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using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Threading;
using TMPro;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class SongCreatorManager : MonoBehaviour
{
[Header("음원 선택")]
[SerializeField] private TMP_Dropdown audioDropdown;
[SerializeField] private Button refreshBtn;
[SerializeField] private TMP_Text inputPathHint;
[Header("음원 추가 — 로컬 파일")]
[SerializeField] private Button filePickerBtn; // 파일 탐색 버튼
[SerializeField] private TMP_Text addStatusText; // 추가/다운로드 상태
[Header("음원 추가 — URL")]
[SerializeField] private TMP_InputField urlInput; // MP3 직접 URL
[SerializeField] private Button urlDownloadBtn; // URL 다운로드 시작
[Header("메타데이터")]
[SerializeField] private TMP_InputField titleInput;
[SerializeField] private TMP_InputField artistInput;
[SerializeField] private TMP_InputField bpmInput;
[Header("난이도")]
[SerializeField] private Toggle toggleNormal;
[SerializeField] private Toggle toggleHard;
[SerializeField] private Toggle toggleExpert;
[SerializeField] private Toggle toggleExpertPlus;
[Header("액션")]
[SerializeField] private Button generateButton;
[SerializeField] private Button manualEditorButton; // 작은 버튼
[SerializeField] private Button backButton;
[SerializeField] private string introSceneName = "Intro";
[Header("진행 상태")]
[SerializeField] private GameObject progressGroup;
[SerializeField] private TMP_Text statusText;
[SerializeField] private Slider progressSlider;
[Header("연결")]
[SerializeField] private BeatSageUploader beatSageUploader;
[SerializeField] private NasPublisher nasPublisher;
[Header("씬")]
[SerializeField] private string mapEditorScene = "MapEditorScene";
// Quest: /sdcard/Android/data/{packageName}/files/input/ 로 ADB 복사
private static string InputPath =>
Path.Combine(Application.persistentDataPath, "input");
private readonly List<string> audioFiles = new();
private string _pendingFilePath; // 파일 다이얼로그 결과 (백그라운드 스레드 → 메인 스레드 전달)
// ── Unity ────────────────────────────────────────────────
private void Start()
{
Directory.CreateDirectory(InputPath);
if (inputPathHint != null)
inputPathHint.text = $"음원 경로: {InputPath}";
// 씬에서 아무 토글도 안 선택되어 있으면 전부 켜기
bool anyOn = (toggleNormal != null && toggleNormal.isOn)
|| (toggleHard != null && toggleHard.isOn)
|| (toggleExpert != null && toggleExpert.isOn)
|| (toggleExpertPlus != null && toggleExpertPlus.isOn);
if (!anyOn)
{
if (toggleNormal != null) toggleNormal.isOn = true;
if (toggleHard != null) toggleHard.isOn = true;
if (toggleExpert != null) toggleExpert.isOn = true;
if (toggleExpertPlus != null) toggleExpertPlus.isOn = true;
}
refreshBtn.onClick.AddListener(RefreshAudioList);
generateButton.onClick.AddListener(OnGenerateClicked);
manualEditorButton.onClick.AddListener(() => SceneManager.LoadScene(mapEditorScene));
backButton?.onClick.AddListener(() => SceneManager.LoadScene(introSceneName));
if (filePickerBtn != null) filePickerBtn.onClick.AddListener(OnFilePickerClicked);
if (urlDownloadBtn != null) urlDownloadBtn.onClick.AddListener(OnUrlDownloadClicked);
progressGroup.SetActive(false);
RefreshAudioList();
}
private void Update()
{
// 파일 다이얼로그는 STA 스레드에서 실행되므로 결과를 메인 스레드에서 처리
if (_pendingFilePath != null)
{
CopyToInput(_pendingFilePath);
_pendingFilePath = null;
}
}
// ── 음원 목록 갱신 ───────────────────────────────────────
private void RefreshAudioList()
{
audioFiles.Clear();
audioDropdown.ClearOptions();
string[] files = Directory.GetFiles(InputPath, "*.mp3");
var options = new List<string>();
foreach (string f in files)
{
audioFiles.Add(f);
options.Add(Path.GetFileNameWithoutExtension(f));
}
if (options.Count == 0)
options.Add("-- .mp3 파일 없음 --");
audioDropdown.AddOptions(options);
}
// ── 생성 버튼 ────────────────────────────────────────────
private void OnGenerateClicked()
{
if (audioFiles.Count == 0) { SetStatus("음원 파일이 없습니다."); return; }
if (string.IsNullOrEmpty(titleInput.text)) { SetStatus("곡 제목을 입력해주세요."); return; }
if (!float.TryParse(bpmInput.text, out float bpm) || bpm <= 0)
{ SetStatus("BPM을 올바르게 입력해주세요."); return; }
var diffs = new List<string>();
if (toggleNormal != null && toggleNormal.isOn) diffs.Add("normal");
if (toggleHard != null && toggleHard.isOn) diffs.Add("hard");
if (toggleExpert != null && toggleExpert.isOn) diffs.Add("expert");
if (toggleExpertPlus != null && toggleExpertPlus.isOn) diffs.Add("expertplus");
if (diffs.Count == 0) { SetStatus("난이도를 하나 이상 선택해주세요."); return; }
string audioPath = audioFiles[audioDropdown.value];
Debug.Log($"[SongCreator] 생성 시작 — 파일: {audioPath}, BPM: {bpm}, 난이도: {string.Join(",", diffs)}");
Debug.Log($"[SongCreator] beatSageUploader={beatSageUploader}, nasPublisher={nasPublisher}");
StartCoroutine(GenerateFlow(audioPath, bpm, diffs));
}
// ── 생성 플로우 ───────────────────────────────────────────
private IEnumerator GenerateFlow(string audioPath, float bpm, List<string> diffs)
{
SetInteractable(false);
progressGroup.SetActive(true);
Debug.Log("[SongCreator] GenerateFlow 시작");
// 1단계: Beat Sage 전송 → 변환
Dictionary<string, List<NoteData>> maps = null;
bool failed = false;
Debug.Log("[SongCreator] BeatSage Upload 호출");
yield return beatSageUploader.Upload(
audioPath, diffs, bpm,
onProgress: p =>
{
progressSlider.value = p * 0.8f;
SetStatus($"{beatSageUploader.CurrentStatus} ({(int)(p * 80)}%)");
},
onComplete: result =>
{
maps = result;
Debug.Log($"[SongCreator] BeatSage 완료 — 난이도 수: {result?.Count}");
},
onError: err =>
{
Debug.LogError($"[SongCreator] BeatSage 오류: {err}");
SetStatus($"오류: {err}");
failed = true;
});
Debug.Log($"[SongCreator] BeatSage 단계 끝 — failed={failed}, maps={maps?.Count}");
if (failed) { SetInteractable(true); yield break; }
// 2단계: NAS 업로드
SongInfo song = BuildSongInfo(audioPath, bpm, maps);
Debug.Log($"[SongCreator] NAS Publish 호출 — song.id={song.id}");
yield return nasPublisher.Publish(
song, audioPath, maps,
onProgress: p =>
{
progressSlider.value = 0.8f + p * 0.2f;
SetStatus($"[4/4] NAS 업로드 중... ({(int)((0.8f + p * 0.2f) * 100)}%)");
},
onComplete: () =>
{
progressSlider.value = 1f;
SetStatus($"완료! '{song.title}' 생성 성공 (100%)");
Debug.Log($"[SongCreator] NAS 업로드 완료");
},
onError: err =>
{
Debug.LogError($"[SongCreator] NAS 오류: {err}");
SetStatus($"NAS 업로드 실패: {err}");
failed = true;
});
SetInteractable(true);
}
// ── 유틸 ─────────────────────────────────────────────────
private SongInfo BuildSongInfo(string audioPath, float bpm,
Dictionary<string, List<NoteData>> maps)
{
string id = titleInput.text.ToLower().Replace(" ", "_");
var diffMap = new DifficultyMap();
foreach (var kv in maps)
{
var info = new DifficultyInfo { noteCount = kv.Value.Count };
switch (kv.Key)
{
case "normal": diffMap.normal = info; break;
case "hard": diffMap.hard = info; break;
case "expert": diffMap.expert = info; break;
case "expertplus": diffMap.expertplus = info; break;
}
}
return new SongInfo
{
id = id,
title = titleInput.text,
artist = artistInput.text,
bpm = bpm,
audioFile = $"music/{id}.mp3",
difficulties = diffMap,
addedAt = DateTime.Now.ToString("yyyy-MM-dd")
};
}
private void SetStatus(string msg)
{
if (statusText != null) statusText.text = msg;
}
private void SetInteractable(bool value)
{
generateButton.interactable = value;
manualEditorButton.interactable = value;
audioDropdown.interactable = value;
refreshBtn.interactable = value;
if (filePickerBtn != null) filePickerBtn.interactable = value;
if (urlDownloadBtn != null) urlDownloadBtn.interactable = value;
}
// ── 로컬 파일 선택 ────────────────────────────────────────
private void OnFilePickerClicked()
{
#if UNITY_EDITOR
string path = UnityEditor.EditorUtility.OpenFilePanel("음원 파일 선택", "", "mp3");
if (!string.IsNullOrEmpty(path)) CopyToInput(path);
#elif UNITY_STANDALONE_WIN
var t = new Thread(() =>
{
var dlg = new System.Windows.Forms.OpenFileDialog
{
Filter = "MP3 파일|*.mp3",
Title = "음원 파일 선택"
};
if (dlg.ShowDialog() == System.Windows.Forms.DialogResult.OK)
_pendingFilePath = dlg.FileName;
});
t.SetApartmentState(ApartmentState.STA);
t.Start();
#else
SetAddStatus($"ADB로 파일을 추가하세요:\n{InputPath}");
#endif
}
private void CopyToInput(string srcPath)
{
try
{
string dest = Path.Combine(InputPath, Path.GetFileName(srcPath));
File.Copy(srcPath, dest, overwrite: true);
RefreshAudioList();
string nameNoExt = Path.GetFileNameWithoutExtension(srcPath);
int idx = audioFiles.FindIndex(f => Path.GetFileNameWithoutExtension(f) == nameNoExt);
if (idx >= 0) audioDropdown.value = idx;
SetAddStatus($"추가됨: {Path.GetFileName(srcPath)}");
}
catch (Exception e)
{
SetAddStatus($"파일 추가 실패: {e.Message}");
}
}
// ── URL 다운로드 ──────────────────────────────────────────
private void OnUrlDownloadClicked()
{
string url = urlInput != null ? urlInput.text.Trim() : "";
if (string.IsNullOrEmpty(url)) { SetAddStatus("URL을 입력해주세요."); return; }
StartCoroutine(DownloadFromUrl(url));
}
private IEnumerator DownloadFromUrl(string url)
{
SetAddStatus("다운로드 중...");
if (urlDownloadBtn != null) urlDownloadBtn.interactable = false;
string fileName;
try
{
string uriPath = new Uri(url).AbsolutePath;
fileName = Path.GetFileName(uriPath);
if (string.IsNullOrEmpty(fileName) || !fileName.EndsWith(".mp3", StringComparison.OrdinalIgnoreCase))
fileName = "download.mp3";
}
catch { fileName = "download.mp3"; }
string savePath = Path.GetFullPath(Path.Combine(InputPath, fileName));
using var req = UnityWebRequest.Get(url);
req.downloadHandler = new DownloadHandlerFile(savePath);
yield return req.SendWebRequest();
if (urlDownloadBtn != null) urlDownloadBtn.interactable = true;
if (req.result == UnityWebRequest.Result.Success)
{
RefreshAudioList();
string nameNoExt = Path.GetFileNameWithoutExtension(fileName);
int idx = audioFiles.FindIndex(f => Path.GetFileNameWithoutExtension(f) == nameNoExt);
if (idx >= 0) audioDropdown.value = idx;
SetAddStatus($"다운로드 완료: {fileName}");
}
else
{
if (File.Exists(savePath)) File.Delete(savePath);
SetAddStatus($"다운로드 실패: {req.error}");
}
}
private void SetAddStatus(string msg)
{
if (addStatusText != null) addStatusText.text = msg;
}
}