xiandie/manager/archive_manager/sfx_config_panel.gd
2025-07-19 15:02:32 +08:00

495 lines
16 KiB
GDScript

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 reset_button: Button = %ResetButton
@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)
reset_button.pressed.connect(_on_reset_pressed)
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):
sfx_nodes.clear()
current_scene_name = GroundLoader.get_ground_scene_readable_name(ground.scene_name)
find_sfx_nodes(ground)
load_config()
if not headless:
refresh_ui()
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 refresh_ui():
clear_ui()
create_ui_items()
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()
stream_name_label.custom_minimum_size.x = 150
_set_stream_name_label(sfx_node, stream_name_label)
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(preview_audio.bind(sfx_node))
stream_hbox.add_child(preview_button)
# 恢复默认按钮
if sfx_node.stream_was_replaced():
var reset_button = Button.new()
reset_button.text = "🗑️"
reset_button.custom_minimum_size = Vector2(30, 30)
reset_button.pressed.connect(reset_audio.bind(sfx_node))
stream_hbox.add_child(reset_button)
# 3. 上传文件按钮
var upload_button = Button.new()
upload_button.text = "上传音频"
upload_button.pressed.connect(open_file_dialog.bind(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 _set_stream_name_label(sfx_node:Sfx, stream_name_label:Label) -> void:
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"
func preview_audio(sfx_node: Sfx):
if sfx_node.stream:
preview_player.stream = sfx_node.stream
preview_player.volume_db = sfx_node.volume_db
preview_player.play()
func reset_audio(sfx_node: Sfx):
sfx_node.reset_original_stream()
config_data.erase(sfx_node.name)
save_config()
refresh_ui()
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.replace_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)
refresh_ui()
# 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.replace_stream(new_stream)
func _on_reset_pressed() -> void:
for sfx_node in sfx_nodes:
sfx_node.reset_original_stream()
var config_file_path = "user://audio/" + current_scene_name + "/" + "/audio_config.dat"
if FileAccess.file_exists(config_file_path):
DirAccess.remove_absolute(config_file_path)
SceneManager.enter_main_scene()
# 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
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)