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164 lines
5.0 KiB
C#
164 lines
5.0 KiB
C#
using D2D;
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using D2D.Core;
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using D2D.Utilities;
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using Sirenix.OdinInspector;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using static D2D.Utilities.CommonGameplayFacade;
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public class GameProgress : GameStateMachineUser
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{
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[SerializeField] private LevelSO[] levels;
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[SerializeField] private Vector2 levelUpTimeRange;
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[SerializeField] private Button[] levelButtons; // Array for buttons
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[SerializeField] private Text[] levelTexts; // Array for corresponding Text objects
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[SerializeField] private LevelSelectionScreen levelSelectionScreen;
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int levelIndex;
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private float XPforLevelUp;
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private float totalXP;
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private float needToFinish;
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private int level = 0;
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private Dictionary<int, float> xpToLevelUps = new();
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private XPPicker xpPicker;
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public Action<int> OnLevelUp;
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private float levelTime;
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private float timeForLevelUp;
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private float levelUpTimer;
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private bool isStarted = false;
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private bool isFinished = false;
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private LevelSO _levelSO;
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public GameObject levelmenu;
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public float GetValueForFinish() => totalXP / needToFinish;
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public float GetValueForTimeFinish() => levelTime / _levelSO.TotalDuration;
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public float GetValueForLevelUP() => XPforLevelUp / xpToLevelUps[level];
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public float GetValueForLevelUPTime() => levelUpTimer / timeForLevelUp;
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private void Awake()
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{
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_levelSO = levels[0]; // Default to level 0 at start
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_gameProgress = this;
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xpPicker = _xpPicker;
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var multiplier = Mathf.Pow(_gameData.baseXPMultiplier, _db.PassedLevels.Value);
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timeForLevelUp = levelUpTimeRange.RandomFloat();
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if (_db.PassedLevels.Value >= 4) multiplier *= 1.5f;
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if (_db.PassedLevels.Value >= 5) multiplier *= 1.2f;
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if (_db.PassedLevels.Value >= 6) multiplier *= 1.2f;
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if (_db.PassedLevels.Value >= 8) multiplier += 1;
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for (int i = 0; i < LevelSO.LevelUps; i++)
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{
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var xpToLevelUp = _levelSO.BaseXPToLevelUp * multiplier + (i * _levelSO.StepXPOnLevelUp * multiplier);
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needToFinish += xpToLevelUp;
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xpToLevelUps.Add(i, xpToLevelUp);
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}
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// Assign button click events
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for (int i = 0; i < levelButtons.Length; i++)
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{
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int index = i; // Capture the index to use it in the button's callback
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levelButtons[i].onClick.AddListener(() => SetLevel(index));
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levelButtons[i].transform.GetChild(1).gameObject.SetActive(false);
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}
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levelButtons[0].transform.GetChild(1).gameObject.SetActive(true);
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}
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// Method to set the level based on the button clicked
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public void SetLevel(int index)
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{
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levelIndex = index;
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if (index >= 0 && index < levels.Length)
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{
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_levelSO = levels[index]; // Set the corresponding level
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Debug.Log("Level changed to: " + index);
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Debug.Log("Level changed to: " + levelIndex);
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// Deactivate all Texts, then activate the one corresponding to the index
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for (int i = 0; i < levelTexts.Length; i++)
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{
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levelTexts[i].gameObject.SetActive(i == index);
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}
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}
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}
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protected override void OnGameRun()
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{
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isStarted = true;
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}
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protected override void OnGameFinish()
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{
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isFinished = true;
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levelButtons[levelIndex].transform.GetChild(0).GetChild(1).gameObject.SetActive(true);
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levelButtons[levelIndex + 1].transform.GetChild(0).GetChild(2).gameObject.SetActive(false);
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levelButtons[levelIndex + 1].transform.GetChild(1).gameObject.SetActive(true);
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Debug.Log("level completed");
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}
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private void Update()
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{
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if (isStarted && !isFinished)
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{
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Debug.Log("level completed");
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levelTime += Time.deltaTime;
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levelUpTimer += Time.deltaTime;
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if (levelUpTimer >= timeForLevelUp)
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{
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levelUpTimer = 0;
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LevelUp();
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}
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if (levelTime >= _levelSO.TotalDuration)
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{
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_stateMachine.Push(new WinState());
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}
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}
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}
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private void CheckForLevelUp(float xp)
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{
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if (level + 1 >= LevelSO.LevelUps)
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{
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return;
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}
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XPforLevelUp += xp;
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if (xpToLevelUps[level] <= XPforLevelUp)
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{
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XPforLevelUp = 0;
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level++;
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_audioManager.PlayOneShot(_gameData.spawnClip, 0.4f);
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OnLevelUp?.Invoke(level);
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}
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}
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[Button]
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public void LevelUp()
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{
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XPforLevelUp = 0;
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_audioManager.PlayOneShot(_gameData.spawnClip, 0.4f);
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OnLevelUp?.Invoke(level);
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}
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private void CheckForFinish(float xp)
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{
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totalXP += xp;
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if (totalXP >= needToFinish)
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{
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_stateMachine.Push(new WinState());
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}
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}
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public void levelmenudeactive()
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{
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levelmenu.SetActive(false);
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}
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} |