diff --git a/manager/archive_manager/debug_panel.gd b/manager/archive_manager/debug_panel.gd new file mode 100644 index 00000000..a0bf282a --- /dev/null +++ b/manager/archive_manager/debug_panel.gd @@ -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) diff --git a/manager/archive_manager/debug_panel.gd.uid b/manager/archive_manager/debug_panel.gd.uid new file mode 100644 index 00000000..4344745e --- /dev/null +++ b/manager/archive_manager/debug_panel.gd.uid @@ -0,0 +1 @@ +uid://d3aitlnh5hrfc diff --git a/manager/archive_manager/debug_panel.tscn b/manager/archive_manager/debug_panel.tscn new file mode 100644 index 00000000..b14e95c0 --- /dev/null +++ b/manager/archive_manager/debug_panel.tscn @@ -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"] diff --git a/manager/archive_manager/savings_panel.gd b/manager/archive_manager/savings_panel.gd index 5051a041..6ab93c7d 100644 --- a/manager/archive_manager/savings_panel.gd +++ b/manager/archive_manager/savings_panel.gd @@ -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() diff --git a/manager/archive_manager/savings_panel.tscn b/manager/archive_manager/savings_panel.tscn index 053547bb..adbf52fa 100644 --- a/manager/archive_manager/savings_panel.tscn +++ b/manager/archive_manager/savings_panel.tscn @@ -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 diff --git a/manager/archive_manager/sfx_config_panel.gd b/manager/archive_manager/sfx_config_panel.gd new file mode 100644 index 00000000..4b5a7a1d --- /dev/null +++ b/manager/archive_manager/sfx_config_panel.gd @@ -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) diff --git a/manager/archive_manager/sfx_config_panel.gd.uid b/manager/archive_manager/sfx_config_panel.gd.uid new file mode 100644 index 00000000..a79b6914 --- /dev/null +++ b/manager/archive_manager/sfx_config_panel.gd.uid @@ -0,0 +1 @@ +uid://dtwvx0vs0uoun diff --git a/manager/archive_manager/sfx_config_panel.tscn b/manager/archive_manager/sfx_config_panel.tscn new file mode 100644 index 00000000..65da7207 --- /dev/null +++ b/manager/archive_manager/sfx_config_panel.tscn @@ -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") diff --git a/manager/scene/scene_manager.gd b/manager/scene/scene_manager.gd index 751800de..0d97f0d3 100644 --- a/manager/scene/scene_manager.gd +++ b/manager/scene/scene_manager.gd @@ -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() diff --git a/project.godot b/project.godot index 40c9c88a..974efcbe 100644 --- a/project.godot +++ b/project.godot @@ -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) ] diff --git a/scene/ground/ground_loader.gd b/scene/ground/ground_loader.gd index a00dd3ed..1e61c2f2 100644 --- a/scene/ground/ground_loader.gd +++ b/scene/ground/ground_loader.gd @@ -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, diff --git a/scene/main.gd b/scene/main.gd index 45767ca6..be311fd6 100644 --- a/scene/main.gd +++ b/scene/main.gd @@ -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() diff --git a/util/audio_loader.gd b/util/audio_loader.gd new file mode 100644 index 00000000..9ac382f9 --- /dev/null +++ b/util/audio_loader.gd @@ -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. diff --git a/util/audio_loader.gd.uid b/util/audio_loader.gd.uid new file mode 100644 index 00000000..43b1017c --- /dev/null +++ b/util/audio_loader.gd.uid @@ -0,0 +1 @@ +uid://dho44deftogm8