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achievement system example
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Samples~/ExamplesAchievementSysemAssembly.meta
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8
Samples~/ExamplesAchievementSysemAssembly.meta
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--- !u!114 &11400000
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m_Name: DatabaseObject
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achievements:
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- name: KillEasySkeletons
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icon: {fileID: 0}
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platformsSettings:
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- rid: 332205990316343308
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- rid: 332205990316343312
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unlock:
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unlockTriggers:
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unlockConditions:
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references:
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version: 2
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RefIds:
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- rid: 332205990316343307
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type: {class: PC, ns: , asm: AchievementSystem}
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data:
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achievementKey: sadkjhw8rh23hr0293rh2039rh
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- rid: 332205990316343308
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type: {class: PS4, ns: , asm: AchievementSystem}
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data:
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achievementKey: asd234e234sd2342d23e
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- rid: 332205990316343309
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type: {class: EnemyKilledTrigger, ns: , asm: AchievementSystem}
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- rid: 332205990316343310
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type: {class: KillEnemies, ns: , asm: AchievementSystem}
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data:
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targetType: 0
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targetKills: 100
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- rid: 332205990316343311
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type: {class: LevelDifficulty, ns: , asm: AchievementSystem}
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data:
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difficulty: 0
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- rid: 332205990316343312
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type: {class: SteamDeck, ns: , asm: AchievementSystem}
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data:
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achievementKey: 12342673658362456458356824612
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(fileName = "DatabaseObject", menuName = "DatabaseObject")]
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public class DatabaseObject : ScriptableObject
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{
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public List<Achievement> achievements = new List<Achievement>();
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}
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[System.Serializable]
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public class Achievement
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{
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public string name;
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public Sprite icon;
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[SerializeReference, SerializeReferenceButton]
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public IPlatform[] platformsSettings = null;
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public Unlock unlock;
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}
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@ -0,0 +1,54 @@
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using UnityEngine;
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public interface IPlatform
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{
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public string AchievementKey { get; }
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}
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[System.Serializable]
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public class PC : IPlatform
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{
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public string AchievementKey => achievementKey;
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[SerializeField]
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private string achievementKey;
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}
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[System.Serializable]
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public class PS4 : IPlatform
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{
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public string AchievementKey => achievementKey;
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[SerializeField]
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private string achievementKey;
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}
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[System.Serializable]
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public class PS5 : IPlatform
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{
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public string AchievementKey => achievementKey;
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[SerializeField]
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private string achievementKey;
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}
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[System.Serializable]
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public class XBOX : IPlatform
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{
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public string AchievementKey => achievementKey;
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[SerializeField]
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private string achievementKey;
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}
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[System.Serializable]
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public class Quest : IPlatform
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{
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public string AchievementKey => achievementKey;
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[SerializeField]
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private string achievementKey;
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}
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[System.Serializable]
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public class SteamDeck : IPlatform
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{
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public string AchievementKey => achievementKey;
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[SerializeField]
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private string achievementKey;
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}
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@ -0,0 +1,141 @@
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using System;
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using UnityEngine;
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public interface IUnlockCondition
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{
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public event Action OnUnlockEvent;
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public bool IsUnlocked { get; }
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public float Progress { get; }
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public bool ResetOnFailedCheck { get; }
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//public UnlockResetMode { get; }
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//public IString ProgressString { get; }
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//public IString UnlockString { get; }
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public bool ShouldBePersistent { get; }
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public string Data { get; set; }
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public void Initialize();
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public void Reset();
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}
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// Maybe make an IUnlockReset interface to have expandable unlock reset modes.
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// The interface could then return a bool if it should reset or not.
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public enum UnlockResetMode
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{
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NeverReset,
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ResetOnFailedCheck,
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ResetWithOthers,
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}
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public enum EnemyType
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{
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Skeleton,
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Zombie,
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Dragon,
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Snek
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}
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public enum Difficulty
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{
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Easy,
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Medium,
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Hard
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}
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[System.Serializable]
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public class KillEnemies : IUnlockCondition
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{
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// Serialized Parameters.
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[SerializeField]
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private EnemyType targetType = EnemyType.Skeleton;
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[SerializeField]
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private int targetKills = 100;
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// Implementation.
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public event Action OnUnlockEvent;
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public bool IsUnlocked => kills >= targetKills;
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public float Progress => kills / targetKills;
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public bool ResetOnFailedCheck => false;
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public bool ShouldBePersistent => true;
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public string Data { get => kills.ToString(); set { kills = int.Parse(value); } }
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private int kills = 0;
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public void Initialize()
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{
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// Start listening to some events to collect data.
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}
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public void Reset()
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{
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kills = 0;
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}
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}
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[System.Serializable]
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public class LevelDifficulty : IUnlockCondition
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{
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[SerializeField]
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private Difficulty difficulty = Difficulty.Easy;
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public event Action OnUnlockEvent;
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public bool IsUnlocked => false;
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public float Progress => 0;
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public bool ResetOnFailedCheck => true;
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public bool ShouldBePersistent => false;
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public string Data { get => ""; set { } }
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public void Initialize()
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{
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// Start listening to some events to collect data.
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}
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public void Reset()
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{
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}
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}
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[System.Serializable]
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public class Accuracy : IUnlockCondition
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{
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[SerializeField, Range(0, 1)]
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private float targetAccuracy = 0.5f;
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public event Action OnUnlockEvent;
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public bool IsUnlocked => false;
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public float Progress => 0;
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public bool ResetOnFailedCheck => true;
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public bool ShouldBePersistent => false;
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public string Data { get => ""; set { } }
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public void Initialize()
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{
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// Start listening to some events to collect data.
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}
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public void Reset()
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{
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}
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}
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[System.Serializable]
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public class OwnDLC : IUnlockCondition
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{
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[SerializeField]
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private string dlcName = "";
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public event Action OnUnlockEvent;
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public bool IsUnlocked => false;
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public float Progress => 0;
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public bool ResetOnFailedCheck => true;
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public bool ShouldBePersistent => false;
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public string Data { get => ""; set { } }
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public void Initialize()
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{
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// Start listening to some events to collect data.
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}
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public void Reset()
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{
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}
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}
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@ -0,0 +1,11 @@
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@ -0,0 +1,31 @@
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using System;
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public interface IUnlockTrigger
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{
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public event Action OnTriggerEvent;
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public void Initialize();
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}
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[System.Serializable]
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public class LevelCompleteTrigger : IUnlockTrigger
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{
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public event Action OnTriggerEvent;
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public void Initialize()
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{
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// Subscribe to on level complete event.
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// OnTriggerEvent?.Invoke();
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}
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}
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[System.Serializable]
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public class EnemyKilledTrigger : IUnlockTrigger
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{
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public event Action OnTriggerEvent;
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public void Initialize()
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{
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// Subscribe to on enemy killed event.
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// OnTriggerEvent?.Invoke();
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}
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}
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103
Samples~/ExamplesAchievementSysemAssembly/Achievements/Unlock.cs
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103
Samples~/ExamplesAchievementSysemAssembly/Achievements/Unlock.cs
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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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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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userData:
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|
@ -0,0 +1,14 @@
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using UnityEngine;
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public class UnlockSystem : MonoBehaviour
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{
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public DatabaseObject dataBase;
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public void OnFireBaseLoaded()
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{
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foreach (Achievement achievement in dataBase.achievements)
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{
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achievement.unlock.Initialize();
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}
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}
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}
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fileFormatVersion: 2
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