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CrowdControl/Assets/3rd/D2D_Scripts/Gameplay/Level/Level.cs

119 lines
3.3 KiB
C#

2 months ago
using System;
using System.Linq;
using D2D.Common;
using UnityEngine;
using D2D.Core;
using D2D.Databases;
using D2D.Utilities;
using D2D.Utils;
using UnityEditor;
using UnityEngine.SceneManagement;
using static D2D.Utilities.SettingsFacade;
using static D2D.Utilities.CommonLazyFacade;
using static D2D.Utilities.CommonGameplayFacade;
namespace D2D.Gameplay
{
/// <summary>
/// Controls db (in case of level stuff)
/// and contains info about this level scene (_sceneNumber_)
/// </summary>
public class Level : GameStateMachineUser
{
[Tooltip("Use -1 for non-level scene like menu, etc")]
[SerializeField] private int _sceneNumber = -1;
public int SceneNumber => _sceneNumber;
private bool IsLast => _sceneNumber == SceneLoader.CountOfLevelsInGame;
public float Reward =>
CoreSettings.Instance.winReward.GetRewardForCurrentLevel() * RewardMultiplier.Value;
public readonly TrackableValue<float> RewardMultiplier = new TrackableValue<float>(1f);
public int GetNextSceneNumber()
{
// gameObject.EditorInstantiate()
int nextSceneNumber = SceneNumber + 1;
if (IsLast)
{
// nextSceneNumber = CoreSettings.Instance.loopRangeLevel.RandomInt();
}
return nextSceneNumber;
}
#region AutoDetection
public bool IsValid => ActiveSceneNumber != -1;
private int ActiveSceneNumber
{
get
{
var activeSceneName = SceneManager.GetActiveScene().name;
var splits = activeSceneName.Split('_');
if (int.TryParse(splits.Last(), out int n))
return n;
return -1;
}
}
private string ActiveScenePath =>
SceneManager.GetActiveScene().path;
#if UNITY_EDITOR
private void OnValidate()
{
AutoDetect();
}
public void AutoDetect()
{
EditorUtility.SetDirty(this);
if (ActiveSceneNumber == -1)
return;
// throw new Exception("You have level script on non-level scene! Remove it.");
_sceneNumber = ActiveSceneNumber;
// if (_coreData.loopRangeLevel.y < _sceneNumber)
// _coreData.loopRangeLevel.y = _sceneNumber;
AddSceneToBuildSettings();
}
private void AddSceneToBuildSettings()
{
var buildScenes = EditorBuildSettings.scenes.ToList();
var newBuildScene = new EditorBuildSettingsScene(ActiveScenePath, true);
// Avoid duplicates
for (var i = 0; i < buildScenes.Count; i++)
{
var current = SceneManager.GetActiveScene();
var currentPath = current.path + current.name;
var other = SceneManager.GetSceneByBuildIndex(i);
var otherPath = other.path + other.name;
if (currentPath == otherPath)
return;
}
buildScenes.Add(newBuildScene);
EditorBuildSettings.scenes = buildScenes.ToArray();
}
#endif
#endregion
}
}