rabidus-test/Assets/Scripts/DynamicLeaderboard.cs

76 lines
2.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Events;
public class DynamicLeaderboard : MonoBehaviour, ITextChangable
{
private ScoreController _scoreController;
public UnityEvent<object> OnTextChange => _OnTextChange;
private UnityEvent<object> _OnTextChange = new UnityEvent<object>();
[SerializeField]
private RectTransform _content;
[SerializeField]
private LeaderboardEntry _leaderboardEntryPrefab;
private List<LeaderboardEntry> _entries = new List<LeaderboardEntry>();
[SerializeField]
private int _abovePlayersCount = 6;
[SerializeField]
private int _totalPlayersCount = 10;
private void Awake()
{
_scoreController = FindObjectOfType<ScoreController>();
}
private void OnEnable()
{
_scoreController.OnScoreChange += OnScoreChange;
}
private void OnDisable()
{
_scoreController.OnScoreChange -= OnScoreChange;
}
private void OnScoreChange(float value)
{
Debug.Log("Refactor leaderboard");
Debug.Log($"New player {value}");
UpdateLeaderboard();
}
[ContextMenu("Debug Update LB")]
private void UpdateLeaderboard()
{
_entries.ForEach(x => Destroy(x.gameObject));
_entries.Clear();
_entries = new List<LeaderboardEntry>();
Debug.Log("Tst");
var sortedList = PlayerSetup.Instance.PlayerInfo.Players.OrderByDescending(x => x.Score).ToList();
int indexOfOutPlayer = sortedList.IndexOf(PlayerSetup.Instance.CurrentPlayer);
int startIndex = Mathf.Clamp(indexOfOutPlayer - _abovePlayersCount, 0, sortedList.Count);
int lastIndex = Mathf.Clamp(startIndex + _totalPlayersCount, 0, sortedList.Count);
for (int i = startIndex; i < lastIndex; i++)
{
var newEntry = Instantiate(_leaderboardEntryPrefab, _content);
_entries.Add(newEntry);
newEntry.Init(sortedList[i], i, i == indexOfOutPlayer);
}
_OnTextChange?.Invoke(indexOfOutPlayer + 1);
}
}