68 lines
2.2 KiB
C#
68 lines
2.2 KiB
C#
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// That class is meant to be extended to implement the achievement rules specific to your game.
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/// </summary>
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public abstract class MMAchievementRules : MonoBehaviour, MMEventListener<MMGameEvent>
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{
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/// <summary>
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/// On Awake, loads the achievement list and the saved file
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/// </summary>
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protected virtual void Awake()
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{
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// we load the list of achievements, stored in a ScriptableObject in our Resources folder.
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MMAchievementManager.LoadAchievementList ();
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// we load our saved file, to update that list with the saved values.
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MMAchievementManager.LoadSavedAchievements ();
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}
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/// <summary>
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/// On enable, we start listening for MMGameEvents. You may want to extend that to listen to other types of events.
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/// </summary>
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protected virtual void OnEnable()
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{
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this.MMEventStartListening<MMGameEvent>();
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}
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/// <summary>
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/// On disable, we stop listening for MMGameEvents. You may want to extend that to stop listening to other types of events.
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/// </summary>
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protected virtual void OnDisable()
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{
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this.MMEventStopListening<MMGameEvent>();
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}
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/// <summary>
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/// When we catch an MMGameEvent, we do stuff based on its name
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/// </summary>
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/// <param name="gameEvent">Game event.</param>
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public virtual void OnMMEvent(MMGameEvent gameEvent)
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{
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switch (gameEvent.EventName)
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{
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case "Save":
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MMAchievementManager.SaveAchievements ();
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break;
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/*
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// These are just examples of how you could catch a GameStart MMGameEvent and trigger the potential unlock of a corresponding achievement
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case "GameStart":
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MMAchievementManager.UnlockAchievement("theFirestarter");
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break;
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case "LifeLost":
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MMAchievementManager.UnlockAchievement("theEndOfEverything");
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break;
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case "Pause":
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MMAchievementManager.UnlockAchievement("timeStop");
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break;
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case "Jump":
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MMAchievementManager.UnlockAchievement ("aSmallStepForMan");
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MMAchievementManager.AddProgress ("toInfinityAndBeyond", 1);
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break;*/
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}
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}
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}
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}
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