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

104 lines
3.6 KiB
C#

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