2022-12-27 15:16:59 +01:00
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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[Serializable]
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class ConditionManager : MonoBehaviour
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{
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public static ConditionManager Instance { get; protected set; }
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[SerializeField]
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public string CurrentScene;
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/// <summary>
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/// Key: missionUniqueName || old -> map name && npc name
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/// </summary>
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[SerializeField]
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public List<IndexValuePair<string, List<MissionCondition>>> Conditions;
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public void Awake()
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{
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if (Instance == null)
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{
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CurrentScene = SceneManager.GetActiveScene().name;
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Instance = this;
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}
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else
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{
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Destroy(gameObject);
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}
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}
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public void RegisterCondition(string missionName, List<MissionCondition> conditionsToContinue)
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{
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if(HasMissionActiveCondition(missionName))
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{
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2023-01-03 22:44:24 +01:00
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// Npc mission manager may try to register current condition - but player may have registered and saved it ealier
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// and after loiading game system will read this condition and pass to list from memory files
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2022-12-27 15:16:59 +01:00
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Debug.LogError($"Mission '{missionName}' has currently active Condition");
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return;
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}
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Conditions.Add(
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new IndexValuePair<string, List<MissionCondition>>(
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missionName,
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conditionsToContinue
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)
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);
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}
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/// <summary>
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/// Update all regfistered conditions (for all missions) which refer to passed object (item, enemy) name
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/// </summary>
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public void UpdateKillCondition(string objectName)
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{
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Debug.Log($"UpdateKillCondition - {objectName}");
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Conditions
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.SelectMany(conditions => conditions.Value)
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.Where(missionCondition => missionCondition.Type == MissionTypeEnum.Kill)
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.ToList()
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.ForEach(killCondition => killCondition.RequiredElements
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2023-01-03 22:44:24 +01:00
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.Where(element => element.RequiredObject.GetComponent<Enemy>().MinionName == objectName)
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2022-12-27 15:16:59 +01:00
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.ToList()
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.ForEach(element => ((KillRequiredSubject)element).IncreaseAmount())
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);
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// SaveChanges
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// SaveConditions();
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}
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/// <summary>
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/// If mission step has no condition (nothing registered) return TRUE defaultly
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/// </summary>
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/// <param name="missionName"></param>
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/// <returns></returns>
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public bool CheckCondition(string missionName)
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{
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if(!HasMissionActiveCondition(missionName))
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{
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Debug.LogError($"Data inconsistency!!! Mission dont have any registered condition to check");
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2023-01-03 22:44:24 +01:00
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return false;
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2022-12-27 15:16:59 +01:00
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}
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int unmeetedConditions = Conditions
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.Where(condition => condition.Key == missionName)
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.FirstOrDefault()
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.Value
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.ToList()
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.SelectMany(missionCondition => missionCondition.RequiredElements)
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.ToList()
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.Where(el => !el.CheckCondition())
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.Count()
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;
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return !(unmeetedConditions > 0);
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}
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public void RemoveCondition(string missionName)
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{
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Conditions.RemoveAll(condition => condition.Key == missionName);
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}
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/// <summary>
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/// Function to check if lists contain any condition for selected mission
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/// If contain - reject - prev condition must be removed after his fulified! ! !
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/// If dont contain - add
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///
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/// </summary>
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/// <param name="npc"></param>
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/// <returns></returns>
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public bool HasMissionActiveCondition(string missionName)
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{
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return Conditions.Where(conditon => conditon.Key == missionName).Any();
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}
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}
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