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+[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 Hidden = new List(); //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(Hidden[i] ? "Plus" : "Minus"), RowButton)) + { + Hidden[i] = !Hidden[i]; + } + if (MyTarget.UseFinalAchievement && MyTarget.FinalAchievementKey.Equals(MyTarget.AchievementList[i].Key)) + { + GUILayout.Box(Resources.Load("CompleteAllIcon"), RowButton); + } + + GUILayout.Label("(" + i + ") " + MyTarget.AchievementList[i].DisplayName); + + if (i > 0 && GUILayout.Button(Resources.Load("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("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("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")); + EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("isRecursive")); + if (Achievement.FindPropertyRelative("isRecursive").boolValue) + { + EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("recursiveAddition")); + } + if (Achievement.FindPropertyRelative("Progression").boolValue) + { + EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("ProgressGoal")); + EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("NotificationFrequency")); + EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("ProgressSuffix")); + } + } + 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("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(); + } +} \ No newline at end of file diff --git a/Assets/AchievementSystem/Editor/AchievementManagerEditor.cs.meta b/Assets/AchievementSystem/Editor/AchievementManagerEditor.cs.meta new file mode 100644 index 00000000..d910e2c7 --- /dev/null +++ b/Assets/AchievementSystem/Editor/AchievementManagerEditor.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: edacd578eb8b24b4a82525a3e3427b2a +timeCreated: 1539679771 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AchievementSystem/Editor/CET.cs b/Assets/AchievementSystem/Editor/CET.cs new file mode 100644 index 00000000..f5ba3f6b --- /dev/null +++ b/Assets/AchievementSystem/Editor/CET.cs @@ -0,0 +1,41 @@ +using UnityEngine; +using UnityEditor; + +namespace CustomEditorTools +{ + /// + /// A set of editor tools used to speed up custom editor creation + /// + static public class CET + { + /// + /// Creates a 1X1 Images with the input color. Use to color editor backgrounds + /// + /// Color of background image + static public Texture2D MakeEditorBackgroundColor (Color Color) + { + Texture2D t = new Texture2D(1, 1); + t.SetPixel(0, 0, Color); + t.Apply(); + return t; + } + + /// + /// Loads a images as a Texture2D + /// + /// Path of image file e.g. Asset\Folder1\Folder2\file.png + /// + static public Texture2D LoadImageFromFile (string Path) + { + return (Texture2D)AssetDatabase.LoadAssetAtPath(Path, typeof(Texture2D)); + } + + /// + /// Draw a simple dividing line on an custom editor + /// + static public void HorizontalLine () + { + EditorGUILayout.LabelField("", GUI.skin.horizontalSlider); + } + } +} \ No newline at end of file diff --git a/Assets/AchievementSystem/Editor/CET.cs.meta b/Assets/AchievementSystem/Editor/CET.cs.meta new file mode 100644 index 00000000..71741e9a --- /dev/null +++ b/Assets/AchievementSystem/Editor/CET.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d8b387d8b1c3d644bae399b0103c7232 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System.Collections.Generic; +using UnityEngine; +using System; +using System.Linq; + +/// +/// Controls interactions with the Achievement System +/// +[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 States = new List(); //List of achievement states (achieved, progress and last notification) + [SerializeField] public List AchievementList = new List(); //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; + + void Awake() + { + if (instance == null) + { + instance = this; + } + else if (instance != this) + { + Destroy(gameObject); + } + DontDestroyOnLoad(gameObject); + AudioSource = gameObject.GetComponent(); + Stack = GetComponentInChildren(); + LoadAchievementState(); + } + + private void PlaySound (AudioClip Sound) + { + if(AudioSource != null) + { + AudioSource.clip = Sound; + AudioSource.Play(); + } + } + # region Miscellaneous + /// + /// Does an achievement exist in the list + /// + /// The Key of the achievement to test + /// true : if exists. false : does not exist + public bool AchievementExists(string Key) + { + return AchievementExists(AchievementList.FindIndex(x => x.Key.Equals(Key))); + } + /// + /// Does an achievement exist in the list + /// + /// The index of the achievement to test + /// true : if exists. false : does not exist + public bool AchievementExists(int Index) + { + return Index <= AchievementList.Count && Index >= 0; + } + /// + /// Returns the total number of achievements which have been unlocked. + /// + public int GetAchievedCount() + { + int Count = (from AchievementState i in States + where i.Achieved == true + select i).Count(); + return Count; + } + /// + /// Returns the current percentage of unlocked achievements. + /// + public float GetAchievedPercentage() + { + if(States.Count == 0) + { + return 0; + } + return (float)GetAchievedCount() / States.Count * 100; + } + #endregion + + #region Unlock and Progress + /// + /// Fully unlocks a progression or goal achievement. + /// + /// The Key of the achievement to be unlocked + public void Unlock(string Key) + { + Unlock(FindAchievementIndex(Key)); + } + /// + /// Fully unlocks a progression or goal achievement. + /// + /// The index of the achievement to be unlocked + public void Unlock(int Index) + { + if (!States[Index].Achieved) + { + // Set current progress to the achievement's progress goal + States[Index].Progress = AchievementList[Index].ProgressGoal; + + // Check if the achievement is recursive + if (AchievementList[Index].isRecursive) + { + // Update the current achievement's progress goal + var achievementInfromation = AchievementList[Index]; + achievementInfromation.ProgressGoal += AchievementList[Index].recursiveAddition; + + // 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 + } + else + { + // Reset progress for the next goal + States[Index].Progress = 0; + } + + // Notify the reward system about the achievement modification + // NotifyRewardSystem(Index); // Implement this method to handle rewards + } + else + { + // For non-recursive achievements, mark as achieved directly + States[Index].Achieved = true; // Mark as achieved + DisplayUnlock(Index); // Display achievement notification + } + + // Save the updated states + 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) + { + Unlock(FinalAchievementKey); // Unlock the final achievement if all others are completed + } + } + } + } + + /// + /// Set the progress of an achievement to a specific value. + /// + /// The Key of the achievement + /// Set progress to this value + public void SetAchievementProgress(string Key, float Progress) + { + SetAchievementProgress(FindAchievementIndex(Key), Progress); + } + /// + /// Set the progress of an achievement to a specific value. + /// + /// The index of the achievement + /// Set progress to this value + 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(); + } + } + } + /// + /// Adds the input amount of progress to an achievement. Clamps achievement progress to its max value. + /// + /// The Key of the achievement + /// Add this number to progress + public void AddAchievementProgress(string Key, float Progress) + { + AddAchievementProgress(FindAchievementIndex(Key), Progress); + } + /// + /// Adds the input amount of progress to an achievement. Clamps achievement progress to its max value. + /// + /// The index of the achievement + /// Add this number to progress + 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(); + } + } + } + + + public AchievementState GetAchievementState(string key) + { + return States[FindAchievementIndex(key)]; + } + + public AchievementInfromation GetAchivementFromKey(string key) + { + return AchievementList[FindAchievementIndex(key)]; + } + + #endregion + + #region Saving and Loading + /// + /// 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. + /// + public void SaveAchievementState() + { + for (int i = 0; i < States.Count; i++) + { + PlayerPrefs.SetString("AchievementState_" + i, JsonUtility.ToJson(States[i])); + PlayerPrefs.SetString("AchievementInfo_" + i, JsonUtility.ToJson(AchievementList[i])); + } + PlayerPrefs.Save(); // Ensure data is saved + } + + /// + /// Loads all progress and achievement states from player prefs. This function is automatically called if the Auto Load setting is set to true. + /// + public void LoadAchievementState() + { + States.Clear(); + AchievementList.Clear(); // Clear existing data + + int i = 0; // Counter for achievement index + while (PlayerPrefs.HasKey("AchievementState_" + i)) + { + AchievementState loadedState = JsonUtility.FromJson(PlayerPrefs.GetString("AchievementState_" + i)); + States.Add(loadedState); + + AchievementInfromation loadedInfo = JsonUtility.FromJson(PlayerPrefs.GetString("AchievementInfo_" + i)); + AchievementList.Add(loadedInfo); + + i++; + } + } + + /// + /// Clears all saved progress and achieved states. + /// + public void ResetAchievementState() + { + States.Clear(); + for (int i = 0; i < AchievementList.Count; i++) + { + PlayerPrefs.DeleteKey("AchievementState_" + i); + PlayerPrefs.DeleteKey("AchievementInfo_" + i); + States.Add(new AchievementState()); + } + SaveAchievementState(); + } + #endregion + + /// + /// Find the index of an achievement with a cetain key + /// + /// Key of achievevment + private int FindAchievementIndex(string Key) + { + int index = AchievementList.FindIndex(x => x.Key.Equals(Key)); + if (!States[index].Achieved) + { + return index; + } + return -1; + } + /// + /// Test if AutoSave is valid. If true, save list + /// + private void AutoSaveStates() + { + if (AutoSave) + { + SaveAchievementState(); + } + } + /// + /// Display achievements progress to screen + /// + /// Index of achievement to display + 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); + } + } + } +} \ No newline at end of file diff --git a/Assets/AchievementSystem/Scripts/AchievementManager.cs.meta b/Assets/AchievementSystem/Scripts/AchievementManager.cs.meta new file mode 100644 index 00000000..387e38a5 --- /dev/null +++ b/Assets/AchievementSystem/Scripts/AchievementManager.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 23953d3cc6573c745b3dc7bc5720c369 +timeCreated: 1538435283 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AchievementSystem/Scripts/AchievenmentListIngame.cs b/Assets/AchievementSystem/Scripts/AchievenmentListIngame.cs new file mode 100644 index 00000000..45fb0e8e --- /dev/null +++ b/Assets/AchievementSystem/Scripts/AchievenmentListIngame.cs @@ -0,0 +1,98 @@ +using UnityEngine; +using UnityEngine.UI; + +/// +/// Add list of achievements to screen +/// +public class AchievenmentListIngame : MonoBehaviour +{ + [HideInInspector] public GameObject scrollContent; + [HideInInspector] public GameObject prefab; + [HideInInspector] public GameObject Menu; + [HideInInspector] public Dropdown Filter; + [HideInInspector] public Text CountText; + [HideInInspector] public Text CompleteText; + [HideInInspector] 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 + + /// + /// Adds all achievements to the UI based on a filter + /// + /// Filter to use (All, Achieved or Unachieved) + private void AddAchievements(string Filter) + { + foreach (Transform child in scrollContent.transform) + { + Destroy(child.gameObject); + } + AchievementManager AM = AchievementManager.instance; + int AchievedCount = AM.GetAchievedCount(); + + CountText.text = "" + AchievedCount + " / " + AM.States.Count; + 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 void AddAchievementToUI(AchievementInfromation Achievement, AchievementState State) + { + UIAchievement UIAchievement = Instantiate(prefab, new Vector3(0f, 0f, 0f), Quaternion.identity).GetComponent(); + UIAchievement.Set(Achievement, State); + UIAchievement.transform.SetParent(scrollContent.transform); + } + /// + /// Filter out a set of locked or unlocked achievements + /// + public void ChangeFilter () + { + AddAchievements(Filter.options[Filter.value].text); + } + + /// + /// Closes the UI window. + /// + public void CloseWindow() + { + MenuOpen = false; + Menu.SetActive(MenuOpen); + } + /// + /// Opens the UI window. + /// + public void OpenWindow() + { + MenuOpen = true; + Menu.SetActive(MenuOpen); + AddAchievements("All"); + } + /// + /// Toggles the state of the UI window open or closed + /// + public void ToggleWindow() + { + if (MenuOpen){ + CloseWindow(); + } + else{ + OpenWindow(); + } + } + + private void Update() + { + if(Input.GetKeyDown(OpenMenuKey)) + { + ToggleWindow(); + } + } +} \ No newline at end of file diff --git a/Assets/AchievementSystem/Scripts/AchievenmentListIngame.cs.meta b/Assets/AchievementSystem/Scripts/AchievenmentListIngame.cs.meta new file mode 100644 index 00000000..0d44e5d1 --- /dev/null +++ b/Assets/AchievementSystem/Scripts/AchievenmentListIngame.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 4649ecec4d59d264faf94e9ac18561b6 +timeCreated: 1565680274 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AchievementSystem/Scripts/AchievenmentStack.cs b/Assets/AchievementSystem/Scripts/AchievenmentStack.cs new file mode 100644 index 00000000..e9d19cee --- /dev/null +++ b/Assets/AchievementSystem/Scripts/AchievenmentStack.cs @@ -0,0 +1,62 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// Controls the display of achievements on the screen +/// +public class AchievenmentStack : MonoBehaviour +{ + public RectTransform[] StackPanels; + public List BackLog = new List(); + + public GameObject AchievementTemplate; + private AchievementManager AM; + + private void Start() + { + AM = AchievementManager.instance; + } + + /// + /// Add an achievement to screen if it fits, otherwise, add to the backlog list + /// + /// Index of achievement to add + public void ScheduleAchievementDisplay (int Index) + { + var Spawned = Instantiate(AchievementTemplate).GetComponent(); + 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); + } + } + + /// + /// Find the box where achievements should be spawned + /// + public Transform GetCurrentStack () => StackPanels[(int)AM.StackLocation].transform; + + /// + /// Add one achievement from the backlog to the screen + /// + public void CheckBackLog () + { + if(BackLog.Count > 0) + { + BackLog[0].transform.SetParent(GetCurrentStack(), false); + BackLog[0].gameObject.SetActive(true); + BackLog[0].StartDeathTimer(); + BackLog.RemoveAt(0); + } + } +} diff --git a/Assets/AchievementSystem/Scripts/AchievenmentStack.cs.meta b/Assets/AchievementSystem/Scripts/AchievenmentStack.cs.meta new file mode 100644 index 00000000..819c7ef6 --- /dev/null +++ b/Assets/AchievementSystem/Scripts/AchievenmentStack.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 7cdc328a33300e34d9812896a5035b37 +timeCreated: 1538562588 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AchievementSystem/Scripts/DataTypes.cs b/Assets/AchievementSystem/Scripts/DataTypes.cs new file mode 100644 index 00000000..505f68e4 --- /dev/null +++ b/Assets/AchievementSystem/Scripts/DataTypes.cs @@ -0,0 +1,63 @@ +using System.Collections.Generic; +using UnityEngine; + +/// +/// Storesinformation related to a single achievement +/// +[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; + [SerializeField] public bool isRecursive; + [SerializeField] public float recursiveAddition; +} + +/// +/// Stores the current progress and achieved state +/// +[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 +} + +/// +/// Place where an achievement will be displayed on the screen +/// +public enum AchievementStackLocation +{ + TopLeft, + TopRight, + BottomLeft, + BottomRight +} \ No newline at end of file diff --git a/Assets/AchievementSystem/Scripts/DataTypes.cs.meta b/Assets/AchievementSystem/Scripts/DataTypes.cs.meta new file mode 100644 index 00000000..1b73f5d2 --- /dev/null +++ b/Assets/AchievementSystem/Scripts/DataTypes.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f322a442efbf9624f89d56274fb96989 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AchievementSystem/Scripts/UIAchievement.cs b/Assets/AchievementSystem/Scripts/UIAchievement.cs new file mode 100644 index 00000000..b20f2ffd --- /dev/null +++ b/Assets/AchievementSystem/Scripts/UIAchievement.cs @@ -0,0 +1,83 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +/// +/// Defines the logic behind a single achievement on the UI +/// +public class UIAchievement : MonoBehaviour +{ + public Text Title, Description, Percent; + public Image Icon, OverlayIcon, ProgressBar; + public GameObject SpoilerOverlay; + public Text SpoilerText; + [HideInInspector]public AchievenmentStack AS; + + /// + /// Destroy object after a certain amount of time + /// + public void StartDeathTimer () + { + StartCoroutine(Wait()); + } + + /// + /// Add information about an Achievement to the UI elements + /// + public void Set (AchievementInfromation Information, AchievementState State) + { + if(Information.Spoiler && !State.Achieved) + { + SpoilerOverlay.SetActive(true); + SpoilerText.text = AchievementManager.instance.SpoilerAchievementMessage; + } + else + { + Title.text = Information.DisplayName; + Description.text = Information.Description; + + if (Information.LockOverlay && !State.Achieved) + { + OverlayIcon.gameObject.SetActive(true); + OverlayIcon.sprite = Information.LockedIcon; + Icon.sprite = Information.AchievedIcon; + } + else + { + Icon.sprite = State.Achieved ? Information.AchievedIcon : Information.LockedIcon; + } + + if (Information.Progression) + { + float CurrentProgress = AchievementManager.instance.ShowExactProgress ? State.Progress : (State.LastProgressUpdate * Information.NotificationFrequency); + float DisplayProgress = State.Achieved ? Information.ProgressGoal : CurrentProgress; + + if (State.Achieved) + { + Percent.text = Information.ProgressGoal + Information.ProgressSuffix + " / " + Information.ProgressGoal + Information.ProgressSuffix + " (Achieved)"; + } + else + { + Percent.text = DisplayProgress + Information.ProgressSuffix + " / " + Information.ProgressGoal + Information.ProgressSuffix; + } + + ProgressBar.fillAmount = DisplayProgress / Information.ProgressGoal; + } + else //Single Time + { + ProgressBar.fillAmount = State.Achieved ? 1 : 0; + Percent.text = State.Achieved ? "(Achieved)" : "(Locked)"; + } + } + } + + private IEnumerator Wait () + { + yield return new WaitForSeconds(AchievementManager.instance.DisplayTime); + GetComponent().SetTrigger("ScaleDown"); + yield return new WaitForSeconds(0.1f); + AS.CheckBackLog(); + Destroy(gameObject); + } +} diff --git a/Assets/AchievementSystem/Scripts/UIAchievement.cs.meta b/Assets/AchievementSystem/Scripts/UIAchievement.cs.meta new file mode 100644 index 00000000..1fd739a9 --- /dev/null +++ b/Assets/AchievementSystem/Scripts/UIAchievement.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: f6560818a46314e458030cadd68d4e5a +timeCreated: 1538732020 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/2DRenderer-URP-Package-2021.2+.unitypackage.meta b/Assets/AllIn1SpriteShader/2DRenderer-URP-Package-2021.2+.unitypackage.meta new file mode 100644 index 00000000..b7c4cd42 --- /dev/null +++ b/Assets/AllIn1SpriteShader/2DRenderer-URP-Package-2021.2+.unitypackage.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a55ee4efaad27d948ba5f03fc6d7bc80 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/2DRenderer-URP-Package.unitypackage.meta b/Assets/AllIn1SpriteShader/2DRenderer-URP-Package.unitypackage.meta new file mode 100644 index 00000000..55927234 --- /dev/null +++ b/Assets/AllIn1SpriteShader/2DRenderer-URP-Package.unitypackage.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ed9b95dc6ed6d0647ad7f1a8f305385d +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NewUI/Achievements.meta b/Assets/NewUI/Achievements.meta new file mode 100644 index 00000000..2c6c1460 --- /dev/null +++ b/Assets/NewUI/Achievements.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 169f6f7a0c484ca4e94cfd1007189d40 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/PipeOut/Scenes/Loading.unity b/Assets/PipeOut/Scenes/Loading.unity index c286cc72..3fbbdbcd 100644 --- a/Assets/PipeOut/Scenes/Loading.unity +++ b/Assets/PipeOut/Scenes/Loading.unity @@ -38,7 +38,6 @@ RenderSettings: m_ReflectionIntensity: 1 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} - 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