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13 Commits

Author SHA1 Message Date
LubieKakao1212
62a4290e76 Merge branch 'main' into achivments 2023-02-18 16:17:05 +01:00
LubieKakao1212
1c5f93d8b1 Steam Backend + Some fixes 2023-02-17 14:56:31 +01:00
LubieKakao1212
e71f0ec8da Local backend tests + Some related fixes 2023-02-17 13:09:17 +01:00
LubieKakao1212
1e6204e57e Local Backend Auto registration, files and typo cleanup 2023-02-14 13:45:19 +01:00
LubieKakao1212
0270c50090 Implemented local backend (untested) 2023-02-14 12:49:35 +01:00
LubieKakao1212
d0b4734572 Implemented static Achievments class, implemented propper backend api, merged AchievmentManagerConfig and AchievmentCollection 2023-01-20 20:27:39 +01:00
LubieKakao1212
36840271af more typo fixes 2023-01-19 15:57:13 +01:00
LubieKakao1212
bf79b07ea4 Implemented Tests (All Green), Fixed some names and documentation 2023-01-04 16:20:17 +01:00
LubieKakao1212
d731193948 some basic tests 2023-01-04 13:10:14 +01:00
LubieKakao1212
af47348919 Added AchievmentExceptions, fixed some names 2023-01-04 13:07:03 +01:00
LubieKakao1212
1bd77d9628 Abstracified achievment types, removed achievment loading (will be restored in future commits) 2023-01-02 16:13:04 +01:00
LubieKakao1212
9dfb118f88 fix 2023-01-02 11:54:46 +01:00
LubieKakao1212
991c9ccdcc Achivment system (untested) 2022-12-21 15:13:55 +01:00
69 changed files with 2170 additions and 0 deletions

8
Achievments.meta Normal file
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using NEG.Utils.Achievments.AchievmentTypes;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace NEG.Utils.Achievments
{
/// <summary>
/// Static utility for achievment managment
/// </summary>
public static class Achievment
{
public static AchievmentManager Instance
{
get
{
if (instance == null)
{
instance = AchievmentManager.Builder.FromLabeledConfig(ConfigLabel)
.WithLabeledBackend(BackendLabel)
.Build();
}
return instance;
}
}
public static string BackendLabel
{
get => backendLabel;
set
{
if(instance != null)
{
//Log + Quit helps debug builds
Debug.LogError("Achievments - Cannot set backend label, Managed already created");
Application.Quit(1);
}
if (backendLabel != null)
{
//Log + Quit helps debug builds
Debug.LogError("Multiple AchievmentBackends enabled, this is not allowed");
Application.Quit(1);
}
backendLabel = value;
}
}
private static string backendLabel;
/// <summary>
/// You shouldn't have any reason to change this
/// Used for tests.
/// </summary>
public static string ConfigLabel
{
private get => configLabel;
set => configLabel = value;
}
/// <summary>
/// You shouldn't have any reason to change this
/// Used for tests.
/// </summary>
private static string configLabel = "Achivments";
private static AchievmentManager instance;
#region Achievment Manipulation (Sets, Gets)
/// <summary>
/// Returns if an achivment at a given id is completed
/// </summary>
/// <param name="id"></param>
/// <returns></returns>
/// <seealso cref="AchievmentManager.IsCompleted(string)"/>
/// <remarks>throws an <see cref="AchievmentException"/> if there is no achievment under id</remarks>
public static bool IsCompleted(string id)
{
return Instance.IsCompleted(id);
}
#region Toggle
/// <summary>
/// Sets a <see cref="ToggleAchievmentData"/> as completed. <br/>
/// </summary>
/// <seealso cref="ToggleAchievmentDefinition"/>
/// <seealso cref="AchievmentManager.SetToggleAchivment(string)"/>
/// <remarks>throws an <see cref="AchievmentException"/> if there is no achievment under id or an <see cref="AchievmentTypeException"/> if achievment under id is of a different type</remarks>
public static bool SetToggleAchivment(string id)
{
return Instance.SetToggleAchivment(id);
}
/// <summary>
/// Gets a completion state from a <see cref="ToggleAchievmentData"/>.<br/>
/// </summary>
/// <seealso cref="ToggleAchievmentDefinition"/>
/// <seealso cref="AchievmentManager.GetToggleState(string)"/>
/// <remarks>throws an <see cref="AchievmentException"/> if there is no achievment under id or an <see cref="AchievmentTypeException"/> if achievment under id is of a different type</remarks>
public static bool GetToggleState(string id)
{
return Instance.GetToggleState(id);
}
#endregion
#region Int
/// <summary>
/// Sets progress of a given <see cref="IntAchievmentData"/> to <paramref name="progress"/> <br/>
/// </summary>
/// <seealso cref="IntAchievmentDefinition"/>
/// <seealso cref="AchievmentManager.SetIntProgress(string, int)"/>
/// <remarks>throws an <see cref="AchievmentException"/> if there is no achievment under id or an <see cref="AchievmentTypeException"/> if achievment under id is of a different type</remarks>
public static bool SetIntProgress(string id, int progress)
{
return Instance.SetIntProgress(id, progress);
}
/// <summary>
/// Changes progress of a given <see cref="IntAchievmentData"/> by <paramref name="delta"/><br/>
/// </summary>
/// <seealso cref="IntAchievmentDefinition"/>\
/// <seealso cref="AchievmentManager.ChangeIntProgress(string, int)"/>
/// <remarks>throws an <see cref="AchievmentException"/> if there is no achievment under id or an <see cref="AchievmentTypeException"/> if achievment under id is of a different type</remarks>
public static bool ChangeIntProgress(string id, int delta)
{
return Instance.ChangeIntProgress(id, delta);
}
/// <summary>
/// Gets current progress from a <see cref="IntAchievmentData"/>.<br/>
/// </summary>
/// <seealso cref="ToggleAchievmentDefinition"/>
/// <seealso cref="AchievmentManager.GetIntProgress(string)"/>
/// <remarks>throws an <see cref="AchievmentException"/> if there is no achievment under id or an <see cref="AchievmentTypeException"/> if achievment under id is of a different type</remarks>
public static int GetIntProgress(string id)
{
return Instance.GetIntProgress(id);
}
#endregion
#region Float
/// <summary>
/// Sets progress of a given <see cref="FloatAchievmentData"/> to <paramref name="progress"/><br/>
/// </summary>
/// <seealso cref="FloatAchievmentDefinition"/>
/// <seealso cref="AchievmentManager.SetFloatProgress(string, float)"/>
/// <remarks>throws an <see cref="AchievmentException"/> if there is no achievment under id or an <see cref="AchievmentTypeException"/> if achievment under id is of a different type</remarks>
public static bool SetFloatProgress(string id, float progress)
{
return Instance.SetFloatProgress(id, progress);
}
/// <summary>
/// Changes progress of a given <see cref="FloatAchievmentData"/> by <paramref name="delta"/><br/>
/// </summary>
/// <seealso cref="FloatAchievmentDefinition"/>
/// <seealso cref="AchievmentManager.ChangeFloatProgress(string, float)"/>
/// <remarks>throws an <see cref="AchievmentException"/> if there is no achievment under id or an <see cref="AchievmentTypeException"/> if achievment under id is of a different type</remarks>
public static bool ChangeFloatProgress(string id, float delta)
{
return Instance.ChangeFloatProgress(id, delta);
}
/// <summary>
/// Gets current progress from a <see cref="FloatAchievmentData"/>.<br/>
/// </summary>
/// <seealso cref="FloatAchievmentDefinition"/>
/// <seealso cref="AchievmentManager.GetFloatProgress(string)"/>
/// <remarks>throws an <see cref="AchievmentException"/> if there is no achievment under id or an <see cref="AchievmentTypeException"/> if achievment under id is of a different type</remarks>
public static float GetFloatProgress(string id)
{
return Instance.GetFloatProgress(id);
}
#endregion
#endregion
#region Test Api
/// <summary>
/// You shouldn't have any reason to use this <br/>
/// Use at your own risk, may cause unexpected behaviour <br/>
/// Used for tests
/// </summary>
public static void NullifyInstance()
{
instance = null;
}
#endregion
}
}

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using JetBrains.Annotations;
using System;
namespace NEG.Utils.Achievments
{
public class AchievmentException : ApplicationException
{
/// <summary>
/// Id of related achievment
/// </summary>
/// <seealso cref="AchievmentTypes.AchievmentData"/>
/// <seealso cref="AchievmentTypes.AchievmentDefinition"/>
public string Id { get; private set; }
public AchievmentException(string message, string achievmentId) : base(message)
{
Id = achievmentId;
}
}
public class AchievmentTypeException : AchievmentException
{
/// <summary>
/// Expected achievment type under <see cref="AchievmentException.Id"/>
/// </summary>
/// <seealso cref="AchievmentTypes.AchievmentData"/>
/// <seealso cref="AchievmentTypes.AchievmentDefinition"/>
public Type Expected { get; private set; }
/// <summary>
/// Actual achievment type under <see cref="AchievmentException.Id"/>
/// </summary>
/// <seealso cref="AchievmentTypes.AchievmentData"/>
/// <seealso cref="AchievmentTypes.AchievmentDefinition"/>
public Type Actual { get; private set; }
public AchievmentTypeException(string message, string achievmentId, Type expectedType, Type actualType) : base(message, achievmentId)
{
Expected = expectedType;
Actual = actualType;
}
}
}

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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 IAchievmentBackend backend;
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 WithDefinitionsFrom(AchievmentManagerConfig collection)
{
foreach (var def in collection.Achivments)
{
manager.RegisterAchivment(def);
}
return this;
}
public Builder WithLabeledBackend(string label)
{
var backendConfigHandle = Addressables.LoadAssetAsync<IAchievmentBackendConfig>(label);
var backendConfig = backendConfigHandle.WaitForCompletion();
WithBackend(backendConfig.ConstructBackend());
Addressables.Release(backendConfigHandle);
return this;
}
public Builder WithBackend(IAchievmentBackend backendIn)
{
if (backend != null)
{
throw new ApplicationException("There can only be one Achievment Backend at a time");
}
this.backend = backendIn;
return this;
}
public Builder WithCallbackReciever(IAchievmentCallbackReciever callbackReciever)
{
manager.AddCallbackReciever(callbackReciever);
return this;
}
public AchievmentManager Build()
{
if (backend != null)
{
manager.InitBackend(backend);
}else
{
Debug.LogWarning("No AchievmentBackend selected. Is this intended?");
}
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 IAchievmentBackend activeBackend;
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}");
}
}
/// <summary>
/// Initializes a backend syncing achievments data with it and redistering it as a callback reciever
/// </summary>
/// <remarks>Resets all achievments data</remarks>
private void InitBackend(IAchievmentBackend achievmentBackend)
{
activeBackend = achievmentBackend;
foreach (var definition in definitionCache.Values)
{
var storedProgress = achievmentBackend.GetStoredAchivment(definition);
if (storedProgress != null)
{
dataCache[definition] = storedProgress;
}
else
{
dataCache[definition] = definition.Construct();
}
}
AddCallbackReciever(achievmentBackend);
}
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>
/// <remarks>throws an <see cref="AchievmentException"/> if there is no achievment under id</remarks>
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/>
/// </summary>
/// <seealso cref="ToggleAchievmentDefinition"/>
/// <remarks>throws an <see cref="AchievmentException"/> if there is no achievment under id or an <see cref="AchievmentTypeException"/> if achievment under id is of a different type</remarks>
public bool SetToggleAchivment(string id)
{
return ManipulateAchievment<ToggleAchievmentData>(id, (achievment) => achievment.CompletionState = true);
}
/// <summary>
/// Gets a completion state from a <see cref="ToggleAchievmentData"/>.<br/>
/// </summary>
/// <seealso cref="ToggleAchievmentDefinition"/>
/// <remarks>throws an <see cref="AchievmentException"/> if there is no achievment under id or an <see cref="AchievmentTypeException"/> if achievment under id is of a different type</remarks>
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/>
/// </summary>
/// <seealso cref="IntAchievmentDefinition"/>
/// <remarks>throws an <see cref="AchievmentException"/> if there is no achievment under id or an <see cref="AchievmentTypeException"/> if achievment under id is of a different type</remarks>
public bool SetIntProgress(string id, int progress)
{
return 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/>
/// </summary>
/// <seealso cref="IntAchievmentDefinition"/>
/// <remarks>throws an <see cref="AchievmentException"/> if there is no achievment under id or an <see cref="AchievmentTypeException"/> if achievment under id is of a different type</remarks>
public bool ChangeIntProgress(string id, int delta)
{
return ManipulateAchievment<IntAchievmentData>(id, (achievment) => achievment.CurrentProgress += delta);
}
/// <summary>
/// Gets current progress from a <see cref="IntAchievmentData"/>.<br/>
/// </summary>
/// <seealso cref="ToggleAchievmentDefinition"/>
/// <remarks>throws an <see cref="AchievmentException"/> if there is no achievment under id or an <see cref="AchievmentTypeException"/> if achievment under id is of a different type</remarks>
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/>
/// </summary>
/// <seealso cref="FloatAchievmentDefinition"/>
/// <remarks>throws an <see cref="AchievmentException"/> if there is no achievment under id or an <see cref="AchievmentTypeException"/> if achievment under id is of a different type</remarks>
public bool SetFloatProgress(string id, float progress)
{
return 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/>
/// </summary>
/// <seealso cref="FloatAchievmentDefinition"/>
/// <remarks>throws an <see cref="AchievmentException"/> if there is no achievment under id or an <see cref="AchievmentTypeException"/> if achievment under id is of a different type</remarks>
public bool ChangeFloatProgress(string id, float delta)
{
return ManipulateAchievment<FloatAchievmentData>(id, (achievment) => achievment.CurrentProgress += delta);
}
/// <summary>
/// Gets current progress from a <see cref="FloatAchievmentData"/>.<br/>
/// </summary>
/// <seealso cref="FloatAchievmentDefinition"/>
/// <remarks>throws an <see cref="AchievmentException"/> if there is no achievment under id or an <see cref="AchievmentTypeException"/> if achievment under id is of a different type</remarks>
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="AchievmentException"/> if there is no achievment under id or an <see cref="AchievmentTypeException"/> if achievment under id is of a different type</remarks>
public T GetAchievmentForId<T>(string id) where T : AchievmentData
{
return ValidateAchievmentType<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 AchievmentException($"Invalid achivment id {id}", id);
}
}
internal void UpdateBackend()
{
activeBackend?.Update();
}
private T ValidateAchievmentType<T>(AchievmentData data) where T : AchievmentData
{
if (data is not T convetred)
{
throw new AchievmentTypeException($"Attempting to perform an operation on an invalid achievment type. Expected {typeof(T)} got {data.GetType()}", data.Achievment.Id, typeof(T), data.GetType());
}
return convetred;
}
/// <summary>
///
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="id"></param>
/// <param name="manipulation">Action to perform on the achievment</param>
private bool ManipulateAchievment<T>(string id, Action<T> manipulation) where T : AchievmentData
{
var data = GetAchievmentForId<T>(id);
if (CheckNotCompleted(data))
{
return true;
}
manipulation(data);
SendUpdateCallbacks(data);
return data.IsCompleted;
}
/// <summary>
/// Helper method to print a warning if an achievment is already completed
/// </summary>
/// <param name="data"></param>
/// <returns>Completion state</returns>
private bool CheckNotCompleted(AchievmentData data)
{
if (data.IsCompleted)
{
Debug.LogWarning($"Achievment already completed: {data.Achievment.Id}");
}
return data.IsCompleted;
}
private void SendUpdateCallbacks(AchievmentData data)
{
AchievmentStateChanged?.Invoke(data);
if (data.IsCompleted)
{
AchievmentCompleted?.Invoke(data);
}
}
}
}

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using NEG.Utils.Achievments.AchievmentTypes;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace NEG.Utils.Achievments
{
[CreateAssetMenu(menuName = "Achievments/Config/BaseConfig")]
public class AchievmentManagerConfig : ScriptableObject, IAchivmentManagerConfig
{
[field: SerializeField]
public List<AchievmentDefinition> Achivments { get; private set; } = new List<AchievmentDefinition>();
public void Apply(AchievmentManager.Builder builder)
{
builder.WithDefinitionsFrom(this);
}
public void ApplyLast(AchievmentManager.Builder builder)
{
}
}
}

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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 Achievment { get; private set; }
public abstract bool IsCompleted { get; }
public AchievmentData(AchievmentDefinition achivment)
{
Achievment = 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;
/// <summary>
/// Use to GET current progress
/// Do not SET the value directly use <see cref="AchievmentManager"/> or <see cref="Achievment"/> Instead <br/>
/// Unless you are in <see cref="IAchievmentBackend.GetStoredAchivment(AchievmentDefinition)">
/// </summary>
public float CurrentProgress
{
get => currentProgress;
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)Achievment;
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;
/// <summary>
/// Use to GET current progress
/// Do not SET the value directly use <see cref="AchievmentManager"/> or <see cref="Achievment"/> Instead <br/>
/// Unless you are in <see cref="IAchievmentBackend.GetStoredAchivment(AchievmentDefinition)">
/// </summary>
public int CurrentProgress
{
get => currentProgress;
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)Achievment;
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;
/// <summary>
/// Use to GET current progress
/// Do not SET the value directly use <see cref="AchievmentManager"/> or <see cref="Achievment"/> Instead <br/>
/// Unless you are in <see cref="IAchievmentBackend.GetStoredAchivment(AchievmentDefinition)">
/// </summary>
public bool CompletionState { get; 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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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace NEG.Utils.Achievments
{
public class AchievmentsUpdater : MonoBehaviour
{
void Update()
{
Achievment.Instance.UpdateBackend();
}
}
}

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using NEG.Utils.Achievments.AchievmentTypes;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
namespace NEG.Utils.Achievments
{
[CreateAssetMenu(menuName = "Achievments/Config/Backend/Local")]
public class LocalBackendConfig : ScriptableObject, IAchievmentBackendConfig
{
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
private static void Init()
{
#if LOCAL_ACHIEVMENT_BACKEND
Achievment.BackendLabel = "LocalAchievments";
#endif
}
[SerializeField]
private string saveLocation;
public IAchievmentBackend ConstructBackend()
{
return new LocalBackend(saveLocation);
}
}
/// <summary>
/// This backend is not optimised at all, do not use in public builds
/// </summary>
public class LocalBackend : IAchievmentBackend
{
private string saveLocation;
public LocalBackend(string saveLocation)
{
this.saveLocation = saveLocation;
}
public void AchievmentCompleted(AchievmentData achievment)
{
string id = achievment.Achievment.Id;
JObject jobj = LoadJson();
JToken token = jobj[id];
if (token is not JObject achievmentObj)
{
achievmentObj = new JObject();
}
achievmentObj["completed"] = true;
jobj[id] = achievmentObj;
SaveJson(jobj);
}
public void AchievmentStateChanged(AchievmentData achievment)
{
string id = achievment.Achievment.Id;
JObject jobj = LoadJson();
JToken token = jobj[id];
if (token is not JObject achievmentObj)
{
achievmentObj = new JObject();
}
switch (achievment)
{
case IntAchievmentData intAchievment:
achievmentObj["data"] = intAchievment.CurrentProgress;
break;
case FloatAchievmentData floatAchievment:
achievmentObj["data"] = floatAchievment.CurrentProgress;
break;
case ToggleAchievmentData toggleAchievment:
achievmentObj["data"] = toggleAchievment.IsCompleted;
break;
}
jobj[id] = achievmentObj;
SaveJson(jobj);
}
public AchievmentData GetStoredAchivment(AchievmentDefinition definition)
{
JObject jobj = LoadJson();
JToken token = jobj[definition.Id];
if (token is not JObject)
{
return null;
}
AchievmentData achievment = definition.Construct();
switch (achievment)
{
case IntAchievmentData intAchievment:
intAchievment.CurrentProgress = (int)token["data"];
break;
case FloatAchievmentData floatAchievment:
floatAchievment.CurrentProgress = (float)token["data"];
break;
case ToggleAchievmentData toggleAchievment:
toggleAchievment.CompletionState = (bool)token["data"];
break;
}
return achievment;
}
public void Update()
{
//Nothing here
}
private JObject LoadJson()
{
if (Directory.Exists(Path.GetDirectoryName(saveLocation)) && File.Exists(saveLocation))
{
return JObject.Parse(File.ReadAllText(saveLocation));
}
return new JObject();
}
private void SaveJson(JObject obj)
{
if (!Directory.Exists(Path.GetDirectoryName(saveLocation)))
{
Directory.CreateDirectory(Path.GetDirectoryName(saveLocation));
}
File.WriteAllText(saveLocation, obj.ToString(Formatting.Indented));
}
}
}

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"name": "NEG.Utils.Achivmnets.Backend.SteamBackend",
"rootNamespace": "",
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"GUID:380ad496eab7ace4b98ceede94941223",
"GUID:68bd7fdb68ef2684e982e8a9825b18a5"
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using NEG.Utils.Achievments.AchievmentTypes;
#if STEAM_ACHIEVMENT_BACKEND
using Steamworks;
#endif
using UnityEngine;
namespace NEG.Utils.Achievments
{
[CreateAssetMenu(menuName = "Achievments/Config/Backend/Local")]
public class SteamBackendConfig : ScriptableObject, IAchievmentBackendConfig
{
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
private static void Init()
{
#if STEAM_ACHIEVMENT_BACKEND
Achievment.BackendLabel = "SteamAchievments";
#endif
}
public IAchievmentBackend ConstructBackend()
{
return new SteamBackend();
}
}
#if STEAM_ACHIEVMENT_BACKEND
public class SteamBackend : IAchievmentBackend
{
private bool isDirty = false;
public SteamBackend()
{
//
SteamUserStats.RequestCurrentStats();
}
public void AchievmentCompleted(AchievmentData achievment)
{
SteamUserStats.SetAchievement(achievment.Achievment.Id);
isDirty = true;
}
public void AchievmentStateChanged(AchievmentData achievment)
{
string id = achievment.Achievment.Id;
switch (achievment)
{
case IntAchievmentData intAchievment:
SteamUserStats.SetStat(id, intAchievment.CurrentProgress);
break;
case FloatAchievmentData floatAchievment:
SteamUserStats.SetStat(id, floatAchievment.CurrentProgress);
break;
case ToggleAchievmentData toggleAchievment:
//Do nothing, Achievment completed will also be called
break;
}
isDirty = true;
}
public AchievmentData GetStoredAchivment(AchievmentDefinition definition)
{
string id = definition.Id;
AchievmentData achievment = definition.Construct();
switch (achievment)
{
case IntAchievmentData intAchievment:
if (SteamUserStats.GetStat(id, out int statI))
{
intAchievment.CurrentProgress = statI;
}
else
{
Debug.Log("Cannot get user stat, is steam initialised correctly?");
}
break;
case FloatAchievmentData floatAchievment:
if (SteamUserStats.GetStat(id, out float statF))
{
floatAchievment.CurrentProgress = statF;
}
else
{
Debug.Log("Cannot get user stat, is steam initialised correctly?");
}
break;
case ToggleAchievmentData toggleAchievment:
if (SteamUserStats.GetAchievement(id, out bool ach))
{
toggleAchievment.CompletionState = ach;
}
else
{
Debug.Log("Cannot get user stat, is steam initialised correctly?");
}
break;
}
return achievment;
}
public void Update()
{
if (isDirty)
{
//Reiterate on failure?
isDirty = !SteamUserStats.StoreStats();
}
}
}
#endif
}

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using NEG.Utils.Achievments.AchievmentTypes;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace NEG.Utils.Achievments
{
/// <summary>
/// Used to construct <see cref="IAchievmentBackend"/> instance
/// </summary>
public interface IAchievmentBackendConfig
{
/// <returns>Constructed backend</returns>
public IAchievmentBackend ConstructBackend();
}
public interface IAchievmentBackend : IAchievmentCallbackReciever
{
/// <summary>
/// Constructs an AchievmentData for given <paramref name="definition"/>
/// </summary>
/// <remarks>May return null if there is no stored data for this achievment</remarks>
AchievmentData GetStoredAchivment(AchievmentDefinition definition);
/// <summary>
/// Used for e.g. syncing with upstream
/// </summary>
void Update();
}
}

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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="achievment"></param>
void AchievmentCompleted(AchievmentData achievment);
/// <summary>
/// Called when achivment progress changes
/// </summary>
/// <param name="achievment"></param>
void AchievmentStateChanged(AchievmentData achievment);
}
}

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

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using System.Collections;
using System.Collections.Generic;
using System.IO;
using NUnit.Framework;
using UnityEngine;
namespace NEG.Utils.Achievments.Tests
{
public class BackendTests
{
//If stests start to fail first make sure these are correct in relation to test config asset
public const string configLabel = "TestAchievments";
public const string backendLabel = "AchievmentsLocalTests";
public const string saveLocation = "./LocalAchievments/Tests.json";
public const string AchievmentIdToggle = "TOGGLE";
public const string AchievmentIdInt = "INT";
public const string AchievmentIdFloat = "FLOAT";
[OneTimeSetUp]
public void OneTtimeSetup()
{
Achievment.BackendLabel = backendLabel;
Achievment.ConfigLabel = configLabel;
}
[TearDown]
public void TearDown()
{
Achievment.NullifyInstance();
if (File.Exists(saveLocation))
{
File.Delete(saveLocation);
}
}
[Test]
public void ReadWrite()
{
#if ACHIEVMENT_BACKEND_TESTS
//We assume that the achievments are set correctly because otherwise other tests would fail
Achievment.SetToggleAchivment(AchievmentIdToggle);
Achievment.SetIntProgress(AchievmentIdInt, 20);
Achievment.SetFloatProgress(AchievmentIdFloat, 20);
//We need to assume NullifyInstance works correctly because we dont have access to an AchievmentManager which has not syncked yet
Achievment.NullifyInstance();
Assert.IsTrue(Achievment.IsCompleted(AchievmentIdToggle));
Assert.AreEqual(Achievment.GetIntProgress(AchievmentIdInt), 20);
Assert.AreEqual(Achievment.GetFloatProgress(AchievmentIdFloat), 20, 0f);
Achievment.SetIntProgress(AchievmentIdInt, 30);
Achievment.SetFloatProgress(AchievmentIdFloat, 30);
Achievment.NullifyInstance();
Assert.AreEqual(Achievment.GetIntProgress(AchievmentIdInt), 30);
Assert.AreEqual(Achievment.GetFloatProgress(AchievmentIdFloat), 30, 0f);
#else
throw new System.Exception("Backend tests are not enabled. To enable Backend tests add define ACHIEVMENT_BACKEND_TESTS");
#endif
}
}
}

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Static Achievments class (done)
Implement Storage again API (done)
Fix typos
Merge AchievmentCollection with AchievmentManagerConfig (done)
Static backend constructors (done)

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using System;
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace NEG.Utils.Achievments.Tests
{
using AchievmentTypes;
using static Internal.Extensions;
public class ConfigTests
{
public const string AchievmentsLabel = "TestAchievments";
public const string AchievmentIdToggle = "TOGGLE";
public const string AchievmentIdInt = "INT";
public const string AchievmentIdFloat = "FLOAT";
public const string AchievmentIdInvalid = "huptyrz";
public const int RandomProgress = 15;
public const int ProgressChangeDelta = 15;
public const int CompletedProgress = 100;
public const int OvershootProgress = 150;
#region Id And Types
[Test]
public void AchivmentInvalidId()
{
AchievmentManager manager = AchievmentManager.Builder.FromLabeledConfig(AchievmentsLabel).Build();
TestInvalidId(AchievmentIdInvalid, (id) => manager.GetAchievmentForId(id), "Get");
}
[Test]
public void AchivmentInvalidType()
{
AchievmentManager manager = AchievmentManager.Builder.FromLabeledConfig(AchievmentsLabel).Build();
manager.TestInvalidType<IntAchievmentData, ToggleAchievmentData>(AchievmentIdToggle, "Toggle");
manager.TestInvalidType<FloatAchievmentData, IntAchievmentData>(AchievmentIdInt, "Int");
manager.TestInvalidType<ToggleAchievmentData, FloatAchievmentData>(AchievmentIdFloat, "Float");
}
[Test]
public void AchivmentCorrectIdAndType()
{
AchievmentManager manager = AchievmentManager.Builder.FromLabeledConfig(AchievmentsLabel).Build();
manager.TestValidIdAndType<ToggleAchievmentData>(AchievmentIdToggle, "Toggle");
manager.TestValidIdAndType<IntAchievmentData>(AchievmentIdInt, "Int");
manager.TestValidIdAndType<FloatAchievmentData>(AchievmentIdFloat, "Float");
}
#endregion
#region Toggle
[Test]
public void AchivmentToggleSet()
{
var callbackTester = new TestCallbackRereiver();
AchievmentManager manager = AchievmentManager.Builder.FromLabeledConfig(AchievmentsLabel)
.WithCallbackReciever(callbackTester)
.Build();
manager.SetToggleAchivment(AchievmentIdToggle);
callbackTester.TestCompleted<ToggleAchievmentData>(AchievmentIdToggle);
callbackTester.Reset();
manager.SetToggleAchivment(AchievmentIdToggle);
callbackTester.TestNoChanges();
}
#endregion
#region Int
[Test]
public void AchivmentIntSetLess()
{
var callbackTester = new TestCallbackRereiver();
AchievmentManager manager = AchievmentManager.Builder.FromLabeledConfig(AchievmentsLabel)
.WithCallbackReciever(callbackTester)
.Build();
//Set progress to some value progress
manager.SetIntProgress(AchievmentIdInt, RandomProgress);
var data = callbackTester.GetChanged<IntAchievmentData>();
Assert.AreEqual(RandomProgress, data.CurrentProgress);
Assert.IsFalse(data.IsCompleted);
callbackTester.Reset();
}
[Test]
public void AchivmentIntSetEqual()
{
var callbackTester = new TestCallbackRereiver();
AchievmentManager manager = AchievmentManager.Builder.FromLabeledConfig(AchievmentsLabel)
.WithCallbackReciever(callbackTester)
.Build();
//Set progress to some value equal to required value
manager.SetIntProgress(AchievmentIdInt, CompletedProgress);
var data = callbackTester.GetChanged<IntAchievmentData>();
Assert.AreEqual(CompletedProgress, data.CurrentProgress);
callbackTester.TestCompleted<IntAchievmentData>(AchievmentIdInt);
callbackTester.Reset();
//Do that again, this time nothing sould change
manager.SetIntProgress(AchievmentIdInt, CompletedProgress);
callbackTester.TestNoChanges();
callbackTester.Reset();
}
[Test]
public void AchivmentIntSetGreater()
{
var callbackTester = new TestCallbackRereiver();
AchievmentManager manager = AchievmentManager.Builder.FromLabeledConfig(AchievmentsLabel)
.WithCallbackReciever(callbackTester)
.Build();
//Set progress to some value greater than required
manager.SetIntProgress(AchievmentIdInt, OvershootProgress);
var data = callbackTester.GetChanged<IntAchievmentData>();
//Testing against completed progress, should be clamped down
Assert.AreEqual(CompletedProgress, data.CurrentProgress);
callbackTester.TestCompleted<IntAchievmentData>(AchievmentIdInt);
callbackTester.Reset();
//Do that again, this time nothing sould change
manager.SetIntProgress(AchievmentIdInt, OvershootProgress);
callbackTester.TestNoChanges();
callbackTester.Reset();
}
[Test]
public void AchivmentIntChangeCompletion()
{
var callbackTester = new TestCallbackRereiver();
AchievmentManager manager = AchievmentManager.Builder.FromLabeledConfig(AchievmentsLabel)
.WithCallbackReciever(callbackTester)
.Build();
//Add progresss one interval below completion
for (int i = 0; i < CompletedProgress / ProgressChangeDelta; i++)
{
manager.ChangeIntProgress(AchievmentIdInt, ProgressChangeDelta);
callbackTester.TestNotCompleted();
var changed = callbackTester.GetChanged<IntAchievmentData>();
Assert.AreEqual((i + 1) * ProgressChangeDelta, changed.CurrentProgress);
callbackTester.Reset();
}
//Add progress one more time, should now be completed
manager.ChangeIntProgress(AchievmentIdInt, ProgressChangeDelta);
var changed1 = callbackTester.GetChanged<IntAchievmentData>();
Assert.AreEqual(CompletedProgress, changed1.CurrentProgress);
callbackTester.TestCompleted<IntAchievmentData>(AchievmentIdInt);
callbackTester.Reset();
//Do that again, this time nothing should change
manager.ChangeIntProgress(AchievmentIdInt, ProgressChangeDelta);
callbackTester.TestNoChanges();
callbackTester.Reset();
//Do that again, but down this time also nothing should change
manager.ChangeIntProgress(AchievmentIdInt, -ProgressChangeDelta);
callbackTester.TestNoChanges();
callbackTester.Reset();
}
#endregion
#region Float
[Test]
public void AchivmentFloatSetLess()
{
var callbackTester = new TestCallbackRereiver();
AchievmentManager manager = AchievmentManager.Builder.FromLabeledConfig(AchievmentsLabel)
.WithCallbackReciever(callbackTester)
.Build();
//Set progress to some value progress
manager.SetFloatProgress(AchievmentIdFloat, RandomProgress);
var data = callbackTester.GetChanged<FloatAchievmentData>();
Assert.AreEqual((float)RandomProgress, data.CurrentProgress);
Assert.IsFalse(data.IsCompleted);
callbackTester.Reset();
}
[Test]
public void AchivmentFloatSetEqual()
{
var callbackTester = new TestCallbackRereiver();
AchievmentManager manager = AchievmentManager.Builder.FromLabeledConfig(AchievmentsLabel)
.WithCallbackReciever(callbackTester)
.Build();
//Set progress to some value equal to required value
manager.SetFloatProgress(AchievmentIdFloat, CompletedProgress);
var data = callbackTester.GetChanged<FloatAchievmentData>();
Assert.AreEqual((float)CompletedProgress, data.CurrentProgress);
callbackTester.TestCompleted<FloatAchievmentData>(AchievmentIdFloat);
callbackTester.Reset();
//Do that again, this time nothing sould change
manager.SetFloatProgress(AchievmentIdFloat, CompletedProgress);
callbackTester.TestNoChanges();
callbackTester.Reset();
}
[Test]
public void AchivmentFloatSetGreater()
{
var callbackTester = new TestCallbackRereiver();
AchievmentManager manager = AchievmentManager.Builder.FromLabeledConfig(AchievmentsLabel)
.WithCallbackReciever(callbackTester)
.Build();
//Set progress to some value greater than required
manager.SetFloatProgress(AchievmentIdFloat, OvershootProgress);
var data = callbackTester.GetChanged<FloatAchievmentData>();
//Testing against completed progress, should be clamped down
Assert.AreEqual((float)CompletedProgress, data.CurrentProgress);
callbackTester.TestCompleted<FloatAchievmentData>(AchievmentIdFloat);
callbackTester.Reset();
//Do that again, this time nothing sould change
manager.SetFloatProgress(AchievmentIdFloat, OvershootProgress);
callbackTester.TestNoChanges();
callbackTester.Reset();
}
[Test]
public void AchivmentFloatChangeCompletion()
{
var callbackTester = new TestCallbackRereiver();
AchievmentManager manager = AchievmentManager.Builder.FromLabeledConfig(AchievmentsLabel)
.WithCallbackReciever(callbackTester)
.Build();
//Add progresss one interval below completion
for (int i = 0; i < CompletedProgress / ProgressChangeDelta; i++)
{
manager.ChangeFloatProgress(AchievmentIdFloat, ProgressChangeDelta);
callbackTester.TestNotCompleted();
var changed = callbackTester.GetChanged<FloatAchievmentData>();
Assert.AreEqual((i + 1) * ProgressChangeDelta, changed.CurrentProgress, 0.0f);
callbackTester.Reset();
}
//Add progress one more time, should now be completed
manager.ChangeFloatProgress(AchievmentIdFloat, ProgressChangeDelta);
var changed1 = callbackTester.GetChanged<FloatAchievmentData>();
Assert.AreEqual((float)CompletedProgress, changed1.CurrentProgress);
callbackTester.TestCompleted<FloatAchievmentData>(AchievmentIdFloat);
callbackTester.Reset();
//Do that again, this time nothing should change
manager.ChangeFloatProgress(AchievmentIdFloat, ProgressChangeDelta);
callbackTester.TestNoChanges();
callbackTester.Reset();
//Do that again, but down this time also nothing should change
manager.ChangeFloatProgress(AchievmentIdFloat, -ProgressChangeDelta);
callbackTester.TestNoChanges();
callbackTester.Reset();
}
#endregion
private class TestCallbackRereiver : IAchievmentCallbackReciever
{
public AchievmentData LastDataUpdated { get; private set; } = null;
public Type LastTypeSet { get; private set; } = null;
public string LastIdSet { get; private set; } = null;
public void Reset()
{
LastDataUpdated = null;
LastTypeSet = null;
LastIdSet = null;
}
public T GetChanged<T>() where T : AchievmentData
{
Assert.IsInstanceOf(typeof(T), LastDataUpdated);
return (T)LastDataUpdated;
}
public void TestNoChanges()
{
Assert.IsNull(LastDataUpdated);
Assert.IsNull(LastTypeSet);
Assert.IsNull(LastIdSet);
}
public void TestNotCompleted()
{
//No need to also check LastTypeSet, they are both set or bot null
Assert.IsNull(LastIdSet);
}
public void TestCompleted<Type>(string id)
{
Assert.AreEqual(typeof(Type), LastTypeSet);
Assert.AreEqual(id, LastIdSet);
//Shold not be null: if we axpect achievment to be completed it must have also been updated
Assert.IsTrue(LastDataUpdated.IsCompleted);
}
public void AchievmentCompleted(AchievmentData achievment)
{
LastTypeSet = achievment.GetType();
LastIdSet = achievment.Achievment.Id;
}
public void AchievmentStateChanged(AchievmentData achievment)
{
LastDataUpdated = achievment;
}
}
}
namespace Internal
{
public static class Extensions
{
public static void TestValidIdAndType<Type>(this AchievmentManager manager, string id, string testName) where Type : AchievmentData
{
TestValidIdAndType(id, (id) => manager.GetAchievmentForId<Type>(id), testName);
}
public static void TestValidIdAndType(string id, Action<string> manipulation, string testName)
{
Assert.DoesNotThrow(() => manipulation(id), $"{testName}: Invalid type or id");
}
public static void TestInvalidId(this AchievmentManager manager, string id, string testName)
{
TestInvalidId(id, (id) => manager.GetAchievmentForId(id), testName);
}
public static void TestInvalidId(string id, Action<string> manipulation, string testName)
{
var exception = Assert.Throws<AchievmentException>(() => manipulation(id), $"Expected to fail with {typeof(AchievmentTypeException)}");
Assert.AreEqual(exception.Id, id, $"{testName}: Achievment id does not match");
}
public static void TestInvalidType<Expected, Actual>(this AchievmentManager manager, string id, string testName) where Expected : AchievmentData where Actual : AchievmentData
{
TestInvalidType<Expected, Actual>(id, (id) => manager.GetAchievmentForId<Expected>(id), testName);
}
public static void TestInvalidType<Expected, Actual>(string id, Action<string> manipulation, string testName) where Expected : AchievmentData where Actual : AchievmentData
{
var exception = Assert.Throws<AchievmentTypeException>(() => manipulation(id), $"Expected to fail with {typeof(AchievmentTypeException)}");
Assert.AreEqual(id, exception.Id, $"{testName}: Achievment id does not match");
Assert.AreSame(typeof(Expected), exception.Expected, $"{testName}: Target achievment type does not match");
Assert.AreSame(typeof(Actual), exception.Actual, $"{testName}: Actual achievment type does not match");
}
}
}
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