的音频资源\n"
content += "3. 导入时请将所有文件放在同一目录下\n"
readme_file.store_string(content)
readme_file.close()
func remove_directory_recursive(path: String):
var dir = DirAccess.open(path)
if dir:
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
var full_path = path + "/" + file_name
if dir.current_is_dir():
remove_directory_recursive(full_path)
else:
dir.remove(file_name)
file_name = dir.get_next()
dir.list_dir_end()
dir.remove(path)

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@ -0,0 +1 @@
uid://dtwvx0vs0uoun

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@ -0,0 +1,62 @@
[gd_scene load_steps=2 format=3 uid="uid://b6ogrp5ec5nr3"]
[ext_resource type="Script" uid="uid://dtwvx0vs0uoun" path="res://manager/archive_manager/sfx_config_panel.gd" id="1_386ty"]
[node name="SfxConfigPanel" type="PanelContainer"]
custom_minimum_size = Vector2(500, 0)
offset_right = 508.0
offset_bottom = 335.0
mouse_filter = 1
script = ExtResource("1_386ty")
[node name="MainVBox" type="VBoxContainer" parent="."]
layout_mode = 2
[node name="HeaderHBox" type="HBoxContainer" parent="MainVBox"]
layout_mode = 2
[node name="Label" type="Label" parent="MainVBox/HeaderHBox"]
layout_mode = 2
size_flags_horizontal = 3
theme_override_font_sizes/font_size = 18
text = "音效配置面板"
horizontal_alignment = 1
[node name="ImportButton" type="Button" parent="MainVBox/HeaderHBox"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 8
text = "导入配置"
[node name="ExportButton" type="Button" parent="MainVBox/HeaderHBox"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 8
text = "导出配置"
[node name="ScrollContainer" type="ScrollContainer" parent="MainVBox"]
unique_name_in_owner = true
custom_minimum_size = Vector2(500, 400)
layout_mode = 2
size_flags_vertical = 0
horizontal_scroll_mode = 0
vertical_scroll_mode = 2
[node name="VBoxContainer" type="VBoxContainer" parent="MainVBox/ScrollContainer"]
unique_name_in_owner = true
layout_mode = 2
[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."]
unique_name_in_owner = true
[node name="FileDialog" type="FileDialog" parent="."]
unique_name_in_owner = true
title = "Open a File"
initial_position = 1
size = Vector2i(1500, 1000)
content_scale_mode = 1
content_scale_factor = 3.0
ok_button_text = "Open"
file_mode = 0
access = 2
filters = PackedStringArray("*.wav", "*.ogg", "*.mp3")

View File

@ -364,7 +364,7 @@ func enter_main_scene() -> void:
get_tree().paused = false
#### Savings
#### debugging
var savings_scene = preload("uid://d4jeeteyq8kk3")
@ -411,7 +411,7 @@ func show_settings() -> void:
#### 游戏场景树暂停计数器设置、memory、bag 等菜单都会导致 pause
## 目前有(6类): settings, panel, bag, note, memory, savings
## 目前有(6类): settings, panel, bag, note, memory, debugging
var pause_counter_arr: Array[String] = []
var pause_counter_mutex := Mutex.new()

View File

@ -211,7 +211,7 @@ panel={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":80,"key_label":0,"unicode":112,"location":0,"echo":false,"script":null)
]
}
savings={
debugging={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":96,"key_label":0,"unicode":96,"location":0,"echo":false,"script":null)
]

View File

@ -231,7 +231,14 @@ func _add_ground() -> void:
# 在 add child 之前,调整 ground 内部元素属性,在 on ground ready 前设置完成
if not Engine.is_editor_hint():
_setup_player_position()
# debug 模式在 ground add 之前加载音频
if GlobalConfig.DEBUG:
# headless 模式
SfxConfigPanel.new().refresh_sfx_list(ground, true)
add_child(ground)
print(
"GroundLoader add_ground finished:",
ground.scene_name,

View File

@ -37,7 +37,7 @@ func _unhandled_input(event: InputEvent) -> void:
elif event.is_action_pressed("panel"):
get_viewport().set_input_as_handled()
SceneManager.show_panel()
elif event.is_action_pressed("savings"):
elif event.is_action_pressed("debugging"):
if GlobalConfig.DEBUG:
get_viewport().set_input_as_handled()
SceneManager.show_savings()

258
util/audio_loader.gd Normal file
View File

@ -0,0 +1,258 @@
#GDScriptAudioImport v0.1
#MIT License
#
#Copyright (c) 2020 Gianclgar (Giannino Clemente) gianclgar@gmail.com
#
#Permission is hereby granted, free of charge, to any person obtaining a copy
#of this software and associated documentation files (the "Software"), to deal
#in the Software without restriction, including without limitation the rights
#to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
#copies of the Software, and to permit persons to whom the Software is
#furnished to do so, subject to the following conditions:
#
#The above copyright notice and this permission notice shall be included in all
#copies or substantial portions of the Software.
#
#THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
#IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
#FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
#AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
#LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
#OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
#SOFTWARE.
#I honestly don't care that much, Kopimi ftw, but it's my little baby and I want it to look nice :3
class_name AudioLoader
func report_errors(err, filepath):
# See: https://docs.godotengine.org/en/latest/classes/class_@globalscope.html#enum-globalscope-error
var result_hash = {
ERR_FILE_NOT_FOUND: "File: not found",
ERR_FILE_BAD_DRIVE: "File: Bad drive error",
ERR_FILE_BAD_PATH: "File: Bad path error.",
ERR_FILE_NO_PERMISSION: "File: No permission error.",
ERR_FILE_ALREADY_IN_USE: "File: Already in use error.",
ERR_FILE_CANT_OPEN: "File: Can't open error.",
ERR_FILE_CANT_WRITE: "File: Can't write error.",
ERR_FILE_CANT_READ: "File: Can't read error.",
ERR_FILE_UNRECOGNIZED: "File: Unrecognized error.",
ERR_FILE_CORRUPT: "File: Corrupt error.",
ERR_FILE_MISSING_DEPENDENCIES: "File: Missing dependencies error.",
ERR_FILE_EOF: "File: End of file (EOF) error."
}
if err in result_hash:
print("Error: ", result_hash[err], " ", filepath)
else:
print("Unknown error with file ", filepath, " error code: ", err)
func loadfile(filepath):
var file_access = FileAccess.open(filepath, FileAccess.READ)
if file_access.get_error() != OK:
report_errors(file_access.get_error(), filepath)
file_access.close()
return AudioSample.new()
var bytes = FileAccess.get_file_as_bytes(filepath)
# if File is wav
if filepath.ends_with(".wav"):
var newstream = AudioStreamWAV.load_from_buffer(bytes)
newstream.take_over_path(filepath)
# #---------------------------
# #parrrrseeeeee!!! :D
# var bits_per_sample = 0
# var i = 0
# while true:
# if i >= len(bytes) - 4: # Failsafe, if there is no data bytes
# print("Data byte not found")
# break
# var those4bytes = str(char(bytes[i])+char(bytes[i+1])+char(bytes[i+2])+char(bytes[i+3]))
# if those4bytes == "RIFF":
# print ("RIFF OK at bytes " + str(i) + "-" + str(i+3))
# #RIP bytes 4-7 integer for now
# if those4bytes == "WAVE":
# print ("WAVE OK at bytes " + str(i) + "-" + str(i+3))
# if those4bytes == "fmt ":
# print ("fmt OK at bytes " + str(i) + "-" + str(i+3))
# #get format subchunk size, 4 bytes next to "fmt " are an int32
# var formatsubchunksize = bytes[i+4] + (bytes[i+5] << 8) + (bytes[i+6] << 16) + (bytes[i+7] << 24)
# print ("Format subchunk size: " + str(formatsubchunksize))
# #using formatsubchunk index so it's easier to understand what's going on
# var fsc0 = i+8 #fsc0 is byte 8 after start of "fmt "
# #get format code [Bytes 0-1]
# var format_code = bytes[fsc0] + (bytes[fsc0+1] << 8)
# var format_name
# if format_code == 0: format_name = "8_BITS"
# elif format_code == 1: format_name = "16_BITS"
# elif format_code == 2: format_name = "IMA_ADPCM"
# else:
# format_name = "UNKNOWN (trying to interpret as 16_BITS)"
# format_code = 1
# print ("Format: " + str(format_code) + " " + format_name)
# #assign format to our AudioSample
# newstream.format = format_code
# #get channel num [Bytes 2-3]
# var channel_num = bytes[fsc0+2] + (bytes[fsc0+3] << 8)
# print ("Number of channels: " + str(channel_num))
# #set our AudioSample to stereo if needed
# if channel_num == 2: newstream.stereo = true
# #get sample rate [Bytes 4-7]
# var sample_rate = bytes[fsc0+4] + (bytes[fsc0+5] << 8) + (bytes[fsc0+6] << 16) + (bytes[fsc0+7] << 24)
# print ("Sample rate: " + str(sample_rate))
# #set our AudioSample mixrate
# newstream.mix_rate = sample_rate
# #get byte_rate [Bytes 8-11] because we can
# var byte_rate = bytes[fsc0+8] + (bytes[fsc0+9] << 8) + (bytes[fsc0+10] << 16) + (bytes[fsc0+11] << 24)
# print ("Byte rate: " + str(byte_rate))
# #same with bits*sample*channel [Bytes 12-13]
# var bits_sample_channel = bytes[fsc0+12] + (bytes[fsc0+13] << 8)
# print ("BitsPerSample * Channel / 8: " + str(bits_sample_channel))
# #aaaand bits per sample/bitrate [Bytes 14-15]
# bits_per_sample = bytes[fsc0+14] + (bytes[fsc0+15] << 8)
# print ("Bits per sample: " + str(bits_per_sample))
# if those4bytes == "data":
# assert(bits_per_sample != 0)
# var audio_data_size = bytes[i+4] + (bytes[i+5] << 8) + (bytes[i+6] << 16) + (bytes[i+7] << 24)
# print ("Audio data/stream size is " + str(audio_data_size) + " bytes")
# var data_entry_point = (i+8)
# print ("Audio data starts at byte " + str(data_entry_point))
# var data = bytes.subarray(data_entry_point, data_entry_point+audio_data_size-1)
# if bits_per_sample in [24, 32]:
# newstream.data = convert_to_16bit(data, bits_per_sample)
# else:
# newstream.data = data
# break # the data will be at the end, end searching here
# i += 1
# # end of parsing
# #---------------------------
# #get samples and set loop end
# var samplenum = newstream.data.size() / 4
# newstream.loop_end = samplenum
# newstream.loop_mode = 1 #change to 0 or delete this line if you don't want loop, also check out modes 2 and 3 in the docs
return newstream #:D
#if file is ogg
elif filepath.ends_with(".ogg"):
var newstream = AudioStreamOggVorbis.load_from_buffer(bytes)
newstream.take_over_path(filepath)
# newstream.loop = true #set to false or delete this line if you don't want to loop
return newstream
#if file is mp3
elif filepath.ends_with(".mp3"):
var newstream = AudioStreamMP3.load_from_buffer(bytes)
newstream.take_over_path(filepath)
# newstream.loop = true #set to false or delete this line if you don't want to loop
return newstream
else:
print ("ERROR: Wrong filetype or format")
# Converts .wav data from 24 or 32 bits to 16
#
# These conversions are SLOW in GDScript
# on my one test song, 32 -> 16 was around 3x slower than 24 -> 16
#
# I couldn't get threads to help very much
# They made the 24bit case about 2x faster in my test file
# And the 32bit case abour 50% slower
# I don't wanna risk it always being slower on other files
# And really, the solution would be to handle it in a low-level language
func convert_to_16bit(data: PackedByteArray, from: int) -> PackedByteArray:
print("converting to 16-bit from %d" % from)
var time = Time.get_ticks_msec()
# 24 bit .wav's are typically stored as integers
# so we just grab the 2 most significant bytes and ignore the other
if from == 24:
var j = 0
for i in range(0, data.size(), 3):
data[j] = data[i+1]
data[j+1] = data[i+2]
j += 2
data.resize(data.size() * 2 / 3)
# 32 bit .wav's are typically stored as floating point numbers
# so we need to grab all 4 bytes and interpret them as a float first
if from == 32:
var spb := StreamPeerBuffer.new()
var single_float: float
var value: int
for i in range(0, data.size(), 4):
# spb.data_array = data.subarray(i, i+3)
spb.data_array = data.slice(i, i+4)
single_float = spb.get_float()
value = single_float * 32768
data[i/2] = value
data[i/2+1] = value >> 8
data.resize(data.size() / 2)
print("Took %f seconds for slow conversion" % ((Time.get_ticks_msec() - time) / 1000.0))
return data
# ---------- REFERENCE ---------------
# note: typical values doesn't always match
#Positions Typical Value Description
#
#1 - 4 "RIFF" Marks the file as a RIFF multimedia file.
# Characters are each 1 byte long.
#
#5 - 8 (integer) The overall file size in bytes (32-bit integer)
# minus 8 bytes. Typically, you'd fill this in after
# file creation is complete.
#
#9 - 12 "WAVE" RIFF file format header. For our purposes, it
# always equals "WAVE".
#
#13-16 "fmt " Format sub-chunk marker. Includes trailing null.
#
#17-20 16 Length of the rest of the format sub-chunk below.
#
#21-22 1 Audio format code, a 2 byte (16 bit) integer.
# 1 = PCM (pulse code modulation).
#
#23-24 2 Number of channels as a 2 byte (16 bit) integer.
# 1 = mono, 2 = stereo, etc.
#
#25-28 44100 Sample rate as a 4 byte (32 bit) integer. Common
# values are 44100 (CD), 48000 (DAT). Sample rate =
# number of samples per second, or Hertz.
#
#29-32 176400 (SampleRate * BitsPerSample * Channels) / 8
# This is the Byte rate.
#
#33-34 4 (BitsPerSample * Channels) / 8
# 1 = 8 bit mono, 2 = 8 bit stereo or 16 bit mono, 4
# = 16 bit stereo.
#
#35-36 16 Bits per sample.
#
#37-40 "data" Data sub-chunk header. Marks the beginning of the
# raw data section.
#
#41-44 (integer) The number of bytes of the data section below this
# point. Also equal to (#ofSamples * #ofChannels *
# BitsPerSample) / 8
#
#45+ The raw audio data.

1
util/audio_loader.gd.uid Normal file
View File

@ -0,0 +1 @@
uid://dho44deftogm8