mirror of
https://github.com/maxartz15/UnitySerializedReferenceUI.git
synced 2024-11-22 23:55:35 +01:00
103 lines
2.4 KiB
C#
103 lines
2.4 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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[System.Serializable]
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public class Unlock : IDisposable
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{
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public event Action OnUnlockEvent;
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[SerializeReference, SerializeReferenceButton] private List<IUnlockTrigger> unlockTriggers = new List<IUnlockTrigger>();
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[SerializeReference, SerializeReferenceButton] private List<IUnlockCondition> unlockConditions = new List<IUnlockCondition>();
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public void Initialize()
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{
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foreach (IUnlockCondition condition in unlockConditions)
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{
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condition.Initialize();
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}
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foreach (IUnlockTrigger trigger in unlockTriggers)
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{
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trigger.OnTriggerEvent += HandleOnTriggerEvent;
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trigger.Initialize();
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}
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}
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public void Dispose()
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{
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foreach (IUnlockTrigger trigger in unlockTriggers)
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{
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trigger.OnTriggerEvent -= HandleOnTriggerEvent;
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}
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}
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// Format data in some way to store compactly and be re-storable after load.
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public bool Save(out string data)
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{
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data = "";
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bool shouldSave = false;
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foreach (IUnlockCondition condition in unlockConditions)
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{
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if (condition.ShouldBePersistent)
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{
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data += condition.Data;
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shouldSave = true;
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}
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}
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return shouldSave;
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}
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// Unpack data and load into conditions.
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public void Load(string data)
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{
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foreach (IUnlockCondition condition in unlockConditions)
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{
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if (condition.ShouldBePersistent)
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{
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condition.Data = data;
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}
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}
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}
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public bool IsUnlocked()
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{
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foreach (IUnlockCondition condition in unlockConditions)
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{
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if (!condition.IsUnlocked)
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{
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return false;
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}
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}
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return true;
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}
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private void HandleOnTriggerEvent()
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{
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bool shouldReset = false;
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foreach (IUnlockCondition condition in unlockConditions)
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{
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if (!condition.IsUnlocked && condition.ResetOnFailedCheck)
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{
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shouldReset = true;
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break;
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}
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}
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if (shouldReset)
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{
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foreach (IUnlockCondition condition in unlockConditions)
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{
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condition.Reset();
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}
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}
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else if (IsUnlocked())
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{
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OnUnlockEvent?.Invoke();
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}
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}
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}
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