Пример #1
0
            public GameObject CreateTrack()
            {
                GameObject gameObject = Resource.LoadPrefabInstance("Group", true);

                gameObject.GetComponent <CustomName>().customName_ = "Music Track";
                var component = gameObject.AddComponent <ZEventListener>();
                var track     = new MusicTrack()
                {
                    Name = "Unknown"
                };

                track.NewVersion();
                track.WriteObject(component);
                gameObject.ForEachILevelEditorListener(delegate(ILevelEditorListener listener)
                {
                    listener.LevelEditorStart(true);
                });
                MonoBehaviour[] components = gameObject.GetComponents <MonoBehaviour>();
                foreach (MonoBehaviour monoBehaviour in components)
                {
                    monoBehaviour.enabled = false;
                }
                LevelEditor editor = G.Sys.LevelEditor_;

                editor.AddGameObjectSilent(ref objectHandle, gameObject, null);
                return(gameObject);
            }
Пример #2
0
 static void Postfix(ZEventListener __instance, IVisitor visitor)
 {
     if (!__instance.eventName_.StartsWith(CustomDataInfo.GetPrefix <MusicTrack>()))
     {
         return;
     }
     CachedMusicTrack.GetOr(__instance, () => MusicTrack.FromObject(__instance));
 }
Пример #3
0
            static bool Prefix(UnityEngine.GameObject gameObject, ref string __result)
            {
                if (gameObject == null)
                {
                    return(true);
                }
                var component = gameObject.GetComponent <ZEventListener>();

                if (component == null)
                {
                    return(true);
                }
                if (component.eventName_.StartsWith(CustomDataInfo.GetPrefix <MusicTrack>()))
                {
                    var track = Entry.CachedMusicTrack.GetOr(component, () => MusicTrack.FromObject(component));
                    if (track == null)
                    {
                        __result = "Music Track?";
                    }
                    __result = $"Music Track: {track.Name}";
                    return(false);
                }
                return(true);
            }
Пример #4
0
        public static string DownloadTrack(MusicTrack track, string levelPath)
        {
            var err = track.GetError();

            if (err != null)
            {
                return(null);
            }
            if (track.FileLocation != null || track.Attempted)
            {
                return(track.FileLocation);
            }
            track.Attempted = true;
            var trackPath = $"{levelPath}.{track.FileName}{track.FileType}";
            var statePath = $"{levelPath}.{track.FileName}.musicstate";
            var upToDate  = false;

            try
            {
                if (FileEx.Exists(statePath) && FileEx.Exists(trackPath))
                {
                    var stateStr = FileEx.ReadAllText(statePath);
                    if (stateStr == track.Version)
                    {
                        upToDate = true;
                    }
                }
            }
            catch (Exception e)
            {
                UnityEngine.Debug.Log($"Failed to read music state file {statePath} because {e}");
                return(null);
            }
            if (upToDate)
            {
                track.FileLocation = trackPath;
                return(trackPath);
            }
            if (track.Embedded.Length > 0)
            {
                try
                {
                    FileEx.WriteAllBytes(trackPath, track.Embedded);
                    track.FileLocation = trackPath;
                }
                catch (Exception e)
                {
                    UnityEngine.Debug.Log($"Failed to write track {trackPath} (embed) because {e}");
                    return(null);
                }
            }
            else if (!string.IsNullOrEmpty(track.DownloadUrl))
            {
                var    request   = UnityEngine.Networking.UnityWebRequest.Get(track.DownloadUrl);
                byte[] file      = new byte[0];
                var    stopwatch = System.Diagnostics.Stopwatch.StartNew();
                var    operation = request.Send();
                while (!operation.isDone)
                {
                    if (stopwatch.ElapsedMilliseconds > MaxMusicDownloadTimeMilli)
                    {
                        request.Abort();
                        UnityEngine.Debug.Log($"Failed to download {track.Name}: it took too long!");
                        break;
                    }
                    else if (request.downloadedBytes >= (ulong)MaxMusicDownloadSizeBytes)
                    {
                        request.Abort();
                        UnityEngine.Debug.Log($"Failed to download {track.Name}: it is too big!");
                        break;
                    }
                }
                stopwatch.Stop();
                if (operation.isDone)
                {
                    if (request.isError)
                    {
                        UnityEngine.Debug.Log($"Failed to download {track.Name}: Error {request.error}");
                    }
                    else
                    {
                        file = request.downloadHandler.data;
                    }
                }
                request.Dispose();
                if (file.Length > 0)
                {
                    try
                    {
                        FileEx.WriteAllBytes(trackPath, file);
                        track.FileLocation = trackPath;
                    }
                    catch (Exception e)
                    {
                        UnityEngine.Debug.Log($"Failed to write track {trackPath} (download) because {e}");
                        return(null);
                    }
                }
                else
                {
                    UnityEngine.Debug.Log($"Failed to download {track.Name}: no data!");
                }
            }
            else
            {
                UnityEngine.Debug.Log($"Impossible state when saving custom music track {track.Name}");
            }
            try
            {
                FileEx.WriteAllText(statePath, track.Version);
            }
            catch (Exception e)
            {
                UnityEngine.Debug.Log($"Failed to write music state file {statePath} because {e}");
            }
            return(trackPath);
        }