77 lines
2.4 KiB
C#
77 lines
2.4 KiB
C#
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using System;
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using UnityEngine;
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using System.Collections.Generic;
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using System.Linq;
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using game;
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public class LevelSettings
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{
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public IReadOnlyList<uint> DefaultSequence => _defaultSequence;
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public IReadOnlyList<EnumLevelType> DefaultPattern => _defaultPattern;
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public IReadOnlyList<ConfLevelsPattern> Patterns => _patterns;
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public IList<LevelData> GetAll => _levels;
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public int TutorialLenght { get; } = 0;
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public bool HasTutorial => TutorialLenght > 0;
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private readonly List<uint> _defaultSequence = default;
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private readonly List<EnumLevelType> _defaultPattern = default;
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private readonly List<ConfLevelsPattern> _patterns = default;
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private readonly List<LevelData> _levels = default;
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public LevelSettings(ConfGameLevels config)
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{
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_defaultSequence = config.original;
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_defaultPattern = config.originalPattern.sequence;
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_patterns = config.customPatterns;
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_levels = new List<LevelData>(config.levels.Count);
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for (int i = 0; i < config.levels.Count; i++)
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_levels.Add(new LevelData(config.levels[i]));
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IList<uint> tutorial = GetIDsBy(l => l.Type == EnumLevelType.TUTORIAL);
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TutorialLenght = tutorial.Count;
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if (_defaultSequence.ContainsAnyOf(tutorial))
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throw new InvalidOperationException("Default sequence has tutorial level.");
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Log.Debug($"LevelSettings.Constructor: Uploaded successful {_levels.Count}");
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}
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public List<EnumLevelType> GetRandomPattern()
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{
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return _patterns.RandomValue().sequence;
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}
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public IList<LevelData> GetBy([JetBrains.Annotations.NotNull] Predicate<LevelData> conditional)
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{
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if (conditional == null)
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throw new ArgumentNullException(nameof(conditional));
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return
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(from item in _levels
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where conditional.Invoke(item)
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select item).ToList();
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}
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public IList<uint> GetIDsBy([JetBrains.Annotations.NotNull] Predicate<LevelData> conditional)
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{
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if (conditional == null)
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throw new ArgumentNullException(nameof(conditional));
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return
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(from item in _levels
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where conditional.Invoke(item)
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select item.ID).ToList();
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}
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public static GameObject GetPrefabByID(uint id)
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{
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return Assets.Load<GameObject>(GetPrefabPath(id));
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}
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public static string GetPrefabPath(uint id)
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{
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return $"Levels/Level{id}";
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}
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}
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