106 lines
3.2 KiB
C#
106 lines
3.2 KiB
C#
using game;
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using UniRx;
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using System.Collections.Generic;
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namespace RND
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{
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public class PlayerProgress : IPersistent
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{
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public readonly ReactiveProperty<bool> TutorialIsOver;
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public LevelReward LevelReward { get; private set; }
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public int Level => (int) _completed;
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public uint LevelId => _sequence[(int) _positionInSequence];
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private uint _completed = 0;
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private uint _positionInSequence = 0;
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private List<uint> _sequence = null;
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public PlayerProgress()
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{
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TutorialIsOver = new ReactiveProperty<bool>(GameSettings.Levels.HasTutorial == false);
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}
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public void IncreaseLevel()
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{
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#if UNITY_EDITOR
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if (GameSettings.ProgressionIsFrozen)
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return;
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#endif
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_completed++;
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if (TutorialIsOver.Value)
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{
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bool sequenceIsOver = _positionInSequence + 1 >= _sequence.Count;
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if (sequenceIsOver)
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_sequence = SequenceBuilder.BuildByPattern(GameSettings.Levels.GetRandomPattern());
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_positionInSequence = sequenceIsOver ? 0 : _positionInSequence + 1;
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}
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else
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{
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int tutorialLevelsCount = GameSettings.Levels.TutorialLenght;
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bool nextLevelIsTutorial = _completed < tutorialLevelsCount;
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if (nextLevelIsTutorial == false)
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{
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IList<LevelData> tutorial = GameSettings.Levels.GetBy(l => l.Type == EnumLevelType.TUTORIAL);
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tutorial.ForEach(level => _sequence.Remove(level.ID));
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_positionInSequence = 0;
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TutorialIsOver.Value = true;
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}
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else
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{
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_positionInSequence++;
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}
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}
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}
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public void Load(DataGame data)
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{
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_completed = data.progress.completed;
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_sequence = data.progress.sequence;
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if (SequenceMustBeDefault())
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{
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_sequence = TutorialIsOver.Value
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? SequenceBuilder.BuildDefault()
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: SequenceBuilder.BuildDefaultWithTutorial();
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_positionInSequence = (uint) ((_completed - GameSettings.Levels.TutorialLenght) % _sequence.Count);
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}
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else
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{
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if (data.progress.position >= _sequence.Count)
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{
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_positionInSequence = 0;
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_sequence = SequenceBuilder.BuildByPattern(GameSettings.Levels.GetRandomPattern());
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}
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else
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{
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_positionInSequence = data.progress.position;
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}
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}
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LevelReward = new LevelReward(data);
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}
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private bool SequenceMustBeDefault()
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{
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return _completed < GameSettings.Levels.DefaultSequence.Count
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+ GameSettings.Levels.TutorialLenght;
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}
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public void Save(DataGame data)
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{
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data.progress.completed = _completed;
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data.progress.sequence = _sequence;
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data.progress.position = _positionInSequence;
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LevelReward.Save(data);
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}
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}
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}
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