Merge branch 'dev-ali'

dev-ali
Ali Sharoz 3 hours ago
commit 60b5c1d3e9

@ -137,7 +137,6 @@ namespace D2D.Core
NotifySubscribers(newState.GetType());
//if()
Debug.Log("Ali Check");
//DataManager.Instance.MAXLEVELINttDEX = DataManager.Instance.MAXLEVELINDEX == DataManager.Instance.CURRENTLEVELINDEX ? DataManager.Instance.MAXLEVELINDEX + 1: DataManager.Instance.MAXLEVELINDEX;
if (isWinState)
{

@ -147,7 +147,6 @@ namespace D2D.Gameplay
CurrentPoints = MaxPoints;
_stateMachine.Push(new RunningState());
GameManager.Instance.OnRevival();
Debug.Log("Player is Revived!!!");
}
else
{
@ -157,7 +156,8 @@ namespace D2D.Gameplay
IEnumerator DeathCoroutine()
{
yield return new WaitForSeconds(10f);
yield return new WaitForSeconds(6f);
GameManager.Instance.OnRevival();
InitiateDeathSequence();
}

@ -26,7 +26,7 @@ namespace D2D
private void Show(GameObject[] parent)
{
Debug.Log("CheckAli");
Debug.Log("Show: " + parent[0].gameObject.name);
if (parent.IsNullOrEmpty())
return;

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using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using CustomEditorTools;
[CustomEditor(typeof(AchievementManager))]
public class AchievementManagerEditor : Editor
{
AchievementManager MyTarget; //Reference to selected object
int SelectedTab; //Tab that is currently active
#region Styles
GUIStyle ManageBackground = new GUIStyle();
GUIStyle Border = new GUIStyle();
GUIStyle ManageInsideBackground = new GUIStyle();
GUIStyle RowButton = new GUIStyle();
GUIStyle ProgressBar = new GUIStyle();
#endregion
List<bool> Hidden = new List<bool>(); //If each achievement in the list is hidden
bool HideAll = true; //Button click to hide or show all
void OnApplicationQuit()
{
//MyTarget.LoadAchievementState();
}
void Awake()
{
MyTarget = (AchievementManager) target;
MyTarget.LoadAchievementState();
for (int i = 0; i < MyTarget.AchievementList.Count; i ++)
{
Hidden.Add(false);
}
bool LightMode = !EditorGUIUtility.isProSkin;
#region Editor Styles
ManageBackground.normal.background = CET.MakeEditorBackgroundColor(LightMode ?
new Color(0.805f, 0.805f, 0.813f) :
new Color(0.4f, 0.4f, 0.4f)
);
ManageBackground.padding = new RectOffset(5, 5, 5, 5);
ManageInsideBackground.normal.background = CET.MakeEditorBackgroundColor(LightMode ?
new Color(0.629f, 0.629f, 0.629f) :
new Color(0.5f, 0.5f, 0.5f)
);
ManageInsideBackground.padding = new RectOffset(0, 0, 5, 5);
RowButton.padding = new RectOffset();
RowButton.fixedHeight = 20;
RowButton.fixedWidth = 20;
RowButton.margin = new RectOffset(0, 5, 0, 0);
ProgressBar.normal.background = CET.MakeEditorBackgroundColor(Color.blue);
ProgressBar.margin = new RectOffset(0, 5, 0, 0);
Border.normal.background = CET.MakeEditorBackgroundColor(new Color(0.2f, 0.2f, 0.2f));
Border.padding = new RectOffset(3, 3, 3, 3);
Border.margin = new RectOffset(0, 0, 0, 10);
#endregion
}
public override void OnInspectorGUI()
{
serializedObject.Update();
GUILayout.Space(10);
SelectedTab = GUILayout.Toolbar(SelectedTab, new string[] { "Settings", "Achievement List" });
GUILayout.Space(10);
switch (SelectedTab)
{
case 0:
DrawSettings();
break;
case 1:
DrawAchievementList();
break;
}
serializedObject.ApplyModifiedProperties();
}
public void DrawAchievementList ()
{
if (GUILayout.Button(HideAll ? "Show All" : "Hide All", GUILayout.Width(70)))
{
for(int i = 0; i < Hidden.Count; i++)
{
Hidden[i] = HideAll;
}
HideAll = !HideAll;
}
for (int i = 0; i < MyTarget.AchievementList.Count; i++)
{
DrawAchievement(serializedObject.FindProperty("AchievementList").GetArrayElementAtIndex(i), i);
}
GUILayout.Space(10);
if (GUILayout.Button("Add"))
{
MyTarget.AchievementList.Add(new AchievementInfromation());
MyTarget.States.Add(new AchievementState());
MyTarget.SaveAchievementState();
Hidden.Add(false);
}
CET.HorizontalLine();
EditorGUILayout.PropertyField(serializedObject.FindProperty("UseFinalAchievement"));
GUILayout.Label("Define an achievement which will be unlocked once all other have been completed");
if (MyTarget.UseFinalAchievement)
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("FinalAchievementKey"));
}
CET.HorizontalLine();
}
public void DrawAchievement(SerializedProperty Achievement, int Index)
{
GUILayout.BeginVertical(Border);
GUILayout.BeginVertical(ManageBackground);
GUILayout.BeginHorizontal(ManageInsideBackground);
int i = (int)Index;
if (GUILayout.Button(Resources.Load<Texture2D>(Hidden[i] ? "Plus" : "Minus"), RowButton))
{
Hidden[i] = !Hidden[i];
}
if (MyTarget.UseFinalAchievement && MyTarget.FinalAchievementKey.Equals(MyTarget.AchievementList[i].Key))
{
GUILayout.Box(Resources.Load<Texture2D>("CompleteAllIcon"), RowButton);
}
GUILayout.Label("(" + i + ") " + MyTarget.AchievementList[i].DisplayName);
if (i > 0 && GUILayout.Button(Resources.Load<Texture2D>("Up"), RowButton))
{
AchievementInfromation temp = MyTarget.AchievementList[i];
MyTarget.AchievementList[i] = MyTarget.AchievementList[i - 1];
MyTarget.AchievementList[i - 1] = temp;
AchievementState temp2 = MyTarget.States[i];
MyTarget.States[i] = MyTarget.States[i - 1];
MyTarget.States[i - 1] = temp2;
MyTarget.SaveAchievementState();
}
if (i < MyTarget.AchievementList.Count - 1 && GUILayout.Button(Resources.Load<Texture2D>("Down"), RowButton))
{
AchievementInfromation temp = MyTarget.AchievementList[i];
MyTarget.AchievementList[i] = MyTarget.AchievementList[i + 1];
MyTarget.AchievementList[i + 1] = temp;
AchievementState temp2 = MyTarget.States[i];
MyTarget.States[i] = MyTarget.States[i + 1];
MyTarget.States[i + 1] = temp2;
MyTarget.SaveAchievementState();
}
if (GUILayout.Button(Resources.Load<Texture2D>("Cross"), RowButton))
{
MyTarget.AchievementList.RemoveAt(i);
Hidden.RemoveAt(i);
MyTarget.States.RemoveAt(i);
MyTarget.SaveAchievementState();
Repaint();
return;
}
GUILayout.EndHorizontal();
if (Hidden[i])
{
GUILayout.Space(10);
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("Key"));
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("DisplayName"));
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("Description"));
GUILayout.Space(10);
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("LockedIcon"));
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("LockOverlay"));
GUILayout.Space(5);
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("AchievedIcon"));
GUILayout.Space(10);
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("Spoiler"));
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("Progression"));
if (Achievement.FindPropertyRelative("Progression").boolValue)
{
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("ProgressGoal"));
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("NotificationFrequency"));
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("ProgressSuffix"));
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("CoinRewards"));
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("TotalCoinReward"));
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("SubAchievementIndex"));
}
}
GUILayout.EndVertical();
GUILayout.EndVertical();
}
public void DrawSettings()
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("DisplayTime"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("NumberOnScreen"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("DisplayAchievements"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("SpoilerAchievementMessage"));
if (MyTarget.DisplayAchievements)
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("StackLocation"));
}
EditorGUILayout.PropertyField(serializedObject.FindProperty("ShowExactProgress"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("AutoSave"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("ProgressMadeSound"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("AchievedSound"));
CET.HorizontalLine();
GUILayout.BeginVertical(ManageBackground);
for (int i = 0; i < MyTarget.AchievementList.Count; i++)
{
Rect ProgressBarRect;
Rect r = EditorGUILayout.BeginHorizontal(ManageInsideBackground);
GUILayout.Label("[" + i + "] " + MyTarget.AchievementList[i].DisplayName + " (" + MyTarget.AchievementList[i].Key + ")", GUILayout.Width(250));
if (MyTarget.AchievementList[i].Progression)
{
float Progress = MyTarget.States[i].Progress / MyTarget.AchievementList[i].ProgressGoal;
ProgressBarRect = EditorGUILayout.BeginHorizontal(ProgressBar, GUILayout.ExpandWidth(true));
GUILayout.Label("");
EditorGUILayout.EndHorizontal();
EditorGUI.ProgressBar(ProgressBarRect, Progress, "" + MyTarget.States[i].Progress + " / " + MyTarget.AchievementList[i].ProgressGoal + " (" + (Progress * 100) + "%)");
}
else
{
GUILayout.Label(MyTarget.States[i].Achieved ? "True" : "False");
}
if (MyTarget.UseFinalAchievement && MyTarget.FinalAchievementKey.Equals(MyTarget.AchievementList[i].Key))
{
GUILayout.Box(Resources.Load<Texture2D>("CompleteAllIcon"), RowButton);
}
EditorGUILayout.EndHorizontal();
GUILayout.Space(2);
}
GUILayout.EndVertical();
CET.HorizontalLine();
GUILayout.BeginHorizontal();
if (GUILayout.Button("Manual Save"))
{
MyTarget.SaveAchievementState();
}
if (GUILayout.Button("Reset All States"))
{
if(EditorUtility.DisplayDialog("Reset Confirmation", "Are you sure you want to reset all achevement states?", "Reset", "Cancel"))
{
MyTarget.ResetAchievementState();
}
}
GUILayout.EndHorizontal();
CET.HorizontalLine();
}
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using UnityEngine;
using UnityEditor;
namespace CustomEditorTools
{
/// <summary>
/// A set of editor tools used to speed up custom editor creation
/// </summary>
static public class CET
{
/// <summary>
/// Creates a 1X1 Images with the input color. Use to color editor backgrounds
/// </summary>
/// <param name="Color">Color of background image</param>
static public Texture2D MakeEditorBackgroundColor (Color Color)
{
Texture2D t = new Texture2D(1, 1);
t.SetPixel(0, 0, Color);
t.Apply();
return t;
}
/// <summary>
/// Loads a images as a Texture2D
/// </summary>
/// <param name="Path">Path of image file e.g. Asset\Folder1\Folder2\file.png</param>
/// <returns></returns>
static public Texture2D LoadImageFromFile (string Path)
{
return (Texture2D)AssetDatabase.LoadAssetAtPath(Path, typeof(Texture2D));
}
/// <summary>
/// Draw a simple dividing line on an custom editor
/// </summary>
static public void HorizontalLine ()
{
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Example Code Only
/// </summary>
public class ExampleScript : MonoBehaviour
{
public void Add1 (string Name)
{
AchievementManager.instance.AddAchievementProgress(Name, 1);
}
public void Add5(string Name)
{
AchievementManager.instance.AddAchievementProgress(Name, 5);
}
public void Add10(string Name)
{
AchievementManager.instance.AddAchievementProgress(Name, 10);
}
public void Add100(string Name)
{
AchievementManager.instance.AddAchievementProgress(Name, 100);
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
using System.Linq;
using System.Collections;
using TMPro;
using DG.Tweening;
/// <summary>
/// Controls interactions with the Achievement System
/// </summary>
[System.Serializable]
public class AchievementManager : MonoBehaviour
{
[Tooltip("The number of seconds an achievement will stay on the screen after being unlocked or progress is made.")]
public float DisplayTime = 3;
[Tooltip("The total number of achievements which can be on the screen at any one time.")]
public int NumberOnScreen = 3;
[Tooltip("If true, progress notifications will display their exact progress. If false it will show the closest bracket.")]
public bool ShowExactProgress = false;
[Tooltip("If true, achievement unlocks/progress update notifications will be displayed on the player's screen.")]
public bool DisplayAchievements;
[Tooltip("The location on the screen where achievement notifications should be displayed.")]
public AchievementStackLocation StackLocation;
[Tooltip("If true, the state of all achievements will be saved without any call to the manual save function (Recommended = true)")]
public bool AutoSave;
[Tooltip("The message which will be displayed on the UI if an achievement is marked as a spoiler.")]
public string SpoilerAchievementMessage = "Hidden";
[Tooltip("The sound which plays when an achievement is unlocked is displayed to a user. Sounds are only played when Display Achievements is true.")]
public AudioClip AchievedSound;
[Tooltip("The sound which plays when a progress update is displayed to a user. Sounds are only played when Display Achievements is true.")]
public AudioClip ProgressMadeSound;
private AudioSource AudioSource;
[SerializeField] public List<AchievementState> States = new List<AchievementState>(); //List of achievement states (achieved, progress and last notification)
[SerializeField] public List<AchievementInfromation> AchievementList = new List<AchievementInfromation>(); //List of all available achievements
[Tooltip("If true, one achievement will be automatically unlocked once all others have been completed")]
public bool UseFinalAchievement = false;
[Tooltip("The key of the final achievement")]
public string FinalAchievementKey;
public static AchievementManager instance = null; //Singleton Instance
public AchievenmentStack Stack;
public Button ClaimRewardButton;
public AchievenmentListIngame achievementListIngame;
void Awake()
{
if (instance == null)
{
instance = this;
}
else if (instance != this)
{
Destroy(gameObject);
}
DontDestroyOnLoad(gameObject);
AudioSource = gameObject.GetComponent<AudioSource>();
Stack = GetComponentInChildren<AchievenmentStack>();
LoadAchievementState();
}
private void PlaySound(AudioClip Sound)
{
if (AudioSource != null)
{
AudioSource.clip = Sound;
AudioSource.Play();
}
}
# region Miscellaneous
/// <summary>
/// Does an achievement exist in the list
/// </summary>
/// <param name="Key">The Key of the achievement to test</param>
/// <returns>true : if exists. false : does not exist</returns>
public bool AchievementExists(string Key)
{
return AchievementExists(AchievementList.FindIndex(x => x.Key.Equals(Key)));
}
/// <summary>
/// Does an achievement exist in the list
/// </summary>
/// <param name="Index">The index of the achievement to test</param>
/// <returns>true : if exists. false : does not exist</returns>
public bool AchievementExists(int Index)
{
return Index <= AchievementList.Count && Index >= 0;
}
/// <summary>
/// Returns the total number of achievements which have been unlocked.
/// </summary>
public int GetAchievedCount()
{
int Count = (from AchievementState i in States
where i.Achieved == true
select i).Count();
return Count;
}
/// <summary>
/// Returns the current percentage of unlocked achievements.
/// </summary>
public float GetAchievedPercentage()
{
if (States.Count == 0)
{
return 0;
}
return (float)GetAchievedCount() / States.Count * 100;
}
#endregion
#region Unlock and Progress
/// <summary>
/// Fully unlocks a progression or goal achievement.
/// </summary>
/// <param name="Key">The Key of the achievement to be unlocked</param>
public void Unlock(string Key)
{
Unlock(FindAchievementIndex(Key));
}
public void AddCoins(int toAdd)
{
//int toAdd = coinsRewards[index];
int coins = PlayerPrefs.GetInt("Coin");
Debug.Log(toAdd + " Coins Rewarded");
coins += toAdd;
PlayerPrefs.SetInt("Coin", coins);
StartCoroutine(startCoinShakeEffect(coins - toAdd, coins, .5f));
}
float val;
IEnumerator startCoinShakeEffect(int oldValue, int newValue, float animTime)
{
float ct = 0;
float nt;
float tot = animTime;
Text coinTxt = null;
//HomeScene homeScene = FindAnyObjectByType<HomeScene>();
//coinTxt = homeScene.coinLbl;
coinTxt.transform.DOShakePosition(1f);
//coinTxt.transform.DOShakePosition(0.5f);
// coinTxt.GetComponent<Animation>().Play("textShake");
while (ct < tot)
{
ct += Time.deltaTime;
nt = ct / tot;
val = Mathf.Lerp(oldValue, newValue, nt);
coinTxt.text = ((int)(val)).ToString();
yield return null;
}
//coinTxt.GetComponent<Animation>().Stop();
}
/// <summary>
/// Fully unlocks a progression or goal achievement.
/// </summary>
/// <param name="Index">The index of the achievement to be unlocked</param>
public void Unlock(int Index)
{
if (!States[Index].Achieved)
{
States[Index].Progress = AchievementList[Index].ProgressGoal;
var achievementInfromation = AchievementList[Index];
States[Index].LastProgressGoal = achievementInfromation.ProgressGoal;
#region Ali's Code for Reward
PlayerPrefs.SetInt("UIAchievement" + Index + "Claimable", 1);
int numOfPrevCoins = PlayerPrefs.GetInt("TotalCoinsForReward" + Index, 0);
int subAchievementIndex = PlayerPrefs.GetInt("subAchievementIndex" + Index, 0);
PlayerPrefs.SetInt("TotalCoinsForReward" + Index, numOfPrevCoins + achievementInfromation.CoinRewards[Mathf.Clamp(subAchievementIndex,0, achievementInfromation.CoinRewards.Count-1)]);
subAchievementIndex++;
PlayerPrefs.SetInt("subAchievementIndex" + Index, subAchievementIndex);
#endregion
achievementInfromation.ProgressGoal += 5;
// Check if the new progress goal has reached or exceeded 50
if (AchievementList[Index].ProgressGoal >= 50)
{
// Mark achievement as completed
States[Index].Achieved = true; // Mark as achieved
States[Index].Progress = AchievementList[Index].ProgressGoal; // Set progress to goal
}
AutoSaveStates(); // Save states automatically if enabled
// Check for final achievement
if (UseFinalAchievement)
{
int Find = States.FindIndex(x => !x.Achieved);
bool CompletedAll = (Find == -1 || AchievementList[Find].Key.Equals(FinalAchievementKey));
if (CompletedAll)
{
//ButtonSetterForUnlockedAcheivement(Index);
Unlock(FinalAchievementKey); // Unlock the final achievement if all others are completed
}
}
}
}
/// <summary>
/// Set the progress of an achievement to a specific value.
/// </summary>
/// <param name="Key">The Key of the achievement</param>
/// <param name="Progress">Set progress to this value</param>
public void SetAchievementProgress(string Key, float Progress)
{
SetAchievementProgress(FindAchievementIndex(Key), Progress);
}
/// <summary>
/// Set the progress of an achievement to a specific value.
/// </summary>
/// <param name="Index">The index of the achievement</param>
/// <param name="Progress">Set progress to this value</param>
public void SetAchievementProgress(int Index, float Progress)
{
if (AchievementList[Index].Progression)
{
if (States[Index].Progress >= AchievementList[Index].ProgressGoal)
{
Unlock(Index);
}
else
{
States[Index].Progress = Progress;
DisplayUnlock(Index);
AutoSaveStates();
}
}
}
/// <summary>
/// Adds the input amount of progress to an achievement. Clamps achievement progress to its max value.
/// </summary>
/// <param name="Key">The Key of the achievement</param>
/// <param name="Progress">Add this number to progress</param>
public void AddAchievementProgress(string Key, float Progress)
{
AddAchievementProgress(FindAchievementIndex(Key), Progress);
}
/// <summary>
/// Adds the input amount of progress to an achievement. Clamps achievement progress to its max value.
/// </summary>
/// <param name="Index">The index of the achievement</param>
/// <param name="Progress">Add this number to progress</param>
public void AddAchievementProgress(int Index, float Progress)
{
if (AchievementList[Index].Progression)
{
if (States[Index].Progress + Progress >= AchievementList[Index].ProgressGoal)
{
Unlock(Index);
}
else
{
States[Index].Progress += Progress;
DisplayUnlock(Index);
AutoSaveStates();
}
}
}
#endregion
#region Saving and Loading
/// <summary>
/// Saves progress and achieved states to player prefs. Used to allow reload of data between game loads. This function is automatically called if the Auto Save setting is set to true.
/// </summary>
public void SaveAchievementState()
{
for (int i = 0; i < States.Count; i++)
{
PlayerPrefs.SetString("AchievementState_" + i, JsonUtility.ToJson(States[i]));
}
PlayerPrefs.Save();
}
/// <summary>
/// Loads all progress and achievement states from player prefs. This function is automatically called if the Auto Load setting is set to true.
/// </summary>
public void LoadAchievementState()
{
AchievementState NewState;
States.Clear();
for (int i = 0; i < AchievementList.Count; i++)
{
//Ensure that new project get default values
if (PlayerPrefs.HasKey("AchievementState_" + i))
{
NewState = JsonUtility.FromJson<AchievementState>(PlayerPrefs.GetString("AchievementState_" + i));
States.Add(NewState);
AchievementList[i].ProgressGoal = NewState.LastProgressGoal == 0 ? 5 : NewState.LastProgressGoal;
}
else
{
States.Add(new AchievementState());
AchievementList[i].ProgressGoal = 5;
}
}
}
/// <summary>
/// Clears all saved progress and achieved states.
/// </summary>
public void ResetAchievementState()
{
States.Clear();
for (int i = 0; i < AchievementList.Count; i++)
{
PlayerPrefs.DeleteKey("AchievementState_" + i);
States.Add(new AchievementState());
}
SaveAchievementState();
}
#endregion
/// <summary>
/// Find the index of an achievement with a cetain key
/// </summary>
/// <param name="Key">Key of achievevment</param>
private int FindAchievementIndex(string Key)
{
return AchievementList.FindIndex(x => x.Key.Equals(Key));
}
/// <summary>
/// Test if AutoSave is valid. If true, save list
/// </summary>
private void AutoSaveStates()
{
if (AutoSave)
{
SaveAchievementState();
}
}
/// <summary>
/// Display achievements progress to screen
/// </summary>
/// <param name="Index">Index of achievement to display</param>
private void DisplayUnlock(int Index)
{
if (DisplayAchievements && !AchievementList[Index].Spoiler || States[Index].Achieved)
{
//If not achieved
if (AchievementList[Index].Progression && States[Index].Progress < AchievementList[Index].ProgressGoal)
{
int Steps = (int)AchievementList[Index].ProgressGoal / (int)AchievementList[Index].NotificationFrequency;
//Loop through all notification point backwards from last possible option
for (int i = Steps; i > States[Index].LastProgressUpdate; i--)
{
//When it finds the largest valid notification point
if (States[Index].Progress >= AchievementList[Index].NotificationFrequency * i)
{
PlaySound(ProgressMadeSound);
States[Index].LastProgressUpdate = i;
Stack.ScheduleAchievementDisplay(Index);
return;
}
}
}
else
{
PlaySound(AchievedSound);
Stack.ScheduleAchievementDisplay(Index);
}
}
}
}

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using MS;
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using System;
/// <summary>
/// Add list of achievements to screen
/// </summary>
public class AchievenmentListIngame : MonoBehaviour
{
public GameObject scrollContent;
public GameObject prefab;
public Popup Menu;
public Dropdown Filter;
public Text CountText;
public Text CompleteText;
public Scrollbar Scrollbar;
private bool MenuOpen = false;
[Tooltip("Key used to open UI menu. Set to \"None\" to prevent menu from opening with any key press")]
// public KeyCode OpenMenuKey; //Key to open in-game menu
/// <summary>
/// Adds all achievements to the UI based on a filter
/// </summary>
/// <param name="Filter">Filter to use (All, Achieved or Unachieved)</param>
private void AddAchievements(string Filter)
{
foreach (Transform child in scrollContent.transform)
{
Destroy(child.gameObject);
}
AchievementManager AM = AchievementManager.instance;
int AchievedCount = AM.GetAchievedCount();
if (CountText)
CountText.text = "" + AchievedCount + " / " + AM.States.Count;
if (CompleteText)
CompleteText.text = "Complete (" + AM.GetAchievedPercentage() + "%)";
for (int i = 0; i < AM.AchievementList.Count; i++)
{
if ((Filter.Equals("All")) || (Filter.Equals("Achieved") && AM.States[i].Achieved) || (Filter.Equals("Unachieved") && !AM.States[i].Achieved))
{
AddAchievementToUI(AM.AchievementList[i], AM.States[i]);
}
}
Scrollbar.value = 1;
}
public List<UIAchievement> Stack;
public void AddAchievementToUI(AchievementInfromation Achievement, AchievementState State)
{
UIAchievement UIAchievement = Instantiate(prefab, new Vector3(0f, 0f, 0f), Quaternion.identity).GetComponent<UIAchievement>();
Stack.Add(UIAchievement);
UIAchievement.Set(Achievement, State);
UIAchievement.transform.SetParent(scrollContent.transform);
UIAchievement.GetComponent<RectTransform>().localScale = Vector3.one;
}
/// <summary>
/// Filter out a set of locked or unlocked achievements
/// </summary>
public void ChangeFilter()
{
AddAchievements(Filter.options[Filter.value].text);
}
/// <summary>
/// Closes the UI window.
/// </summary>
void Start()
{
AddAchievements("All");
Invoke(nameof(Starter), 0.5f);
}
public void Starter()
{
if (AchievementManager.instance.achievementListIngame == null)
{
AchievementManager.instance.achievementListIngame = this;
}
}
public void CloseWindow()
{
MenuOpen = false;
Menu.Close();
}
/// <summary>
/// Opens the UI window.
/// </summary>
public void OpenWindow()
{
MenuOpen = true;
Menu.Open();
Setter();
//AddAchievements("All");
}
void Setter()
{
for (int i = 0; i < Stack.Count; i++)
{
if (PlayerPrefs.GetInt("UIAchievement" + i + "Claimable") == 1)
{
PlayerPrefs.SetInt("UIAchievement" + i + "Claimable", 0);
Stack[i].ClaimButton.gameObject.SetActive(true);
Stack[i].CompleteToClaimButton.SetActive(false);
int numofCoinsToAdd = PlayerPrefs.GetInt("TotalCoinsForReward" + i);
Stack[i].ClaimButton.onClick.RemoveAllListeners();
Stack[i].ClaimButton.onClick.AddListener(() =>
{
AchievementManager.instance.AddCoins(numofCoinsToAdd);
PlayerPrefs.SetInt("TotalCoinsForReward" + i, 0);
});
}
}
}
/// <summary>
/// Toggles the state of the UI window open or closed
/// </summary>
public void ToggleWindow()
{
if (MenuOpen)
{
CloseWindow();
}
else
{
OpenWindow();
}
}
// private void Update()
// {
// if(Input.GetKeyDown(OpenMenuKey))
// {
// ToggleWindow();
// }
// }
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Controls the display of achievements on the screen
/// </summary>
public class AchievenmentStack : MonoBehaviour
{
public RectTransform[] StackPanels;
public List<UIAchievement> BackLog = new List<UIAchievement>();
public GameObject AchievementTemplate;
private AchievementManager AM;
private void Start()
{
AM = AchievementManager.instance;
}
/// <summary>
/// Add an achievement to screen if it fits, otherwise, add to the backlog list
/// </summary>
/// <param name="Index">Index of achievement to add</param>
public void ScheduleAchievementDisplay (int Index)
{
var Spawned = Instantiate(AchievementTemplate).GetComponent<UIAchievement>();
Spawned.AS = this;
Spawned.Set(AM.AchievementList[Index], AM.States[Index]);
//If there is room on the screen
if (GetCurrentStack().childCount < AM.NumberOnScreen)
{
Spawned.transform.SetParent(GetCurrentStack(), false);
Spawned.StartDeathTimer();
}
else
{
Spawned.gameObject.SetActive(false);
BackLog.Add(Spawned);
}
}
/// <summary>
/// Find the box where achievements should be spawned
/// </summary>
public Transform GetCurrentStack () => StackPanels[(int)AM.StackLocation].transform;
/// <summary>
/// Add one achievement from the backlog to the screen
/// </summary>
public void CheckBackLog ()
{
if(BackLog.Count > 0)
{
BackLog[0].transform.SetParent(GetCurrentStack(), false);
BackLog[0].gameObject.SetActive(true);
BackLog[0].StartDeathTimer();
BackLog.RemoveAt(0);
}
}
}

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using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Storesinformation related to a single achievement
/// </summary>
[System.Serializable]
public class AchievementInfromation
{
[Tooltip("Name used to unlock/set achievement progress")]
[SerializeField] public string Key;
[Tooltip("The display name for an achievement. Shown to the user on the UI.")]
[SerializeField] public string DisplayName;
[Tooltip("Description for an achievement. Shown to the user on the UI.")]
[SerializeField] public string Description;
[Tooltip("The icon which will be displayed when the achievement is locked")]
[SerializeField] public Sprite LockedIcon;
[Tooltip("If true, the lock icon will be overlayed on top of the achieved version.")]
[SerializeField] public bool LockOverlay;
[Tooltip("The icon which will be displayed when the achievement is Achieved")]
[SerializeField] public Sprite AchievedIcon;
[Tooltip("Treat the achievement as a spoiler for the game. Hidden from player until unlocked.")]
[SerializeField] public bool Spoiler;
[Tooltip("If true, this achievement will count to a certain amount before unlocking. E.g. race a total of 500 km, collect 10 coins or reach a high score of 25.")]
[SerializeField] public bool Progression;
[Tooltip("The goal which must be reached for the achievement to unlock.")]
[SerializeField] public float ProgressGoal;
[Tooltip("The rate that progress updates will be displayed on the screen e.g. Progress goal = 100 and Notification Frequency = 25. In this example, the progress will be displayed at 25,50,75 and 100.")]
[SerializeField] public float NotificationFrequency;
[Tooltip("A string which will be displayed with a progress achievement e.g. $, KM, Miles etc")]
[SerializeField] public string ProgressSuffix;
public List<int> CoinRewards;
public int TotalCoinReward;
public int SubAchievementIndex;
}
/// <summary>
/// Stores the current progress and achieved state
/// </summary>
[System.Serializable]
public class AchievementState
{
public AchievementState(float NewProgress, bool NewAchieved)
{
Progress = NewProgress;
Achieved = NewAchieved;
}
public AchievementState() { }
[SerializeField] public float Progress; //Progress towards goal
[SerializeField] public int LastProgressUpdate = 0; //Last achievement notification bracket
[SerializeField] public bool Achieved = false; //Is the achievement unlocked
[SerializeField] public float LastProgressGoal;
}
/// <summary>
/// Place where an achievement will be displayed on the screen
/// </summary>
public enum AchievementStackLocation
{
TopLeft,
TopRight,
BottomLeft,
BottomRight
}

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