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CrowdControl/Assets/Feel/MMTools/Tools/MMAchievements/Scripts/MMAchievement.cs

119 lines
3.4 KiB
C#

3 months ago
using UnityEngine;
using System.Collections;
using System;
namespace MoreMountains.Tools
{
/// <summary>
/// This achievement system supports 2 types of achievements : simple (do something > get achievement), and progress based (jump X times, kill X enemies, etc).
/// </summary>
public enum AchievementTypes { Simple, Progress }
[Serializable]
public class MMAchievement
{
[Header("Identification")]
/// the unique identifier for this achievement
public string AchievementID;
/// is this achievement progress based or
public AchievementTypes AchievementType;
/// if this is true, the achievement won't be displayed in a list
public bool HiddenAchievement;
/// if this is true, the achievement has been unlocked. Otherwise, it's still up for grabs
public bool UnlockedStatus;
[Header("Description")]
/// the achievement's name/title
public string Title;
/// the achievement's description
public string Description;
/// the amount of points unlocking this achievement gets you
public int Points;
[Header("Image and Sounds")]
/// the image to display while this achievement is locked
public Sprite LockedImage;
/// the image to display when the achievement is unlocked
public Sprite UnlockedImage;
/// a sound to play when the achievement is unlocked
public AudioClip UnlockedSound;
[Header("Progress")]
/// the amount of progress needed to unlock this achievement.
public int ProgressTarget;
/// the current amount of progress made on this achievement
public int ProgressCurrent;
protected MMAchievementDisplayItem _achievementDisplayItem;
/// <summary>
/// Unlocks the achievement, asks for a save of the current achievements, and triggers an MMAchievementUnlockedEvent for this achievement.
/// This will usually then be caught by the MMAchievementDisplay class.
/// </summary>
public virtual void UnlockAchievement()
{
// if the achievement has already been unlocked, we do nothing and exit
if (UnlockedStatus)
{
return;
}
UnlockedStatus = true;
MMGameEvent.Trigger("Save");
MMAchievementUnlockedEvent.Trigger(this);
}
/// <summary>
/// Locks the achievement.
/// </summary>
public virtual void LockAchievement()
{
UnlockedStatus = false;
}
/// <summary>
/// Adds the specified value to the current progress.
/// </summary>
/// <param name="newProgress">New progress.</param>
public virtual void AddProgress(int newProgress)
{
ProgressCurrent += newProgress;
EvaluateProgress();
}
/// <summary>
/// Sets the progress to the value passed in parameter.
/// </summary>
/// <param name="newProgress">New progress.</param>
public virtual void SetProgress(int newProgress)
{
ProgressCurrent = newProgress;
EvaluateProgress();
}
/// <summary>
/// Evaluates the current progress of the achievement, and unlocks it if needed.
/// </summary>
protected virtual void EvaluateProgress()
{
MMAchievementChangedEvent.Trigger(this);
if (ProgressCurrent >= ProgressTarget)
{
ProgressCurrent = ProgressTarget;
UnlockAchievement();
}
}
/// <summary>
/// Copies this achievement (useful when loading from a scriptable object list)
/// </summary>
public virtual MMAchievement Copy()
{
MMAchievement clone = new MMAchievement ();
// we use Json utility to store a copy of our achievement, not a reference
clone = JsonUtility.FromJson<MMAchievement>(JsonUtility.ToJson(this));
return clone;
}
}
}