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using UnityEngine;
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using System.Collections;
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using MoreMountains.Tools;
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using UnityEngine.SceneManagement;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// A class used to display the achievements on screen.
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/// The AchievementDisplayItems will be parented to it, so it's better if it has a LayoutGroup (Vertical or Horizontal) too.
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/// </summary>
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[AddComponentMenu("More Mountains/Tools/Achievements/MMAchievementDisplayer")]
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public class MMAchievementDisplayer : MonoBehaviour, MMEventListener<MMAchievementUnlockedEvent>
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{
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[Header("Achievements")]
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/// the prefab to use to display achievements
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public MMAchievementDisplayItem AchievementDisplayPrefab;
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/// the duration the achievement will remain on screen for when unlocked
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public float AchievementDisplayDuration = 5f;
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/// the fade in/out speed
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public float AchievementFadeDuration = 0.2f;
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protected WaitForSeconds _achievementFadeOutWFS;
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/// <summary>
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/// Instantiates an achievement display prefab and shows it for the specified duration
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/// </summary>
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/// <returns>The achievement.</returns>
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/// <param name="achievement">Achievement.</param>
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public virtual IEnumerator DisplayAchievement(MMAchievement achievement)
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{
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if ((this.transform == null) || (AchievementDisplayPrefab == null))
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{
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yield break;
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}
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// we instantiate our achievement display prefab, and add it to the group that will automatically handle its position
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GameObject instance = (GameObject)Instantiate(AchievementDisplayPrefab.gameObject);
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instance.transform.SetParent(this.transform,false);
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// we get the achievement displayer
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MMAchievementDisplayItem achievementDisplay = instance.GetComponent<MMAchievementDisplayItem> ();
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if (achievementDisplay == null)
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{
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yield break;
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}
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// we fill our achievement
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achievementDisplay.Title.text = achievement.Title;
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achievementDisplay.Description.text = achievement.Description;
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achievementDisplay.Icon.sprite = achievement.UnlockedImage;
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if (achievement.AchievementType == AchievementTypes.Progress)
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{
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achievementDisplay.ProgressBarDisplay.gameObject.SetActive(true);
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}
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else
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{
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achievementDisplay.ProgressBarDisplay.gameObject.SetActive(false);
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}
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// we play a sound if set
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if (achievement.UnlockedSound != null)
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{
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MMSfxEvent.Trigger (achievement.UnlockedSound);
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}
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// we fade it in and out
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CanvasGroup achievementCanvasGroup = instance.GetComponent<CanvasGroup> ();
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if (achievementCanvasGroup != null)
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{
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achievementCanvasGroup.alpha = 0;
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StartCoroutine(MMFade.FadeCanvasGroup(achievementCanvasGroup, AchievementFadeDuration, 1));
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yield return _achievementFadeOutWFS;
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StartCoroutine(MMFade.FadeCanvasGroup(achievementCanvasGroup, AchievementFadeDuration, 0));
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}
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}
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/// <summary>
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/// When an achievement is unlocked, we display it
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/// </summary>
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/// <param name="achievementUnlockedEvent">Achievement unlocked event.</param>
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public virtual void OnMMEvent(MMAchievementUnlockedEvent achievementUnlockedEvent)
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{
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StartCoroutine(DisplayAchievement (achievementUnlockedEvent.Achievement));
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}
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/// <summary>
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/// On enable, we start listening for unlocked achievements
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/// </summary>
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protected virtual void OnEnable()
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{
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this.MMEventStartListening<MMAchievementUnlockedEvent>();
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_achievementFadeOutWFS = new WaitForSeconds (AchievementFadeDuration + AchievementDisplayDuration);
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}
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/// <summary>
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/// On disable, we stop listening for unlocked achievements
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/// </summary>
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protected virtual void OnDisable()
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{
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this.MMEventStopListening<MMAchievementUnlockedEvent>();
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}
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}
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}
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