using System; using System.Collections.Generic; using Unity.BossRoom.Gameplay.Actions; using Unity.BossRoom.Gameplay.Configuration; using Unity.BossRoom.Gameplay.GameplayObjects.Character; using UnityEngine; using Action = Unity.BossRoom.Gameplay.Actions.Action; namespace Unity.BossRoom.Gameplay.GameplayObjects { public class GameDataSource : MonoBehaviour { /// /// static accessor for all GameData. /// public static GameDataSource Instance { get; private set; } [Header("Character classes")] [Tooltip("All CharacterClass data should be slotted in here")] [SerializeField] private CharacterClass[] m_CharacterData; Dictionary m_CharacterDataMap; //Actions that are directly listed here will get automatically assigned ActionIDs and they don't need to be a part of m_ActionPrototypes array [Header("Common action prototypes")] [SerializeField] Action m_GeneralChaseActionPrototype; [SerializeField] Action m_GeneralTargetActionPrototype; [SerializeField] Action m_Emote1ActionPrototype; [SerializeField] Action m_Emote2ActionPrototype; [SerializeField] Action m_Emote3ActionPrototype; [SerializeField] Action m_Emote4ActionPrototype; [SerializeField] Action m_ReviveActionPrototype; [SerializeField] Action m_StunnedActionPrototype; [SerializeField] Action m_DropActionPrototype; [SerializeField] Action m_PickUpActionPrototype; [Tooltip("All Action prototype scriptable objects should be slotted in here")] [SerializeField] private Action[] m_ActionPrototypes; public Action GeneralChaseActionPrototype => m_GeneralChaseActionPrototype; public Action GeneralTargetActionPrototype => m_GeneralTargetActionPrototype; public Action Emote1ActionPrototype => m_Emote1ActionPrototype; public Action Emote2ActionPrototype => m_Emote2ActionPrototype; public Action Emote3ActionPrototype => m_Emote3ActionPrototype; public Action Emote4ActionPrototype => m_Emote4ActionPrototype; public Action ReviveActionPrototype => m_ReviveActionPrototype; public Action StunnedActionPrototype => m_StunnedActionPrototype; public Action DropActionPrototype => m_DropActionPrototype; public Action PickUpActionPrototype => m_PickUpActionPrototype; List m_AllActions; public Action GetActionPrototypeByID(ActionID index) { return m_AllActions[index.ID]; } public bool TryGetActionPrototypeByID(ActionID index, out Action action) { for (int i = 0; i < m_AllActions.Count; i++) { if (m_AllActions[i].ActionID == index) { action = m_AllActions[i]; return true; } } action = null; return false; } /// /// Contents of the CharacterData list, indexed by CharacterType for convenience. /// public Dictionary CharacterDataByType { get { if (m_CharacterDataMap == null) { m_CharacterDataMap = new Dictionary(); foreach (CharacterClass data in m_CharacterData) { if (m_CharacterDataMap.ContainsKey(data.CharacterType)) { throw new System.Exception($"Duplicate character definition detected: {data.CharacterType}"); } m_CharacterDataMap[data.CharacterType] = data; } } return m_CharacterDataMap; } } private void Awake() { if (Instance != null) { throw new System.Exception("Multiple GameDataSources defined!"); } BuildActionIDs(); DontDestroyOnLoad(gameObject); Instance = this; } void BuildActionIDs() { var uniqueActions = new HashSet(m_ActionPrototypes); uniqueActions.Add(GeneralChaseActionPrototype); uniqueActions.Add(GeneralTargetActionPrototype); uniqueActions.Add(Emote1ActionPrototype); uniqueActions.Add(Emote2ActionPrototype); uniqueActions.Add(Emote3ActionPrototype); uniqueActions.Add(Emote4ActionPrototype); uniqueActions.Add(ReviveActionPrototype); uniqueActions.Add(StunnedActionPrototype); uniqueActions.Add(DropActionPrototype); uniqueActions.Add(PickUpActionPrototype); m_AllActions = new List(uniqueActions.Count); int i = 0; foreach (var uniqueAction in uniqueActions) { uniqueAction.ActionID = new ActionID { ID = i }; m_AllActions.Add(uniqueAction); i++; } } } }