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using System;
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using System.Collections.Generic;
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using D2D.Core;
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using D2D.Databases;
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using D2D.Utilities;
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using UnityEngine;
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using static D2D.Utilities.SettingsFacade;
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using static D2D.Utilities.CommonLazyFacade;
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using static D2D.Utilities.CommonGameplayFacade;
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namespace D2D
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{
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[DefaultExecutionOrder(-99)]
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public class LevelsSwitcher : GameStateMachineUser
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{
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[Tooltip("-1 for random")]
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[SerializeField] private int _debugCurrentLevel = -1;
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[Space]
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[SerializeField] private bool _isRandomOnLoop = true;
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[Tooltip("To skip for instance 1 level (on loop) put value to 2")]
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[SerializeField] private int _minRepeatLevel = 1;
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[Tooltip("Just be sure that all passed level switchers have different names")]
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[SerializeField] private string _uniqueContainerName = "Levels";
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private DataContainer<int> _lastLoadedLevelIndex;
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private DataContainer<bool> _isLastLevelWin;
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protected override void OnEnable()
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{
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base.OnEnable();
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if (_gameData.levels.IsNullOrEmpty())
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return;
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if (_debugCurrentLevel >= 0)
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{
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Instantiate(_gameData.levels[_debugCurrentLevel-1]);
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return;
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}
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var id = _uniqueContainerName;
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_lastLoadedLevelIndex = new DataContainer<int>("LastShuffledIndex" + id, -1);
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_isLastLevelWin = new DataContainer<bool>("IsLastLevelWin" + id, true);
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if (!_isLastLevelWin.Value && _lastLoadedLevelIndex.Value > -1)
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{
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Instantiate(_gameData.levels[_lastLoadedLevelIndex.Value]);
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}
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else
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{
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DefaultLoad();
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}
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_isLastLevelWin.Value = false;
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}
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private void DefaultLoad()
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{
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var levelIndex = _db.PassedLevels.Value;
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var index = levelIndex % _gameData.levels.Count;
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// If we run out of levels => do magic now (repeat levels, so player will not notice)
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if (levelIndex > _gameData.levels.Count-1)
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{
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int minRepeatLevelIndex = _minRepeatLevel - 1;
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index = minRepeatLevelIndex + (levelIndex) % (_gameData.levels.Count - minRepeatLevelIndex);
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if (_isRandomOnLoop)
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{
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var min = _minRepeatLevel - 1;
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var max = _gameData.levels.Count - 1;
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var lastShuffledIndex = _lastLoadedLevelIndex.Value;
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List<int> indexes = new List<int>();
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for (int l = min; l <= max; l++)
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{
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if (l != lastShuffledIndex)
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indexes.Add(l);
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}
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index = indexes.GetRandomElement();
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}
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}
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_lastLoadedLevelIndex.Value = index;
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try
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{
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Instantiate(_gameData.levels[index]);
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// children[index].transform.On();
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}
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catch (Exception e)
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{
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Debug.LogError(e);
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Instantiate(_gameData.levels.GetRandomElement());
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// children[0].transform.On();
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}
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}
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protected override void OnGameWin()
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{
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_isLastLevelWin.Value = true;
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}
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}
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}
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