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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
208 changed files with 2914 additions and 10131 deletions

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Achievments/Achievment.cs 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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"excludePlatforms": [],
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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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"UnityEditor.TestRunner",
"NEG.Utils.Achievments"
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Achievments/TODO.txt Normal file
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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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@ -1,4 +1,5 @@
using UnityEngine;
using UnityEngine.SceneManagement;
namespace NEG.Utils
{
@ -9,3 +10,4 @@ namespace NEG.Utils
#endif
}
}

View File

@ -5,8 +5,7 @@ namespace NEG.Utils.Collections
public static class DictionaryExtensions
{
/// <summary>
/// Adds given value to a dictionary if there was no element at given <paramref name="key" />, replaces element with
/// <paramref name="value"> otherwise.
/// Adds given value to a dictionary if there was no element at given <paramref name="key"/>, replaces element with <paramref name="value"> otherwise.
/// </summary>
/// <returns>true if element was added, false if it was replaced</returns>
public static bool AddOrUpdate<K, V>(this Dictionary<K, V> dict, K key, V value)
@ -16,20 +15,24 @@ namespace NEG.Utils.Collections
dict[key] = value;
return false;
}
else
{
dict.Add(key, value);
return true;
}
}
/// <summary>
/// Gets a value from the dictionary under a specified key or adds it if did not exist and returns
/// <paramref name="defaultValue" />.
/// Gets a value from the dictionary under a specified key or adds it if did not exist and returns <paramref name="defaultValue"/>.
/// </summary>
/// <returns>value under a given <paramref name="key"/> if it exists, <paramref name="defaultValue"/> otherwise</returns>
public static V GetOrSetToDefault<K, V>(this Dictionary<K, V> dict, K key, V defaultValue)
{
if (dict.TryGetValue(key, out var value)) return value;
if (dict.TryGetValue(key, out V value))
{
return value;
}
dict.Add(key, defaultValue);
return defaultValue;

View File

@ -6,15 +6,20 @@ namespace NEG.Utils
{
public static class CoroutineUtils
{
private static readonly WaitForEndOfFrame WaitForEndOfFrame = new();
private static readonly WaitForEndOfFrame WaitForEndOfFrame = new WaitForEndOfFrame();
public static IEnumerator WaitForFrames(int count)
{
for (int i = 0; i < count; i++) yield return null;
for (int i = 0; i < count; i++)
{
yield return null;
}
}
public static void ActionAfterFrames(this MonoBehaviour mono, int count, Action action) =>
public static void ActionAfterFrames(this MonoBehaviour mono, int count, Action action)
{
mono.StartCoroutine(ActionAfterFrames(count, action));
}
public static IEnumerator ActionAfterFrames(int count, Action action)
{
@ -22,26 +27,19 @@ namespace NEG.Utils
action?.Invoke();
}
public static void ActionAfterEndOfFrame(this MonoBehaviour mono, Action action) =>
mono.StartCoroutine(ActionAtNextFrame(action));
public static IEnumerator ActionAfterEndOfFrame(Action action)
{
yield return WaitForEndOfFrame;
action?.Invoke();
}
public static void ActionAtNextFrame(this MonoBehaviour mono, Action action) =>
mono.StartCoroutine(ActionAtNextFrame(action));
public static void ActionAtNextFrame(this MonoBehaviour mono, Action action) => mono.StartCoroutine(ActionAtNextFrame(action));
public static IEnumerator ActionAtNextFrame(Action action)
{
yield return null;
action?.Invoke();
}
public static void ActionAfterTime(this MonoBehaviour mono, float time, Action action) =>
mono.StartCoroutine(ActionAfterTime(time, action));
public static void ActionAfterTime(this MonoBehaviour mono, float time, Action action) => mono.StartCoroutine(ActionAfterTime(time, action));
public static IEnumerator ActionAfterTime(float time, Action action)
{

View File

@ -1,45 +1,13 @@
using System.Diagnostics;
using System.Linq;
using UnityEditor;
using UnityEditor.Build;
using UnityEngine;
using UnityEditor;
using Debug = UnityEngine.Debug;
public static class BuildingUtils
{
private const string SteamBuildDefine = "STEAM_BUILD";
[MenuItem("Tools/PrepareForBuild", priority = -10)]
public static void PrepareForBuild()
{
var namedBuildTarget = NamedBuildTarget.FromBuildTargetGroup(
BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget));
string[] args = PlayerSettings.GetAdditionalCompilerArguments(namedBuildTarget);
var argsList = args.ToList();
argsList.Remove(SteamBuildDefine);
PlayerSettings.SetScriptingDefineSymbols(namedBuildTarget, argsList.ToArray());
}
[MenuItem("Tools/PlatformDefines/Steam", priority = -1)]
public static void SetDefinesForSteam()
{
PrepareForBuild();
var namedBuildTarget = NamedBuildTarget.FromBuildTargetGroup(
BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget));
string[] args = PlayerSettings.GetAdditionalCompilerArguments(namedBuildTarget);
var argsList = args.ToList();
argsList.Add(SteamBuildDefine);
PlayerSettings.SetScriptingDefineSymbols(namedBuildTarget, argsList.ToArray());
}
[MenuItem("Tools/Build/Steam/Release")]
public static void SteamRelease()
{
if (!CanBuild())
return;
IncreaseBuildNumber();
BuildRelease();
UploadSteam();
@ -48,102 +16,38 @@ public static class BuildingUtils
[MenuItem("Tools/Build/Steam/Development")]
public static void SteamDevelopment()
{
if (!CanBuild())
return;
IncreaseBuildNumber();
BuildDevelopment();
UploadSteam();
}
[MenuItem("Tools/Build/Steam/Demo")]
public static void SteamDemo()
{
if (!CanBuild())
return;
IncreaseBuildNumber();
BuildDemo();
UploadSteam(true);
}
[MenuItem("Tools/Build/All Release")]
public static void BuildRelease()
{
if (!CanBuild())
return;
BuildWindowsRelease();
BuildLinuxRelease();
}
[MenuItem("Tools/Build/All Development")]
public static void BuildDevelopment()
{
if (!CanBuild())
return;
BuildWindowsDevelopment();
}
[MenuItem("Tools/Build/All Demo")]
public static void BuildDemo()
{
if (!CanBuild())
return;
BuildWindows(true, new[] { "DEMO" });
BuildLinux(true, new[] { "DEMO" });
}
[MenuItem("Tools/Build/Platform/Windows/x64-Development")]
public static void BuildWindowsDevelopment()
{
if (!CanBuild())
return;
BuildWindows(false);
}
public static void BuildWindowsDevelopment() => BuildWindows(false);
[MenuItem("Tools/Build/Platform/Windows/x64-Release")]
public static void BuildWindowsRelease()
{
if (!CanBuild())
return;
BuildWindows(true);
}
[MenuItem("Tools/Build/Platform/Linux/x64-Release")]
public static void BuildLinuxRelease()
{
if (!CanBuild())
return;
BuildLinux(true);
}
public static void BuildWindowsRelease() => BuildWindows(true);
[MenuItem("Tools/Build/Platform/Android/GooglePlay")]
public static void BuildGooglePlay()
{
IncreaseBuildNumber();
PlayerSettings.Android.bundleVersionCode++;
EditorUserBuildSettings.buildAppBundle = true;
var buildPlayerOptions = new BuildPlayerOptions { scenes = new string[EditorBuildSettings.scenes.Length] };
for (int i = 0; i < EditorBuildSettings.scenes.Length; i++)
buildPlayerOptions.scenes[i] = EditorBuildSettings.scenes[i].path;
buildPlayerOptions.target = BuildTarget.Android;
buildPlayerOptions.options = BuildOptions.None;
buildPlayerOptions.locationPathName = Application.dataPath +
$"/../../{Application.productName}-GooglePlay/{Application.productName}.aab";
BuildPipeline.BuildPlayer(buildPlayerOptions);
}
private static void BuildWindows(bool release, string[] additionalDefines = default)
private static void BuildWindows(bool release)
{
var buildPlayerOptions = new BuildPlayerOptions { scenes = new string[EditorBuildSettings.scenes.Length] };
for (int i = 0; i < EditorBuildSettings.scenes.Length; i++)
{
buildPlayerOptions.scenes[i] = EditorBuildSettings.scenes[i].path;
buildPlayerOptions.extraScriptingDefines = additionalDefines;
}
buildPlayerOptions.target = BuildTarget.StandaloneWindows64;
buildPlayerOptions.options = release ? BuildOptions.None : BuildOptions.Development;
@ -152,73 +56,29 @@ public static class BuildingUtils
BuildPipeline.BuildPlayer(buildPlayerOptions);
}
private static void BuildLinux(bool release, string[] additionalDefines = default)
{
var buildPlayerOptions = new BuildPlayerOptions { scenes = new string[EditorBuildSettings.scenes.Length] };
for (int i = 0; i < EditorBuildSettings.scenes.Length; i++)
buildPlayerOptions.scenes[i] = EditorBuildSettings.scenes[i].path;
buildPlayerOptions.extraScriptingDefines = additionalDefines;
buildPlayerOptions.target = BuildTarget.StandaloneLinux64;
buildPlayerOptions.options = release ? BuildOptions.None : BuildOptions.Development;
buildPlayerOptions.locationPathName = Application.dataPath +
$"/../../{Application.productName}-Steam/ContentBuilder/content/linux/{Application.productName}.x86_64";
BuildPipeline.BuildPlayer(buildPlayerOptions);
}
private static void IncreaseBuildNumber()
{
string[] versionParts = PlayerSettings.bundleVersion.Split('.');
if (versionParts.Length != 3 || !int.TryParse(versionParts[2], out int version))
{
if (versionParts.Length != 3 || !int.TryParse(versionParts[2], out int version)) {
Debug.LogError("IncreaseBuildNumber failed to update version " + PlayerSettings.bundleVersion);
return;
}
versionParts[2] = (version + 1).ToString();
PlayerSettings.bundleVersion = string.Join(".", versionParts);
}
private static void UploadSteam(bool demo = false)
private static void UploadSteam()
{
string command =
$"cd {Application.dataPath}/../../{Application.productName}-Steam/ContentBuilder && push_build.bat";
if (demo)
{
command =
$"cd {Application.dataPath}/../../{Application.productName}-Steam/ContentBuilder && push_demo.bat";
}
string command = $"cd {Application.dataPath}/../../{Application.productName}-Steam/ContentBuilder && run_build.bat";
var processInfo = new ProcessStartInfo("cmd.exe", $"/c {command}")
{
CreateNoWindow = true, UseShellExecute = false
CreateNoWindow = true,
UseShellExecute = false
};
var process = Process.Start(processInfo);
process.WaitForExit();
Debug.Log(process.ExitCode);
process.Close();
}
private static bool CanBuild()
{
if (CanBuildUtil())
return true;
Debug.LogError(
"Cannot build with defines set in project, please use PrepareForBuild and wait for scripts recompilation");
return false;
}
private static bool CanBuildUtil()
{
var namedBuildTarget = NamedBuildTarget.FromBuildTargetGroup(
BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget));
string[] args = PlayerSettings.GetAdditionalCompilerArguments(namedBuildTarget);
var argsList = args.ToList();
if (argsList.Contains(SteamBuildDefine))
return false;
return true;
}
}

View File

@ -8,19 +8,14 @@ namespace NEG.Utils.Editor.ComponentsAdditionalItems
{
[MenuItem("CONTEXT/CanvasScaler/Full HD horizontal", false, 2000)]
public static void SetFullHdHorizontal(MenuCommand command) => SetComponent(command, 1920, 1080);
[MenuItem("CONTEXT/CanvasScaler/Full HD vertical", false, 2000)]
public static void SetFullHdVertical(MenuCommand command) => SetComponent(command, 1080, 1920);
[MenuItem("CONTEXT/CanvasScaler/Full 2k horizontal", false, 2000)]
public static void Set2KHorizontal(MenuCommand command) => SetComponent(command, 2560, 1440 );
[MenuItem("CONTEXT/CanvasScaler/Full 2k vertical", false, 2000)]
public static void Set2KVertical(MenuCommand command) => SetComponent(command, 1440, 2560);
[MenuItem("CONTEXT/CanvasScaler/Full 4k horizontal", false, 2000)]
public static void Set4KHorizontal(MenuCommand command) => SetComponent(command, 3840, 2160);
[MenuItem("CONTEXT/CanvasScaler/Full 4k vertical", false, 2000)]
public static void Set4KVertical(MenuCommand command) => SetComponent(command, 2160, 3840);

View File

@ -11,26 +11,31 @@
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using UnityEditor;
using UnityEngine;
using Debug = UnityEngine.Debug;
using UnityEditor;
namespace TheGamedevGuru
{
public class EditorInstanceCreator : EditorWindow
{
private string _extraSubdirectories;
private bool _includeProjectSettings = true;
private string _projectInstanceName;
string _projectInstanceName;
string _extraSubdirectories;
bool _includeProjectSettings = true;
private void OnGUI()
[MenuItem("Window/The Gamedev Guru/Editor Instance Creator")]
static void Init()
{
((EditorInstanceCreator)EditorWindow.GetWindow(typeof(EditorInstanceCreator))).Show();
}
void OnGUI()
{
if (string.IsNullOrEmpty(_projectInstanceName))
{
_projectInstanceName = PlayerSettings.productName + "_Slave_1";
}
EditorGUILayout.Separator();
EditorGUILayout.LabelField("The Gamedev Guru - Project Instance Creator");
@ -48,20 +53,19 @@ namespace TheGamedevGuru
EditorGUILayout.Separator();
if (GUILayout.Button("Create"))
{
CreateProjectInstance(_projectInstanceName, _includeProjectSettings, _extraSubdirectories);
if (GUILayout.Button("Help"))
Application.OpenURL("https://thegamedev.guru/multiple-unity-editor-instances-within-a-single-project/");
}
[MenuItem("Window/The Gamedev Guru/Editor Instance Creator")]
private static void Init() => ((EditorInstanceCreator)GetWindow(typeof(EditorInstanceCreator))).Show();
private static void CreateProjectInstance(string projectInstanceName, bool includeProjectSettings,
string extraSubdirectories)
if (GUILayout.Button("Help"))
{
string targetDirectory = Path.Combine(Directory.GetCurrentDirectory(), ".." + Path.DirectorySeparatorChar,
projectInstanceName);
Application.OpenURL("https://thegamedev.guru/multiple-unity-editor-instances-within-a-single-project/");
}
}
static void CreateProjectInstance(string projectInstanceName, bool includeProjectSettings, string extraSubdirectories)
{
var targetDirectory = Path.Combine(Directory.GetCurrentDirectory(), ".." + Path.DirectorySeparatorChar, projectInstanceName);
Debug.Log(targetDirectory);
if (Directory.Exists(targetDirectory))
{
@ -71,21 +75,29 @@ namespace TheGamedevGuru
Directory.CreateDirectory(targetDirectory);
var subdirectories = new List<string> { "Assets", "Packages" };
if (includeProjectSettings) subdirectories.Add("ProjectSettings");
List<string> subdirectories = new List<string>{"Assets", "Packages"};
if (includeProjectSettings)
{
subdirectories.Add("ProjectSettings");
}
foreach (string extraSubdirectory in extraSubdirectories.Split(','))
foreach (var extraSubdirectory in extraSubdirectories.Split(','))
{
subdirectories.Add(extraSubdirectory.Trim());
}
foreach (string subdirectory in subdirectories)
Process.Start("CMD.exe", GetLinkCommand(subdirectory, targetDirectory));
foreach (var subdirectory in subdirectories)
{
System.Diagnostics.Process.Start("CMD.exe",GetLinkCommand(subdirectory, targetDirectory));
}
EditorUtility.RevealInFinder(targetDirectory + Path.DirectorySeparatorChar + "Assets");
EditorUtility.DisplayDialog("Done!",
$"Done! Feel free to add it as an existing project at: {targetDirectory}", "Ok :)");
EditorUtility.DisplayDialog("Done!", $"Done! Feel free to add it as an existing project at: {targetDirectory}", "Ok :)");
}
private static string GetLinkCommand(string subdirectory, string targetDirectory) =>
$"/c mklink /J \"{targetDirectory}{Path.DirectorySeparatorChar}{subdirectory}\" \"{Directory.GetCurrentDirectory()}{Path.DirectorySeparatorChar}{subdirectory}\"";
static string GetLinkCommand(string subdirectory, string targetDirectory)
{
return $"/c mklink /J \"{targetDirectory}{Path.DirectorySeparatorChar}{subdirectory}\" \"{Directory.GetCurrentDirectory()}{Path.DirectorySeparatorChar}{subdirectory}\"";
}
}
}

View File

@ -1,42 +0,0 @@
using System;
using UnityEditor;
namespace NegUtils.Editor
{
public class EditorUtils
{
}
public class AssetPath
{
private readonly string filter;
private string path;
public AssetPath(string filter)
{
this.filter = filter;
TryFindPath();
}
public string Path
{
get
{
if (path != null)
return path;
TryFindPath();
return path;
}
}
private void TryFindPath()
{
string[] candidates = AssetDatabase.FindAssets(filter);
if (candidates.Length == 0)
throw new Exception("Missing layout asset!");
path = AssetDatabase.GUIDToAssetPath(candidates[0]);
}
}
}

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: a4848b69c1024df8ad6f76cfd4415d01
timeCreated: 1698258811

View File

@ -3,10 +3,15 @@ using UnityEngine;
public class GUIDToAssetPath : EditorWindow
{
private string guid = "";
private string path = "";
string guid = "";
string path = "";
[MenuItem("Tools/GUIDToAssetPath")]
static void CreateWindow()
{
GUIDToAssetPath window = (GUIDToAssetPath)EditorWindow.GetWindowWithRect(typeof(GUIDToAssetPath), new Rect(0, 0, 400, 120));
}
private void OnGUI()
void OnGUI()
{
GUILayout.Label("Enter guid");
guid = GUILayout.TextField(guid);
@ -24,14 +29,7 @@ public class GUIDToAssetPath : EditorWindow
GUILayout.EndHorizontal();
GUILayout.Label(path);
}
[MenuItem("Tools/GUIDToAssetPath")]
private static void CreateWindow()
{
var window = (GUIDToAssetPath)GetWindowWithRect(typeof(GUIDToAssetPath), new Rect(0, 0, 400, 120));
}
private static string GetAssetPath(string guid)
static string GetAssetPath(string guid)
{
guid = guid.Replace("-", "");

View File

@ -1,46 +0,0 @@
using System.IO;
using UnityEditor;
using UnityEngine;
namespace NEG.Utils.Editor
{
public static class MonoBehaviourExtensions
{
[MenuItem("CONTEXT/MonoBehaviour/Change Script")]
public static void ChangeScript(MenuCommand command)
{
if (command.context == null)
return;
var monoBehaviour = command.context as MonoBehaviour;
var monoScript = MonoScript.FromMonoBehaviour(monoBehaviour);
string scriptPath = AssetDatabase.GetAssetPath(monoScript);
string directoryPath = new FileInfo(scriptPath).Directory?.FullName;
// Allow the user to select which script to replace with
string newScriptPath = EditorUtility.OpenFilePanel("Select replacement script", directoryPath, "cs");
// Don't log anything if they cancelled the window
if (string.IsNullOrEmpty(newScriptPath)) return;
// Load the selected asset
string relativePath = "Assets\\" + Path.GetRelativePath(Application.dataPath, newScriptPath);
var chosenTextAsset = AssetDatabase.LoadAssetAtPath<TextAsset>(relativePath);
if (chosenTextAsset == null)
{
Debug.LogWarning($"Selected script couldn't be loaded ({relativePath})");
return;
}
Undo.RegisterCompleteObjectUndo(command.context, "Changing component script");
var so = new SerializedObject(monoBehaviour);
var scriptProperty = so.FindProperty("m_Script");
so.Update();
scriptProperty.objectReferenceValue = chosenTextAsset;
so.ApplyModifiedProperties();
}
}
}

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 0501eedeaf1d4dcf8c4d0f1b7a0c1761
timeCreated: 1684519404

View File

@ -1,19 +0,0 @@
using UnityEditor;
using UnityEngine;
namespace NEG.Utils.Editor
{
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
public class ReadOnlyPropertyDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
GUI.enabled = false;
EditorGUI.PropertyField(position, property, label, true);
GUI.enabled = true;
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label) =>
EditorGUI.GetPropertyHeight(property, label, true);
}
}

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 1f837bac3a7b40528454a9fb9a46d0be
timeCreated: 1699371332

View File

@ -1,6 +1,5 @@
using UnityEditor;
using UnityEngine;
using UnityEditor;
/// <summary>
/// Drawer for the RequireInterface attribute.
/// </summary>
@ -22,12 +21,11 @@ namespace NEG.Utils
if (property.propertyType == SerializedPropertyType.ObjectReference)
{
// Get attribute parameters.
var requiredAttribute = attribute as RequireInterfaceAttribute;
var requiredAttribute = this.attribute as RequireInterfaceAttribute;
// Begin drawing property field.
EditorGUI.BeginProperty(position, label, property);
// Draw property field.
property.objectReferenceValue = EditorGUI.ObjectField(position, label, property.objectReferenceValue,
requiredAttribute.requiredType, true);
property.objectReferenceValue = EditorGUI.ObjectField(position, label, property.objectReferenceValue, requiredAttribute.requiredType, true);
// Finish drawing property field.
EditorGUI.EndProperty();
}

View File

@ -1,18 +0,0 @@
using UnityEditor;
using UnityEngine;
namespace NEG.Editor
{
public static class ScreenshotMaker
{
[MenuItem("CONTEXT/Camera/Save view")]
public static void Capture(MenuCommand command)
{
string path = EditorUtility.SaveFilePanel("Save screenshot", "", "screen.png", "png");
if (path.Length == 0)
return;
ScreenCapture.CaptureScreenshot(path);
}
}
}

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 7dba407e8e8740a1bed3ee5fa833b13c
timeCreated: 1687881092

View File

@ -1,16 +1,21 @@
using System;
using UnityEditor;
namespace NEG.Utils.Serialization
{
public static class SerializationExtentions
{
public static SerializedProperty FindAutoProperty(this SerializedObject @this, string name) =>
@this.FindProperty(GetBackingFieldName(name));
public static SerializedProperty FindAutoProperty(this SerializedObject @this, string name)
{
return @this.FindProperty(GetBackingFieldName(name));
}
public static SerializedProperty FindAutoPropertyRelative(this SerializedProperty @this, string name) =>
@this.FindPropertyRelative(GetBackingFieldName(name));
public static SerializedProperty FindAutoPropertyRelative(this SerializedProperty @this, string name)
{
return @this.FindPropertyRelative(GetBackingFieldName(name));
}
public static string GetBackingFieldName(string name)
private static string GetBackingFieldName(string name)
{
#if NET_STANDARD || NET_STANDARD_2_1
return string.Create(1/*<*/ + name.Length + 16/*>k__BackingField*/, name, static (span, name) =>

View File

@ -1,4 +1,5 @@
using System.IO;
using System;
using System.IO;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
@ -9,34 +10,11 @@ namespace NegUtils.Editor
[InitializeOnLoad]
public class ToolsWindowBase : EditorWindow
{
private const int UnitySceneExtensionLength = 6;
static ToolsWindowBase()
{
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
}
protected virtual void OnGUI()
{
if (GUILayout.Button("Select Scene"))
ShowScenesList(GUILayoutUtility.GetLastRect());
bool startFromSceneIndex0 = EditorPrefs.GetBool("StartFromSceneIndex0");
bool newVal = GUILayout.Toggle(startFromSceneIndex0, "Start from scene with index 0 on start");
if (newVal != startFromSceneIndex0) EditorPrefs.SetBool("StartFromSceneIndex0", newVal);
if (!startFromSceneIndex0)
return;
bool goToCurrentScene = EditorPrefs.GetBool("GoToCurrentSceneAfterPlay");
newVal = GUILayout.Toggle(goToCurrentScene, "Go to current scene after play");
if (newVal != goToCurrentScene) EditorPrefs.SetBool("GoToCurrentSceneAfterPlay", newVal);
bool goToFirstScene = EditorPrefs.GetBool("GoToFirstSceneAfterPlay");
newVal = GUILayout.Toggle(goToFirstScene, "Go to scene with index 1 after play");
if (newVal != goToFirstScene) EditorPrefs.SetBool("GoToFirstSceneAfterPlay", newVal);
}
[MenuItem("Tools/Show Tools Window")]
private static void ShowWindow()
{
@ -44,37 +22,45 @@ namespace NegUtils.Editor
window.Show();
}
protected virtual void OnGUI()
{
if (GUILayout.Button("Select Scene"))
ShowScenesList(GUILayoutUtility.GetLastRect());
bool startFromSceneIndex0 = EditorPrefs.GetBool("StartFromSceneIndex0");
bool newVal = GUILayout.Toggle(startFromSceneIndex0, "Start from scene with index 0 on start");
if (newVal != startFromSceneIndex0)
{
EditorPrefs.SetBool("StartFromSceneIndex0", newVal);
}
if (startFromSceneIndex0)
{
bool goToCurrentScene = EditorPrefs.GetBool("GoToCurrentSceneAfterPlay");
newVal = GUILayout.Toggle(goToCurrentScene, "Go to current scene after play");
if (newVal != goToCurrentScene)
{
EditorPrefs.SetBool("GoToCurrentSceneAfterPlay", newVal);
}
}
}
private static void ShowScenesList(Rect position)
{
var menu = new GenericMenu();
string path = Application.dataPath + "/Scenes";
AddFiles(path, path, menu);
menu.DropDown(position);
}
private static void AddFiles(string path, string basePath, GenericMenu menu)
{
string path = Application.dataPath + "/Scenes/Production";
string[] fileInfo = Directory.GetFiles(path, "*.unity");
for (int i = 0; i < fileInfo.Length; i++)
{
string s = fileInfo[i];
menu.AddItem(
new GUIContent(s.Remove(0, basePath.Length + 1)
.Remove(s.Length - basePath.Length - UnitySceneExtensionLength - 1, UnitySceneExtensionLength)
.Replace('\\', '/')), false, () =>
foreach (string item in fileInfo)
{
string s = item;
menu.AddItem(new GUIContent(s.Remove(0, path.Length + 1).Remove(s.Length - path.Length - 7 ,6)), false, () => {
LoadScene(s);
});
if (i == fileInfo.Length) continue;
menu.AddSeparator("");
}
string[] dirInfo = Directory.GetDirectories(path);
foreach (string dir in dirInfo) AddFiles(dir, basePath, menu);
menu.DropDown(position);
}
private static void LoadScene(string path)
@ -102,11 +88,9 @@ namespace NegUtils.Editor
return;
if (EditorPrefs.GetBool("GoToCurrentSceneAfterPlay"))
{
EditorSceneManager.LoadSceneInPlayMode(EditorPrefs.GetString("LastOpenedScenePath"),
new LoadSceneParameters(LoadSceneMode.Single));
}
else if (EditorPrefs.GetBool("GoToFirstSceneAfterPlay"))
else
SceneManager.LoadScene(1);
}
break;
@ -118,6 +102,7 @@ namespace NegUtils.Editor
}
break;
}
}
}
}

View File

@ -1,14 +0,0 @@
using System.IO;
using UnityEditor.AssetImporters;
using UnityEngine;
[ScriptedImporter(1, "tsv")]
public class TsvImporter : ScriptedImporter
{
public override void OnImportAsset(AssetImportContext ctx)
{
var textAsset = new TextAsset(File.ReadAllText(ctx.assetPath));
ctx.AddObjectToAsset(Path.GetFileNameWithoutExtension(ctx.assetPath), textAsset);
ctx.SetMainObject(textAsset);
}
}

View File

@ -1,50 +0,0 @@
using JetBrains.Annotations;
using System;
using System.Collections.Generic;
using System.Reflection;
namespace NEG.Utils
{
public class KeyBasedFactory<T1, T2>
{
[PublicAPI] protected Dictionary<T1, Type> data;
public KeyBasedFactory()
{
data = new Dictionary<T1, Type>();
}
public void FireRegistration()
{
ScanAssembly(typeof(T2).Assembly);
if (typeof(T2).Assembly.GetType().Assembly == typeof(T2).Assembly)
return;
ScanAssembly(typeof(T2).Assembly.GetType().Assembly);
}
private static void ScanAssembly(Assembly assembly)
{
foreach (var type in assembly.GetTypes())
{
var methodFields =
type.GetMethods(BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic);
for (int i = 0; i < methodFields.Length; i++)
{
if (Attribute.GetCustomAttribute(methodFields[i], typeof(FactoryRegistration)) != null)
methodFields[i].Invoke(null, Array.Empty<object>());
}
}
}
public void Register(T1 key, Type type) => data.Add(key, type);
public T2 CreateInstance(T1 key, params object[] args) => (T2)Activator.CreateInstance(data[key], args);
}
[AttributeUsage(AttributeTargets.Method)]
public class FactoryRegistration : Attribute
{
}
}

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 2e0d3df1ddd34209bfb7262b4e51abfe
timeCreated: 1683917310

View File

@ -1,11 +1,9 @@
using NEG.UI.WindowSlot;
using NegUtils.NEG.UI;
namespace NEG.UI.Area
{
public interface IArea : ISlotsHolder, IControllable
public interface IArea : ISlotsHolder, IUiElement
{
void Open();
void Close();
}
}

View File

@ -1,18 +0,0 @@
using System;
namespace NegUtils.NEG.UI
{
public interface IControllable
{
event Action<object> OnOpened;
event Action OnClosed;
event Action<BackUsed> OnBackUsed;
public void TryUseBack(ref BackUsed backUsed);
public class BackUsed
{
public bool Used { get; set; }
}
}
}

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 175798310e4048eda768cf40e6ee6de3
timeCreated: 1686596400

View File

@ -1,7 +0,0 @@
namespace NegUtils.NEG.UI
{
public interface IController
{
IControllable Controllable { get; }
}
}

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: b88f4a93020a4bc6bde40e0438d296a9
timeCreated: 1686595825

11
NEG/UI/IUiElement.cs Normal file
View File

@ -0,0 +1,11 @@
namespace NEG.UI
{
public interface IUiElement
{
/// <summary>
/// Sets only visible state of element
/// </summary>
/// <param name="setEnabled"></param>
void SetEnabled(bool setEnabled);
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 296bf6969a6347f8aea788a7bdd086af
timeCreated: 1670693177

View File

@ -1,9 +1,7 @@
{
"name": "NEG.UI",
"rootNamespace": "",
"references": [
"GUID:3c4294719a93e3c4e831a9ff0c261e8a"
],
"references": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,

View File

@ -5,14 +5,13 @@ namespace NEG.UI.Popup
{
public class DefaultPopupData : PopupData
{
private readonly string content;
private readonly IDefaultPopup defaultPopup;
private readonly List<(string, Action)> options;
private readonly string title;
private readonly string content;
private readonly List<(string, Action)> options;
public DefaultPopupData(IDefaultPopup popup, string title, string content, List<(string, Action)> options) :
base(popup)
public DefaultPopupData(IDefaultPopup popup, string title, string content, List<(string, Action)> options) : base(popup)
{
defaultPopup = popup;
this.title = title;

View File

@ -10,10 +10,7 @@ namespace NEG.UI.Popup
/// </summary>
/// <param name="title">popup title</param>
/// <param name="content">popup content</param>
/// <param name="options">
/// list of tuples (name, action on click), to set buttons. Do not pass here popup closing logic,
/// implementing class should do it
/// </param>
/// <param name="options">list of tuples (name, action on click), to set buttons. Do not pass here popup closing logic, implementing class should do it</param>
public void SetContent(string title, string content, List<(string name, Action action)> options);
}
}

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