Scriptum/Assets/Scripts/REFACTORING/Application/Player/Skills/SkillsPointsManger.cs
2022-12-25 03:39:31 +01:00

114 lines
3.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
class SkillsPointsManger : MonoBehaviour
{
public const string PLAYER_SKILS_FREE_POINTS = "Player.Skills.FreePoints";
public const string PLAYER_SKILS_HEALTH_POINTS = "Player.Skills.HealthPoints";
public const string PLAYER_SKILS_STRENGHT_POINTS = "Player.Skills.StenghtPoints";
public const string PLAYER_SKILS_DEFENSE_POINTS = "Player.Skills.DefensePoints";
public const string PLAYER_SKILS_INTELIGENCE_POINTS = "Player.Skills.InteligencePoints";
public static SkillsPointsManger Instance;
[Header("Player Skills Points")]
public int FreePoints = 0;
public int StrenghtPoints = 0;
public int DefensePoints = 0;
public int HealthPoints = 0;
public int InteligencePoints = 0;
public void Awake()
{
if (Instance == null)
{
// Load saved gold value
LoadValue();
Instance = this;
}
else
{
Destroy(gameObject);
}
}
/// <summary>
/// Function to load values after loading scenes but after changing them by player script
/// Thats because:
/// - this manager fetch values globally on scene
/// - Skills Panel gets info from this script
/// - but.. Plater script modify vales themself and save them in PlayerPrefs instead of this Singleton class - messy...
/// So we must fetch every one change from player.cs
/// </summary>
public void LoadValue()
{
if (PlayerPrefs.HasKey(PLAYER_SKILS_FREE_POINTS))
{
FreePoints = PlayerPrefs.GetInt(PLAYER_SKILS_FREE_POINTS);
}
if (PlayerPrefs.HasKey(PLAYER_SKILS_HEALTH_POINTS))
{
HealthPoints = PlayerPrefs.GetInt(PLAYER_SKILS_HEALTH_POINTS);
}
if (PlayerPrefs.HasKey(PLAYER_SKILS_STRENGHT_POINTS))
{
StrenghtPoints = PlayerPrefs.GetInt(PLAYER_SKILS_STRENGHT_POINTS);
}
if (PlayerPrefs.HasKey(PLAYER_SKILS_DEFENSE_POINTS))
{
DefensePoints = PlayerPrefs.GetInt(PLAYER_SKILS_DEFENSE_POINTS);
}
if (PlayerPrefs.HasKey(PLAYER_SKILS_INTELIGENCE_POINTS))
{
InteligencePoints = PlayerPrefs.GetInt(PLAYER_SKILS_INTELIGENCE_POINTS);
}
}
/// <summary>
/// Points are added after level up! :D
/// see Player::ManageLevels
/// </summary>
public void AddFreePoints(int newPoints)
{
FreePoints += newPoints;
PlayerPrefs.SetInt(PLAYER_SKILS_FREE_POINTS, FreePoints);
}
/// <summary>
/// Function to update value displayed on Inventory Panel - only if is opened
/// </summary>
public void UpdatePanelView()
{
LoadValue();
if (SkillsUIManager.Instance.GetPanelStatus())
{
Debug.Log("UpdatePanelView");
//SkillsUIManager
SkillsUIManager.Instance.DynamicPanel.GetComponent<SkillsPanelController>().RefreshPanelView(
FreePoints,
StrenghtPoints,
DefensePoints,
HealthPoints,
InteligencePoints
);
}
}
}