UnitySerializedReferenceUI/Samples~/ExamplesAchievementSysemAssembly/Achievements/Unlock.cs

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C#
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2022-12-28 14:56:13 +01:00
using System;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class Unlock : IDisposable
{
public event Action OnUnlockEvent;
[SerializeReference, SerializeReferenceButton] private List<IUnlockTrigger> unlockTriggers = new List<IUnlockTrigger>();
[SerializeReference, SerializeReferenceButton] private List<IUnlockCondition> unlockConditions = new List<IUnlockCondition>();
public void Initialize()
{
foreach (IUnlockCondition condition in unlockConditions)
{
condition.Initialize();
}
foreach (IUnlockTrigger trigger in unlockTriggers)
{
trigger.OnTriggerEvent += HandleOnTriggerEvent;
trigger.Initialize();
}
}
public void Dispose()
{
foreach (IUnlockTrigger trigger in unlockTriggers)
{
trigger.OnTriggerEvent -= HandleOnTriggerEvent;
}
}
// Format data in some way to store compactly and be re-storable after load.
public bool Save(out string data)
{
data = "";
bool shouldSave = false;
foreach (IUnlockCondition condition in unlockConditions)
{
if (condition.ShouldBePersistent)
{
data += condition.Data;
shouldSave = true;
}
}
return shouldSave;
}
// Unpack data and load into conditions.
public void Load(string data)
{
foreach (IUnlockCondition condition in unlockConditions)
{
if (condition.ShouldBePersistent)
{
condition.Data = data;
}
}
}
public bool IsUnlocked()
{
foreach (IUnlockCondition condition in unlockConditions)
{
if (!condition.IsUnlocked)
{
return false;
}
}
return true;
}
private void HandleOnTriggerEvent()
{
bool shouldReset = false;
foreach (IUnlockCondition condition in unlockConditions)
{
if (!condition.IsUnlocked && condition.ResetOnFailedCheck)
{
shouldReset = true;
break;
}
}
if (shouldReset)
{
foreach (IUnlockCondition condition in unlockConditions)
{
condition.Reset();
}
}
else if (IsUnlocked())
{
OnUnlockEvent?.Invoke();
}
}
}