You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
225 lines
7.1 KiB
C#
225 lines
7.1 KiB
C#
using UnityEngine;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.IO;
|
|
using System.Runtime.Serialization.Formatters.Binary;
|
|
|
|
namespace MoreMountains.Tools
|
|
{
|
|
[ExecuteAlways]
|
|
/// <summary>
|
|
/// This static class is in charge of storing the current state of the achievements, unlocking/locking them, and saving them to data files
|
|
/// </summary>
|
|
public static class MMAchievementManager
|
|
{
|
|
public static List<MMAchievement> AchievementsList { get { return _achievements; }}
|
|
|
|
private static List<MMAchievement> _achievements;
|
|
private static MMAchievement _achievement = null;
|
|
|
|
public static string _defaultFileName = "Achievements";
|
|
public static string _saveFolderName = "MMAchievements/";
|
|
public static string _saveFileExtension = ".achievements";
|
|
|
|
public static string SaveFileName;
|
|
public static string ListID;
|
|
|
|
/// <summary>
|
|
/// You'll need to call this method to initialize the manager
|
|
/// </summary>
|
|
public static void LoadAchievementList(MMAchievementList achievementList)
|
|
{
|
|
_achievements = new List<MMAchievement> ();
|
|
|
|
if (achievementList == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// we store the ID for save purposes
|
|
ListID = achievementList.AchievementsListID;
|
|
|
|
foreach (MMAchievement achievement in achievementList.Achievements)
|
|
{
|
|
_achievements.Add (achievement.Copy());
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unlocks the specified achievement (if found).
|
|
/// </summary>
|
|
/// <param name="achievementID">Achievement I.</param>
|
|
public static void UnlockAchievement(string achievementID)
|
|
{
|
|
_achievement = AchievementManagerContains(achievementID);
|
|
if (_achievement != null)
|
|
{
|
|
_achievement.UnlockAchievement();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Locks the specified achievement (if found).
|
|
/// </summary>
|
|
/// <param name="achievementID">Achievement ID.</param>
|
|
public static void LockAchievement(string achievementID)
|
|
{
|
|
_achievement = AchievementManagerContains(achievementID);
|
|
if (_achievement != null)
|
|
{
|
|
_achievement.LockAchievement();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds progress to the specified achievement (if found).
|
|
/// </summary>
|
|
/// <param name="achievementID">Achievement ID.</param>
|
|
/// <param name="newProgress">New progress.</param>
|
|
public static void AddProgress(string achievementID, int newProgress)
|
|
{
|
|
_achievement = AchievementManagerContains(achievementID);
|
|
if (_achievement != null)
|
|
{
|
|
_achievement.AddProgress(newProgress);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the progress of the specified achievement (if found) to the specified progress.
|
|
/// </summary>
|
|
/// <param name="achievementID">Achievement ID.</param>
|
|
/// <param name="newProgress">New progress.</param>
|
|
public static void SetProgress(string achievementID, int newProgress)
|
|
{
|
|
_achievement = AchievementManagerContains(achievementID);
|
|
if (_achievement != null)
|
|
{
|
|
_achievement.SetProgress(newProgress);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines if the achievement manager contains an achievement of the specified ID. Returns it if found, otherwise returns null
|
|
/// </summary>
|
|
/// <returns>The achievement corresponding to the searched ID if found, otherwise null.</returns>
|
|
/// <param name="searchedID">Searched I.</param>
|
|
private static MMAchievement AchievementManagerContains(string searchedID)
|
|
{
|
|
if (_achievements.Count == 0)
|
|
{
|
|
return null;
|
|
}
|
|
foreach(MMAchievement achievement in _achievements)
|
|
{
|
|
if (achievement.AchievementID == searchedID)
|
|
{
|
|
return achievement;
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
// SAVE ------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
/// <summary>
|
|
/// Removes saved data and resets all achievements from a list
|
|
/// </summary>
|
|
/// <param name="listID">The ID of the achievement list to reset.</param>
|
|
public static void ResetAchievements(string listID)
|
|
{
|
|
if (_achievements != null)
|
|
{
|
|
foreach(MMAchievement achievement in _achievements)
|
|
{
|
|
achievement.ProgressCurrent = 0;
|
|
achievement.UnlockedStatus = false;
|
|
}
|
|
}
|
|
|
|
DeterminePath (listID);
|
|
MMSaveLoadManager.DeleteSave(SaveFileName + _saveFileExtension, _saveFolderName);
|
|
Debug.LogFormat ("Achievements Reset");
|
|
}
|
|
|
|
public static void ResetAllAchievements()
|
|
{
|
|
ResetAchievements (ListID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Loads the saved achievements file and updates the array with its content.
|
|
/// </summary>
|
|
public static void LoadSavedAchievements()
|
|
{
|
|
DeterminePath ();
|
|
SerializedMMAchievementManager serializedMMAchievementManager = (SerializedMMAchievementManager)MMSaveLoadManager.Load(typeof(SerializedMMAchievementManager), SaveFileName+ _saveFileExtension, _saveFolderName);
|
|
ExtractSerializedMMAchievementManager(serializedMMAchievementManager);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Saves the achievements current status to a file on disk
|
|
/// </summary>
|
|
public static void SaveAchievements()
|
|
{
|
|
DeterminePath ();
|
|
SerializedMMAchievementManager serializedMMAchievementManager = new SerializedMMAchievementManager();
|
|
FillSerializedMMAchievementManager(serializedMMAchievementManager);
|
|
MMSaveLoadManager.Save(serializedMMAchievementManager, SaveFileName+_saveFileExtension, _saveFolderName);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines the path the achievements save file should be saved to.
|
|
/// </summary>
|
|
private static void DeterminePath(string specifiedFileName = "")
|
|
{
|
|
string tempFileName = (!string.IsNullOrEmpty(ListID)) ? ListID : _defaultFileName;
|
|
if (!string.IsNullOrEmpty(specifiedFileName))
|
|
{
|
|
tempFileName = specifiedFileName;
|
|
}
|
|
|
|
SaveFileName = tempFileName;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Serializes the contents of the achievements array to a serialized, ready to save object
|
|
/// </summary>
|
|
/// <param name="serializedInventory">Serialized inventory.</param>
|
|
public static void FillSerializedMMAchievementManager(SerializedMMAchievementManager serializedAchievements)
|
|
{
|
|
serializedAchievements.Achievements = new SerializedMMAchievement[_achievements.Count];
|
|
|
|
for (int i = 0; i < _achievements.Count(); i++)
|
|
{
|
|
SerializedMMAchievement newAchievement = new SerializedMMAchievement (_achievements[i].AchievementID, _achievements[i].UnlockedStatus, _achievements[i].ProgressCurrent);
|
|
serializedAchievements.Achievements [i] = newAchievement;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Extracts the serialized achievements into our achievements array if the achievements ID match.
|
|
/// </summary>
|
|
/// <param name="serializedAchievements">Serialized achievements.</param>
|
|
public static void ExtractSerializedMMAchievementManager(SerializedMMAchievementManager serializedAchievements)
|
|
{
|
|
if (serializedAchievements == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (int i = 0; i < _achievements.Count(); i++)
|
|
{
|
|
for (int j=0; j<serializedAchievements.Achievements.Length; j++)
|
|
{
|
|
if (_achievements[i].AchievementID == serializedAchievements.Achievements[j].AchievementID)
|
|
{
|
|
_achievements [i].UnlockedStatus = serializedAchievements.Achievements [j].UnlockedStatus;
|
|
_achievements [i].ProgressCurrent = serializedAchievements.Achievements [j].ProgressCurrent;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |