|
|
|
using D2D;
|
|
|
|
using D2D.Core;
|
|
|
|
using D2D.Utilities;
|
|
|
|
using Sirenix.OdinInspector;
|
|
|
|
using System;
|
|
|
|
using System.Collections;
|
|
|
|
using System.Collections.Generic;
|
|
|
|
using UnityEngine;
|
|
|
|
using UnityEngine.UI;
|
|
|
|
using static D2D.Utilities.CommonGameplayFacade;
|
|
|
|
|
|
|
|
public class GameProgress : GameStateMachineUser
|
|
|
|
{
|
|
|
|
[SerializeField] private LevelSO[] levels;
|
|
|
|
[SerializeField] private Vector2 levelUpTimeRange;
|
|
|
|
[SerializeField] private Button[] levelButtons; // Array for buttons
|
|
|
|
[SerializeField] private Text[] levelTexts; // Array for corresponding Text objects
|
|
|
|
|
|
|
|
private float XPforLevelUp;
|
|
|
|
private float totalXP;
|
|
|
|
private float needToFinish;
|
|
|
|
private int level = 0;
|
|
|
|
private Dictionary<int, float> xpToLevelUps = new();
|
|
|
|
private XPPicker xpPicker;
|
|
|
|
public Action<int> OnLevelUp;
|
|
|
|
private float levelTime;
|
|
|
|
private float timeForLevelUp;
|
|
|
|
private float levelUpTimer;
|
|
|
|
private bool isStarted = false;
|
|
|
|
private bool isFinished = false;
|
|
|
|
private LevelSO _levelSO;
|
|
|
|
public GameObject levelmenu;
|
|
|
|
public float GetValueForFinish() => totalXP / needToFinish;
|
|
|
|
public float GetValueForTimeFinish() => levelTime / _levelSO.TotalDuration;
|
|
|
|
public float GetValueForLevelUP() => XPforLevelUp / xpToLevelUps[level];
|
|
|
|
public float GetValueForLevelUPTime() => levelUpTimer / timeForLevelUp;
|
|
|
|
|
|
|
|
private void Awake()
|
|
|
|
{
|
|
|
|
_levelSO = levels[0]; // Default to level 0 at start
|
|
|
|
_gameProgress = this;
|
|
|
|
|
|
|
|
xpPicker = _xpPicker;
|
|
|
|
var multiplier = Mathf.Pow(_gameData.baseXPMultiplier, _db.PassedLevels.Value);
|
|
|
|
timeForLevelUp = levelUpTimeRange.RandomFloat();
|
|
|
|
|
|
|
|
if (_db.PassedLevels.Value >= 4) multiplier *= 1.5f;
|
|
|
|
if (_db.PassedLevels.Value >= 5) multiplier *= 1.2f;
|
|
|
|
if (_db.PassedLevels.Value >= 6) multiplier *= 1.2f;
|
|
|
|
if (_db.PassedLevels.Value >= 8) multiplier += 1;
|
|
|
|
|
|
|
|
for (int i = 0; i < LevelSO.LevelUps; i++)
|
|
|
|
{
|
|
|
|
var xpToLevelUp = _levelSO.BaseXPToLevelUp * multiplier + (i * _levelSO.StepXPOnLevelUp * multiplier);
|
|
|
|
needToFinish += xpToLevelUp;
|
|
|
|
xpToLevelUps.Add(i, xpToLevelUp);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Assign button click events
|
|
|
|
for (int i = 0; i < levelButtons.Length; i++)
|
|
|
|
{
|
|
|
|
int index = i; // Capture the index to use it in the button's callback
|
|
|
|
levelButtons[i].onClick.AddListener(() => SetLevel(index));
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Method to set the level based on the button clicked
|
|
|
|
public void SetLevel(int index)
|
|
|
|
{
|
|
|
|
if (index >= 0 && index < levels.Length)
|
|
|
|
{
|
|
|
|
_levelSO = levels[index]; // Set the corresponding level
|
|
|
|
Debug.Log("Level changed to: " + index);
|
|
|
|
|
|
|
|
// Deactivate all Texts, then activate the one corresponding to the index
|
|
|
|
for (int i = 0; i < levelTexts.Length; i++)
|
|
|
|
{
|
|
|
|
levelTexts[i].gameObject.SetActive(i == index);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
protected override void OnGameRun()
|
|
|
|
{
|
|
|
|
isStarted = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
protected override void OnGameFinish()
|
|
|
|
{
|
|
|
|
isFinished = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
private void Update()
|
|
|
|
{
|
|
|
|
if (isStarted && !isFinished)
|
|
|
|
{
|
|
|
|
levelTime += Time.deltaTime;
|
|
|
|
levelUpTimer += Time.deltaTime;
|
|
|
|
|
|
|
|
if (levelUpTimer >= timeForLevelUp)
|
|
|
|
{
|
|
|
|
levelUpTimer = 0;
|
|
|
|
LevelUp();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (levelTime >= _levelSO.TotalDuration)
|
|
|
|
{
|
|
|
|
_stateMachine.Push(new WinState());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private void CheckForLevelUp(float xp)
|
|
|
|
{
|
|
|
|
if (level + 1 >= LevelSO.LevelUps)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
XPforLevelUp += xp;
|
|
|
|
|
|
|
|
if (xpToLevelUps[level] <= XPforLevelUp)
|
|
|
|
{
|
|
|
|
XPforLevelUp = 0;
|
|
|
|
level++;
|
|
|
|
|
|
|
|
_audioManager.PlayOneShot(_gameData.spawnClip, 0.4f);
|
|
|
|
|
|
|
|
OnLevelUp?.Invoke(level);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
[Button]
|
|
|
|
public void LevelUp()
|
|
|
|
{
|
|
|
|
XPforLevelUp = 0;
|
|
|
|
_audioManager.PlayOneShot(_gameData.spawnClip, 0.4f);
|
|
|
|
OnLevelUp?.Invoke(level);
|
|
|
|
}
|
|
|
|
|
|
|
|
private void CheckForFinish(float xp)
|
|
|
|
{
|
|
|
|
totalXP += xp;
|
|
|
|
|
|
|
|
if (totalXP >= needToFinish)
|
|
|
|
{
|
|
|
|
_stateMachine.Push(new WinState());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
public void levelmenudeactive()
|
|
|
|
{
|
|
|
|
levelmenu.SetActive(false);
|
|
|
|
}
|
|
|
|
}
|