Abstracified achievment types, removed achievment loading (will be restored in future commits)

This commit is contained in:
LubieKakao1212 2023-01-02 16:13:04 +01:00
parent 9dfb118f88
commit 1bd77d9628
36 changed files with 642 additions and 286 deletions

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using System.Collections;
using System.Collections.Generic;
using System;
using System.Linq;
using UnityEngine;
using UnityEngine.AddressableAssets;
using System.Runtime.CompilerServices;
using UnityEditor;
namespace NEG.Utils.Achievments
{
using AchievmentTypes;
public class AchievmentManager
{
public class Builder
{
public const string DefaultAchivmentsConfigLabel = "Achivments";
private AchievmentManager manager = new AchievmentManager();
private IAchivmentStorage storage;
public static Builder FromDefaultConfig()
{
return FromLabeledConfig(DefaultAchivmentsConfigLabel);
}
public static Builder FromLabeledConfig(string label)
{
var builder = new Builder();
var handle = Addressables.LoadAssetsAsync<IAchivmentManagerConfig>((IEnumerable)new string[] { label }, delegate { }, Addressables.MergeMode.Union, false);
var configs = handle.WaitForCompletion();
foreach (var config in configs)
{
config.Apply(builder);
}
foreach (var config in configs)
{
config.ApplyLast(builder);
}
Addressables.Release(handle);
return builder;
}
public Builder WithLabeledDefinitions(string label)
{
var handle = Addressables.LoadAssetsAsync<AchivmentDefinitionCollection>((IEnumerable)new string[] { label }, delegate { }, Addressables.MergeMode.Union, false);
var achivmentCollections = handle.WaitForCompletion();
foreach (var achivmentCollection in achivmentCollections)
WithDefinitionsFrom(achivmentCollection);
return this;
}
public Builder WithDefinitionsFrom(AchivmentDefinitionCollection collection)
{
foreach (var def in collection.Achivments)
{
manager.RegisterAchivment(def);
}
return this;
}
public Builder LoadedFrom(IAchivmentStorage storageIn)
{
if (storage != null)
{
throw new ApplicationException("Cannot Load achivment data from multiple storage instances");
}
this.storage = storageIn;
return this;
}
public Builder WithCallbackReciever(IAchievmentCallbackReciever callbackReciever)
{
manager.AddCallbackReciever(callbackReciever);
return this;
}
public AchievmentManager Build()
{
//TODO
/*if (storage != null)
{
manager.LoadFrom(storage);
}*/
return manager;
}
}
public delegate void AchievmentCompletedCallback(AchievmentData achivment);
public delegate void AchievmentStateChangedCallback(AchievmentData achivment);
public event AchievmentCompletedCallback AchievmentCompleted;
public event AchievmentStateChangedCallback AchievmentStateChanged;
private Dictionary<string, AchievmentDefinition> definitionCache;
private Dictionary<AchievmentDefinition, AchievmentData> dataCache;
private AchievmentManager()
{
definitionCache = new Dictionary<string, AchievmentDefinition>();
dataCache = new Dictionary<AchievmentDefinition, AchievmentData>();
}
private void RegisterAchivment(AchievmentDefinition definition)
{
if (!definitionCache.ContainsKey(definition.Id))
{
definitionCache.Add(definition.Id, definition);
dataCache.Add(definition, definition.Construct());
}
else
{
Debug.LogWarning($"Duplicate Achivment with ID: {definition.Id}");
}
}
/*private void LoadFrom(IAchivmentStorage achivmentStorage)
{
foreach (var entry in definitionCache)
{
var storedProgress = achivmentStorage.GetStoredAchivmentProgress(entry.Key);
dataCache[entry.Value].ProgressLeft = storedProgress;
}
}*/
public void AddCallbackRecievers(IEnumerable<IAchievmentCallbackReciever> initialCallbacks)
{
foreach (var callback in initialCallbacks)
{
AddCallbackReciever(callback);
}
}
public void AddCallbackReciever(IAchievmentCallbackReciever callback)
{
AchievmentCompleted += callback.AchievmentCompleted;
AchievmentStateChanged += callback.AchievmentStateChanged;
}
public void RemoveCallbackReciever(IAchievmentCallbackReciever callback)
{
AchievmentCompleted -= callback.AchievmentCompleted;
AchievmentStateChanged -= callback.AchievmentStateChanged;
}
#region Achievment Manipulation (Sets, Gets)
/// <summary>
/// Returns if an achivment at a given id is completed
/// </summary>
/// <param name="id"></param>
/// <returns></returns>
public bool IsCompleted(string id)
{
return GetAchievmentForId(id).IsCompleted;
}
#region Toggle
/// <summary>
/// Sets a <see cref="ToggleAchievmentData"/> as completed, after which sends <see cref="AchievmentStateChanged"/>, also if the achievment is completed sends a <see cref="AchievmentCompleted"/>. <br/>
/// If there is no achievment at a given id throws an <see cref="ApplicationException"/>. If achievment at a given id is of a wrong tupe throws an <see cref="ApplicationException"/>
/// </summary>
/// <seealso cref="ToggleAchievmentDefinition"/>
public void SetToggleAchivment(string id)
{
ManipulateAchievment<ToggleAchievmentData>(id, (achievment) => achievment.CompletionState = true);
}
/// <summary>
/// Gets a completion state from a <see cref="ToggleAchievmentData"/>.<br/>
/// If there is no achievment at a given id throws an <see cref="ApplicationException"/>. If achievment at a given id is of a wrong tupe throws an <see cref="ApplicationException"/>
/// </summary>
/// <seealso cref="ToggleAchievmentDefinition"/>
public bool GetToggleState(string id)
{
return GetAchievmentForId<ToggleAchievmentData>(id).CompletionState;
}
#endregion
#region Int
/// <summary>
/// Sets progress of a given <see cref="IntAchievmentData"/> to <paramref name="progress"/>, after which sends <see cref="AchievmentStateChanged"/>, also if the achievment is completed sends a <see cref="AchievmentCompleted"/>. <br/>
/// If there is no achievment at a given id throws an <see cref="ApplicationException"/>. If achievment at a given id is of a wrong tupe throws an <see cref="ApplicationException"/>.
/// </summary>
/// <seealso cref="IntAchievmentDefinition"/>
public void SetIntProgress(string id, int progress)
{
ManipulateAchievment<IntAchievmentData>(id, (achievment) => achievment.CurrentProgress = progress);
}
/// <summary>
/// Changes progress of a given <see cref="IntAchievmentData"/> by <paramref name="delta"/>, after which sends <see cref="AchievmentStateChanged"/>, also if the achievment is completed sends a <see cref="AchievmentCompleted"/>. <br/>
/// If there is no achievment at a given id throws an <see cref="ApplicationException"/>. If achievment at a given id is of a wrong tupe throws an <see cref="ApplicationException"/>
/// </summary>
/// <seealso cref="IntAchievmentDefinition"/>
public void CangeIntProgress(string id, int delta)
{
ManipulateAchievment<IntAchievmentData>(id, (achievment) => achievment.CurrentProgress += delta);
}
/// <summary>
/// Gets current progress from a <see cref="IntAchievmentData"/>.<br/>
/// If there is no achievment at a given id throws an <see cref="ApplicationException"/>. If achievment at a given id is of a wrong tupe throws an <see cref="ApplicationException"/>
/// </summary>
/// <seealso cref="ToggleAchievmentDefinition"/>
public int GetIntProgress(string id)
{
return GetAchievmentForId<IntAchievmentData>(id).CurrentProgress;
}
#endregion
#region Float
/// <summary>
/// Sets progress of a given <see cref="FloatAchievmentData"/> to <paramref name="progress"/>, after which sends <see cref="AchievmentStateChanged"/>, also if the achievment is completed sends a <see cref="AchievmentCompleted"/>. <br/>
/// If there is no achievment at a given id throws an <see cref="ApplicationException"/>. If achievment at a given id is of a wrong tupe throws an <see cref="ApplicationException"/>
/// </summary>
/// <seealso cref="FloatAchievmentDefinition"/>
public void SetFloatProgress(string id, float progress)
{
ManipulateAchievment<FloatAchievmentData>(id, (achievment) => achievment.CurrentProgress = progress);
}
/// <summary>
/// Changes progress of a given <see cref="FloatAchievmentData"/> by <paramref name="delta"/>, after which sends <see cref="AchievmentStateChanged"/>, also if the achievment is completed sends a <see cref="AchievmentCompleted"/>. <br/>
/// If there is no achievment at a given id throws an <see cref="ApplicationException"/>. If achievment at a given id is of a wrong tupe throws an <see cref="ApplicationException"/>
/// </summary>
/// <seealso cref="FloatAchievmentDefinition"/>
public void CangeFloatProgress(string id, float delta)
{
ManipulateAchievment<FloatAchievmentData>(id, (achievment) => achievment.CurrentProgress += delta);
}
/// <summary>
/// Gets current progress from a <see cref="FloatAchievmentData"/>.<br/>
/// If there is no achievment at a given id throws an <see cref="ApplicationException"/>. If achievment at a given id is of a wrong tupe throws an <see cref="ApplicationException"/>
/// </summary>
/// <seealso cref="FloatAchievmentDefinition"/>
public float GetFloatProgress(string id)
{
return GetAchievmentForId<FloatAchievmentData>(id).CurrentProgress;
}
#endregion
#endregion
/// <summary>
/// Returns an achievment of type <typeparamref name="T"/> under <paramref name="id"/>
/// </summary>
/// <typeparam name="T">Type of the achievment</typeparam>
/// <param name="id">Id of requested achievment</param>
/// <remarks>throws an <see cref="ApplicationException"/> if either there is no achievment under id or achievment under id is of a different type</remarks>
public T GetAchievmentForId<T>(string id) where T : AchievmentData
{
return CheckAchievmentType<T>(GetAchievmentForId(id));
}
/// <summary>
/// Returns an achievment under <paramref name="id"/>
/// </summary>
/// <param name="id">Id of requested achievment</param>
/// <remarks>throws an <see cref="ApplicationException"/> if there is no achievment under id</remarks>
public AchievmentData GetAchievmentForId(string id)
{
var def = definitionCache.GetValueOrDefault(id);
if (def != null)
{
return dataCache[def];
}
else
{
throw new ApplicationException($"Invalid achivment id {id}");
}
}
private T CheckAchievmentType<T>(AchievmentData data) where T : AchievmentData
{
if (data is not T convetred)
{
throw new ApplicationException($"Attempting to perform an operation on an invalid achievment type. Expected {typeof(T)} got {data.GetType()}");
}
return convetred;
}
/// <summary>
///
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="id"></param>
/// <param name="manipulation">Action to perform on the achievment</param>
private void ManipulateAchievment<T>(string id, Action<T> manipulation) where T : AchievmentData
{
var data = GetAchievmentForId<T>(id);
if (CheckNotCompleted(data))
{
return;
}
manipulation(data);
SendUpdateCallbacks(data);
}
/// <summary>
/// Helper method to print a warning if an achievment is already completed
/// </summary>
/// <param name="data"></param>
/// <returns>Completion state</returns>
private bool CheckNotCompleted(AchievmentData data)
{
if (data.IsCompleted)
{
Debug.LogWarning($"Achievment already completed: {data.Achivment.Id}");
}
return data.IsCompleted;
}
private void SendUpdateCallbacks(AchievmentData data)
{
AchievmentStateChanged?.Invoke(data);
if (data.IsCompleted)
{
AchievmentCompleted?.Invoke(data);
}
}
}
}

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using Newtonsoft.Json.Linq;
using System;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using UnityEngine;
namespace NEG.Utils.Achievments.AchievmentTypes
{
public abstract class AchievmentData
{
public AchievmentDefinition Achivment { get; private set; }
public abstract bool IsCompleted { get; }
public AchievmentData(AchievmentDefinition achivment)
{
Achivment = achivment;
}
}
}

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using Newtonsoft.Json.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace NEG.Utils.Achievments.AchievmentTypes
{
public abstract class AchievmentDefinition : ScriptableObject
{
[field: SerializeField]
public string Id { get; private set; }
public abstract AchievmentData Construct();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace NEG.Utils.Achievments.AchievmentTypes
{
public class FloatAchievmentData : AchievmentData
{
public override bool IsCompleted => CurrentProgress >= Def.ProgressRequired;
public float CurrentProgress
{
get => currentProgress;
internal set
{
if (Def.Clamped)
{
value = Mathf.Max(value, Def.LowerBound);
}
currentProgress = Mathf.Min(value, Def.ProgressRequired);
}
}
public float ProgressLeft => Def.ProgressRequired - CurrentProgress;
private FloatAchievmentDefinition Def => (FloatAchievmentDefinition)Achivment;
private float currentProgress;
public FloatAchievmentData(FloatAchievmentDefinition def) : base(def)
{
currentProgress = def.InitialProgress;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace NEG.Utils.Achievments.AchievmentTypes
{
[CreateAssetMenu(menuName = "Achievments/Float Achievment")]
public class FloatAchievmentDefinition : AchievmentDefinition
{
[field: Tooltip("Amount of progress required for completion, required to be at leas 1, otherwise would be considered completed from the beginning")]
[field: Min(0)]
[field: SerializeField]
public float ProgressRequired { get; private set; } = 1;
[field: SerializeField]
public float InitialProgress { get; private set; } = 0;
[field: SerializeField]
public bool Clamped { get; private set; } = false;
public float LowerBound { get; private set; } = 0;
public override AchievmentData Construct()
{
return new FloatAchievmentData(this);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters;
using UnityEngine;
namespace NEG.Utils.Achievments.AchievmentTypes
{
public class IntAchievmentData : AchievmentData
{
public override bool IsCompleted => CurrentProgress >= Def.ProgressRequired;
public int CurrentProgress
{
get => currentProgress;
internal set
{
if (Def.Clamped)
{
value = Mathf.Max(value, Def.LowerBound);
}
currentProgress = Mathf.Min(value, Def.ProgressRequired);
}
}
public int ProgressLeft => Def.ProgressRequired - CurrentProgress;
private IntAchievmentDefinition Def => (IntAchievmentDefinition)Achivment;
private int currentProgress;
public IntAchievmentData(IntAchievmentDefinition def) : base(def)
{
currentProgress = def.InitialProgress;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace NEG.Utils.Achievments.AchievmentTypes
{
[CreateAssetMenu(menuName = "Achievments/Int Achievment")]
public class IntAchievmentDefinition : AchievmentDefinition
{
[field: Tooltip("Amount of progress required for completion, required to be at leas 1, otherwise would be considered completed from the beginning")]
[field: SerializeField]
public int ProgressRequired { get; private set; } = 1;
[field: SerializeField]
public int InitialProgress { get; private set; } = 0;
[field: SerializeField]
public bool Clamped { get; private set; } = false;
public int LowerBound { get; private set; } = 0;
public override AchievmentData Construct()
{
return new IntAchievmentData(this);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace NEG.Utils.Achievments.AchievmentTypes
{
public class ToggleAchievmentData : AchievmentData
{
public override bool IsCompleted => CompletionState;
public bool CompletionState { get; internal set; } = false;
public ToggleAchievmentData(ToggleAchievmentDefinition def) : base(def)
{
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace NEG.Utils.Achievments.AchievmentTypes
{
[CreateAssetMenu(menuName = "Achievments/Toggle Achievment")]
public class ToggleAchievmentDefinition : AchievmentDefinition
{
public override AchievmentData Construct()
{
return new ToggleAchievmentData(this);
}
}
}

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@ -2,12 +2,14 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
namespace NEG.Utils.Achivments namespace NEG.Utils.Achievments
{ {
using AchievmentTypes;
[CreateAssetMenu(menuName = "Achivments/Collection")] [CreateAssetMenu(menuName = "Achivments/Collection")]
public class AchivmentDefinitionCollection : ScriptableObject public class AchivmentDefinitionCollection : ScriptableObject
{ {
[field: SerializeField] [field: SerializeField]
public List<AchivmentDefinition> Achivments { get; private set; } = new List<AchivmentDefinition>(); public List<AchievmentDefinition> Achivments { get; private set; } = new List<AchievmentDefinition>();
} }
} }

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@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
namespace NEG.Utils.Achivments namespace NEG.Utils.Achievments
{ {
[CreateAssetMenu(menuName = "Achivments/BaseConfig")] [CreateAssetMenu(menuName = "Achivments/BaseConfig")]
public class AchivmentManagerConfig : ScriptableObject, IAchivmentManagerConfig public class AchivmentManagerConfig : ScriptableObject, IAchivmentManagerConfig
@ -12,12 +12,12 @@ namespace NEG.Utils.Achivments
[field: SerializeField] [field: SerializeField]
public string AchivmentCollectionAssetLabel { get; private set; } = DefaultAchivmentsCollectionLabel; public string AchivmentCollectionAssetLabel { get; private set; } = DefaultAchivmentsCollectionLabel;
public void Apply(AchivmentManager.Builder builder) public void Apply(AchievmentManager.Builder builder)
{ {
builder.WithLabeledDefinitions(AchivmentCollectionAssetLabel); builder.WithLabeledDefinitions(AchivmentCollectionAssetLabel);
} }
public void ApplyLast(AchivmentManager.Builder builder) public void ApplyLast(AchievmentManager.Builder builder)
{ {
} }

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@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace NEG.Utils.Achievments
{
using AchievmentTypes;
public interface IAchievmentCallbackReciever
{
/// <summary>
/// Called when an achivment is completed
/// </summary>
/// <param name="achivment"></param>
void AchievmentCompleted(AchievmentData achivment);
/// <summary>
/// Called when achivment progress changes
/// </summary>
/// <param name="achivment"></param>
void AchievmentStateChanged(AchievmentData achivment);
}
}

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@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
namespace NEG.Utils.Achivments namespace NEG.Utils.Achievments
{ {
public interface IAchivmentManagerConfig public interface IAchivmentManagerConfig
{ {
@ -10,12 +10,12 @@ namespace NEG.Utils.Achivments
/// Used to Apply config data /// Used to Apply config data
/// </summary> /// </summary>
/// <param name="builder"></param> /// <param name="builder"></param>
void Apply(AchivmentManager.Builder builder); void Apply(AchievmentManager.Builder builder);
/// <summary> /// <summary>
/// Called after <see cref="Apply(AchivmentManager.Builder)"/> was called on every other config /// Called after <see cref="Apply(AchievmentManager.Builder)"/> was called on every other config
/// </summary> /// </summary>
/// <param name="builder"></param> /// <param name="builder"></param>
void ApplyLast(AchivmentManager.Builder builder); void ApplyLast(AchievmentManager.Builder builder);
} }
} }

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@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
namespace NEG.Utils.Achivments namespace NEG.Utils.Achievments
{ {
public interface IAchivmentStorage public interface IAchivmentStorage
{ {

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@ -1,22 +0,0 @@
using Newtonsoft.Json.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace NEG.Utils.Achivments
{
public class AchivmentData
{
public AchivmentDefinition Achivment { get; private set; }
public int ProgressLeft { get; internal set; }
public bool IsCompleted => ProgressLeft <= 0;
public AchivmentData(AchivmentDefinition achivment, int progressLeft)
{
Achivment = achivment;
ProgressLeft = progressLeft;
}
}
}

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@ -1,34 +0,0 @@
using Newtonsoft.Json.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace NEG.Utils.Achivments
{
[CreateAssetMenu(menuName = "Achivments/AchivmentDefinition")]
public class AchivmentDefinition : ScriptableObject
{
public JToken AdditionalData
{
get
{
additionalData ??= JObject.Parse(additionalDataInitializer);
return additionalData;
}
}
[field: SerializeField]
public string Id { get; private set; }
[field: Tooltip("Amount of progress required for completion, required to be at leas 1, otherwise would be considered completed from the beginning")]
[field: Min(1)]
[field: SerializeField]
public int ProgressRequired { get; private set; } = 1;
[SerializeField]
[Tooltip("Temporary until json editor is a thing")]
private string additionalDataInitializer;
private JToken additionalData;
}
}

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@ -1,193 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using System;
using System.Linq;
using UnityEngine;
using UnityEngine.AddressableAssets;
using System.Runtime.CompilerServices;
using UnityEditor;
namespace NEG.Utils.Achivments
{
public class AchivmentManager
{
public class Builder
{
public const string DefaultAchivmentsConfigLabel = "Achivments";
private AchivmentManager manager = new AchivmentManager();
private IAchivmentStorage storage;
public static Builder FromDefaultConfig()
{
return FromLabeledConfig(DefaultAchivmentsConfigLabel);
}
public static Builder FromLabeledConfig(string label)
{
var builder = new Builder();
var handle = Addressables.LoadAssetsAsync<IAchivmentManagerConfig>((IEnumerable)new string[] { label }, delegate { }, Addressables.MergeMode.Union, false);
var configs = handle.WaitForCompletion();
foreach (var config in configs)
{
config.Apply(builder);
}
foreach (var config in configs)
{
config.ApplyLast(builder);
}
Addressables.Release(handle);
return builder;
}
public Builder WithLabeledDefinitions(string label)
{
var handle = Addressables.LoadAssetsAsync<AchivmentDefinitionCollection>((IEnumerable)new string[] { label }, delegate { }, Addressables.MergeMode.Union, false);
var achivmentCollections = handle.WaitForCompletion();
foreach (var achivmentCollection in achivmentCollections)
WithDefinitionsFrom(achivmentCollection);
return this;
}
public Builder WithDefinitionsFrom(AchivmentDefinitionCollection collection)
{
foreach (var def in collection.Achivments)
{
manager.RegisterAchivment(def);
}
return this;
}
public Builder LoadedFrom(IAchivmentStorage storageIn)
{
if (storage != null)
{
throw new ApplicationException("Cannot Load achivment data from multiple storage instances");
}
this.storage = storageIn;
return this;
}
public Builder WithCallbackReciever(IAchivmentCallbackReciever callbackReciever)
{
manager.AddCallbackReciever(callbackReciever);
return this;
}
public AchivmentManager Build()
{
if (storage != null)
{
manager.LoadFrom(storage);
}
return manager;
}
}
public delegate void AchivmentSetCallback(AchivmentData achivment);
public delegate void AchivmentProgressSetCallback(AchivmentData achivment, int progressLeft);
public event AchivmentSetCallback AchivmentSet;
public event AchivmentProgressSetCallback AchivmentProgressSet;
private Dictionary<string, AchivmentDefinition> definitionCache;
private Dictionary<AchivmentDefinition, AchivmentData> dataCache;
private AchivmentManager()
{
definitionCache = new Dictionary<string, AchivmentDefinition>();
dataCache = new Dictionary<AchivmentDefinition, AchivmentData>();
}
private void RegisterAchivment(AchivmentDefinition definition)
{
if (!definitionCache.ContainsKey(definition.Id))
{
definitionCache.Add(definition.Id, definition);
dataCache.Add(definition, new AchivmentData(definition, definition.ProgressRequired));
}
else
{
Debug.LogWarning($"Duplicate Achivment with ID: {definition.Id}");
}
}
private void LoadFrom(IAchivmentStorage achivmentStorage)
{
foreach (var entry in definitionCache)
{
var storedProgress = achivmentStorage.GetStoredAchivmentProgress(entry.Key);
dataCache[entry.Value].ProgressLeft = storedProgress;
}
}
public void AddCallbackRecievers(IEnumerable<IAchivmentCallbackReciever> initialCallbacks)
{
foreach (var callback in initialCallbacks)
{
AddCallbackReciever(callback);
}
}
public void AddCallbackReciever(IAchivmentCallbackReciever callback)
{
AchivmentSet += callback.SetAchivment;
AchivmentProgressSet += callback.SetAchivmentProgress;
}
public void RemoveCallbackReciever(IAchivmentCallbackReciever callback)
{
AchivmentSet -= callback.SetAchivment;
AchivmentProgressSet -= callback.SetAchivmentProgress;
}
public void SetAchivment(string id)
{
var data = GetAchivmentForId(id);
data.ProgressLeft = 0;
AchivmentSet?.Invoke(data);
}
public void AddProgress(string id, int amount)
{
var data = GetAchivmentForId(id);
if (data.IsCompleted)
{
return;
}
data.ProgressLeft = Mathf.Max(data.ProgressLeft - amount, 0);
AchivmentProgressSet?.Invoke(data, data.Achivment.ProgressRequired - data.ProgressLeft);
if (data.IsCompleted)
{
AchivmentSet?.Invoke(data);
}
}
private AchivmentData GetAchivmentForId(string id)
{
var def = definitionCache.GetValueOrDefault(id);
if (def != null)
{
return dataCache[def];
}
else
{
throw new ApplicationException($"Invalid achivment id {id}");
}
}
}
}

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@ -1,23 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace NEG.Utils.Achivments
{
public interface IAchivmentCallbackReciever
{
/// <summary>
/// Called when an achivment is completed
/// </summary>
/// <param name="achivment"></param>
/// <param name="getState"></param>
void SetAchivment(AchivmentData achivment);
/// <summary>
/// Called when achivment progress changes
/// </summary>
/// <param name="achivment"></param>
/// <param name="progress">Current achivment progress, equal to <paramref name="achivment"/> <see cref="AchivmentDefinition.ProgressRequired"/> - <see cref="AchivmentData.ProgressLeft"/></param>
void SetAchivmentProgress(AchivmentData achivment, int progress);
}
}