Added Achievement Progression

dev-hazim
Hazim Bin Ijaz 4 weeks ago
parent 5729b9c842
commit 983b382973

@ -191,6 +191,11 @@ public class AchievementManagerEditor : Editor
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("Spoiler")); EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("Spoiler"));
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("Progression")); 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) if (Achievement.FindPropertyRelative("Progression").boolValue)
{ {
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("ProgressGoal")); EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("ProgressGoal"));

@ -124,22 +124,55 @@ public class AchievementManager : MonoBehaviour
{ {
if (!States[Index].Achieved) if (!States[Index].Achieved)
{ {
// Set current progress to the achievement's progress goal
States[Index].Progress = AchievementList[Index].ProgressGoal; States[Index].Progress = AchievementList[Index].ProgressGoal;
States[Index].Achieved = true;
DisplayUnlock(Index);
AutoSaveStates();
// 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) if (UseFinalAchievement)
{ {
int Find = States.FindIndex(x => !x.Achieved); int Find = States.FindIndex(x => !x.Achieved);
bool CompletedAll = (Find == -1 || AchievementList[Find].Key.Equals(FinalAchievementKey)); bool CompletedAll = (Find == -1 || AchievementList[Find].Key.Equals(FinalAchievementKey));
if (CompletedAll) if (CompletedAll)
{ {
Unlock(FinalAchievementKey); Unlock(FinalAchievementKey); // Unlock the final achievement if all others are completed
} }
} }
} }
} }
/// <summary> /// <summary>
/// Set the progress of an achievement to a specific value. /// Set the progress of an achievement to a specific value.
/// </summary> /// </summary>
@ -200,6 +233,18 @@ public class AchievementManager : MonoBehaviour
} }
} }
} }
public AchievementState GetAchievementState(string key)
{
return States[FindAchievementIndex(key)];
}
public AchievementInfromation GetAchivementFromKey(string key)
{
return AchievementList[FindAchievementIndex(key)];
}
#endregion #endregion
#region Saving and Loading #region Saving and Loading
@ -211,29 +256,32 @@ public class AchievementManager : MonoBehaviour
for (int i = 0; i < States.Count; i++) for (int i = 0; i < States.Count; i++)
{ {
PlayerPrefs.SetString("AchievementState_" + i, JsonUtility.ToJson(States[i])); PlayerPrefs.SetString("AchievementState_" + i, JsonUtility.ToJson(States[i]));
PlayerPrefs.SetString("AchievementInfo_" + i, JsonUtility.ToJson(AchievementList[i]));
} }
PlayerPrefs.Save(); PlayerPrefs.Save(); // Ensure data is saved
} }
/// <summary> /// <summary>
/// Loads all progress and achievement states from player prefs. This function is automatically called if the Auto Load setting is set to true. /// Loads all progress and achievement states from player prefs. This function is automatically called if the Auto Load setting is set to true.
/// </summary> /// </summary>
public void LoadAchievementState() public void LoadAchievementState()
{ {
AchievementState NewState;
States.Clear(); States.Clear();
AchievementList.Clear(); // Clear existing data
for (int i = 0; i < AchievementList.Count; i++) int i = 0; // Counter for achievement index
while (PlayerPrefs.HasKey("AchievementState_" + i))
{ {
//Ensure that new project get default values AchievementState loadedState = JsonUtility.FromJson<AchievementState>(PlayerPrefs.GetString("AchievementState_" + i));
if (PlayerPrefs.HasKey("AchievementState_" + i)) States.Add(loadedState);
{
NewState = JsonUtility.FromJson<AchievementState>(PlayerPrefs.GetString("AchievementState_" + i));
States.Add(NewState);
}
else { States.Add(new AchievementState()); }
AchievementInfromation loadedInfo = JsonUtility.FromJson<AchievementInfromation>(PlayerPrefs.GetString("AchievementInfo_" + i));
AchievementList.Add(loadedInfo);
i++;
} }
} }
/// <summary> /// <summary>
/// Clears all saved progress and achieved states. /// Clears all saved progress and achieved states.
/// </summary> /// </summary>
@ -243,6 +291,7 @@ public class AchievementManager : MonoBehaviour
for (int i = 0; i < AchievementList.Count; i++) for (int i = 0; i < AchievementList.Count; i++)
{ {
PlayerPrefs.DeleteKey("AchievementState_" + i); PlayerPrefs.DeleteKey("AchievementState_" + i);
PlayerPrefs.DeleteKey("AchievementInfo_" + i);
States.Add(new AchievementState()); States.Add(new AchievementState());
} }
SaveAchievementState(); SaveAchievementState();
@ -255,7 +304,12 @@ public class AchievementManager : MonoBehaviour
/// <param name="Key">Key of achievevment</param> /// <param name="Key">Key of achievevment</param>
private int FindAchievementIndex(string Key) private int FindAchievementIndex(string Key)
{ {
return AchievementList.FindIndex(x => x.Key.Equals(Key)); int index = AchievementList.FindIndex(x => x.Key.Equals(Key));
if (!States[index].Achieved)
{
return index;
}
return -1;
} }
/// <summary> /// <summary>
/// Test if AutoSave is valid. If true, save list /// Test if AutoSave is valid. If true, save list

@ -5,7 +5,7 @@ using UnityEngine;
/// Storesinformation related to a single achievement /// Storesinformation related to a single achievement
/// </summary> /// </summary>
[System.Serializable] [System.Serializable]
public struct AchievementInfromation public class AchievementInfromation
{ {
[Tooltip("Name used to unlock/set achievement progress")] [Tooltip("Name used to unlock/set achievement progress")]
[SerializeField] public string Key; [SerializeField] public string Key;
@ -29,6 +29,8 @@ public struct AchievementInfromation
[SerializeField] public float NotificationFrequency; [SerializeField] public float NotificationFrequency;
[Tooltip("A string which will be displayed with a progress achievement e.g. $, KM, Miles etc")] [Tooltip("A string which will be displayed with a progress achievement e.g. $, KM, Miles etc")]
[SerializeField] public string ProgressSuffix; [SerializeField] public string ProgressSuffix;
[SerializeField] public bool isRecursive;
[SerializeField] public float recursiveAddition;
} }
/// <summary> /// <summary>

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@ -38,7 +38,6 @@ RenderSettings:
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m_Sun: {fileID: 0} m_Sun: {fileID: 0}
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--- !u!157 &3 --- !u!157 &3
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- target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958,
type: 3}
propertyPath: AchievementList.Array.data[6].isRecursive
value: 1
objectReference: {fileID: 0}
- target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958, - target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958,
type: 3} type: 3}
propertyPath: AchievementList.Array.data[7].Description propertyPath: AchievementList.Array.data[7].Description
value: This achievement will progress on every pipe rotation value:
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958, - target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958,
type: 3} type: 3}
propertyPath: AchievementList.Array.data[7].DisplayName propertyPath: AchievementList.Array.data[7].DisplayName
value: Pipe Rotation value:
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958, - target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958,
type: 3} type: 3}
propertyPath: AchievementList.Array.data[7].Progression propertyPath: AchievementList.Array.data[7].Progression
value: 1 value: 0
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958, - target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958,
type: 3} type: 3}
propertyPath: AchievementList.Array.data[0].ProgressGoal propertyPath: AchievementList.Array.data[0].ProgressGoal
value: 5 value: 10
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958, - target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958,
type: 3} type: 3}
propertyPath: AchievementList.Array.data[1].ProgressGoal propertyPath: AchievementList.Array.data[1].ProgressGoal
value: 5 value: 10
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958, - target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958,
type: 3} type: 3}
propertyPath: AchievementList.Array.data[2].ProgressGoal propertyPath: AchievementList.Array.data[2].ProgressGoal
value: 5 value: 10
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958, - target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958,
type: 3} type: 3}
propertyPath: AchievementList.Array.data[3].ProgressGoal propertyPath: AchievementList.Array.data[3].ProgressGoal
value: 5 value: 10
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958, - target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958,
type: 3} type: 3}
propertyPath: AchievementList.Array.data[4].ProgressGoal propertyPath: AchievementList.Array.data[4].ProgressGoal
value: 5 value: 10
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958, - target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958,
type: 3} type: 3}
@ -565,7 +614,47 @@ PrefabInstance:
- target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958, - target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958,
type: 3} type: 3}
propertyPath: AchievementList.Array.data[6].ProgressGoal propertyPath: AchievementList.Array.data[6].ProgressGoal
value: 20 value: 10
objectReference: {fileID: 0}
- target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958,
type: 3}
propertyPath: AchievementList.Array.data[7].ProgressGoal
value: 0
objectReference: {fileID: 0}
- target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958,
type: 3}
propertyPath: AchievementList.Array.data[0].recursiveAddition
value: 10
objectReference: {fileID: 0}
- target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958,
type: 3}
propertyPath: AchievementList.Array.data[1].recursiveAddition
value: 10
objectReference: {fileID: 0}
- target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958,
type: 3}
propertyPath: AchievementList.Array.data[2].recursiveAddition
value: 10
objectReference: {fileID: 0}
- target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958,
type: 3}
propertyPath: AchievementList.Array.data[3].recursiveAddition
value: 10
objectReference: {fileID: 0}
- target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958,
type: 3}
propertyPath: AchievementList.Array.data[4].recursiveAddition
value: 10
objectReference: {fileID: 0}
- target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958,
type: 3}
propertyPath: AchievementList.Array.data[5].recursiveAddition
value: 10
objectReference: {fileID: 0}
- target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958,
type: 3}
propertyPath: AchievementList.Array.data[6].recursiveAddition
value: 10
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958, - target: {fileID: 5869893064832991960, guid: 31c71d95d8fbeb7479842253d3964958,
type: 3} type: 3}

@ -5,12 +5,16 @@ public class GameConstants
public static string LevelCompletedStatsKey = "LevelsCompleted"; public static string LevelCompletedStatsKey = "LevelsCompleted";
public static string NameEnteredCheckKey = "IsNameEntered"; public static string NameEnteredCheckKey = "IsNameEntered";
public static string DisplayNameKey = "DisplayName"; public static string DisplayNameKey = "DisplayName";
#region MyRegion
public static string Ach_CompleteEasyLevelKey = "Completed_Easy_Level"; public static string Ach_CompleteEasyLevelKey = "Completed_Easy_Level";
public static string Ach_CompleteMediumLevelKey = "Completed_Medium_Level"; public static string Ach_CompleteMediumLevelKey = "Completed_Medium_Level";
public static string Ach_CompleteHardLevelKey = "Completed_Hard_Level"; public static string Ach_CompleteHardLevelKey = "Completed_Hard_Level";
public static string Ach_CompleteExpertLevelKey = "Completed_Expert_Level"; public static string Ach_CompleteExpertLevelKey = "Completed_Expert_Level";
public static string Ach_CompleteAdvanceLevelKey = "Completed_Advance_Level"; public static string Ach_CompleteAdvanceLevelKey = "Completed_Advance_Level";
public static string Ach_Watched10Ads = "Watched_10_Ads"; public static string Ach_WatchedAds = "Watched_Ads";
public static string Ach_Watched20Ads = "Watched_20_Ads";
public static string Ach_RotatedPipes = "Rotated_Pipes"; public static string Ach_RotatedPipes = "Rotated_Pipes";
#endregion
} }

@ -194,7 +194,7 @@ public class GamePlayManager : MonoBehaviour
private IEnumerator RotatePipe(Cell c) private IEnumerator RotatePipe(Cell c)
{ {
AchievementManager.instance.AddAchievementProgress(GameConstants.Ach_RotatedPipes, 1); // AchievementManager.instance.AddAchievementProgress(GameConstants.Ach_RotatedPipes, 1);
isRotating = true; isRotating = true;
if (c != null) if (c != null)
{ {

@ -104,7 +104,7 @@ public class GameScene : MonoBehaviour
GameManager.Coin += rewardedVideoAmount; GameManager.Coin += rewardedVideoAmount;
UpdateUI(); UpdateUI();
Toast.instance.ShowMessage($"You got {rewardedVideoAmount} free coins"); Toast.instance.ShowMessage($"You got {rewardedVideoAmount} free coins");
AchievementManager.instance.AddAchievementProgress(GameConstants.Ach_Watched10Ads, 1); AchievementManager.instance.AddAchievementProgress(GameConstants.Ach_WatchedAds, 1);
} }
public bool debugHints = false; public bool debugHints = false;

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