rabidus-test/Assets/Scripts/DynamicLeaderboard.cs

80 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>();
//var sortedList = PlayerSetup.Instance.AllPlayers.OrderByDescending(x => x.Score).ToList();
//int indexOfOutPlayer = sortedList.IndexOf(PlayerSetup.Instance.CurrentPlayer);
//int tmpCounter = 0;
//for (int i = 0; i < sortedList.Count && tmpCounter <= 9; i++)
//{
// if (i >= 5 && i < indexOfOutPlayer)
// {
// continue;
// }
// tmpCounter++;
// var newEntry = Instantiate(_leaderboardEntryPrefab, _content);
// _entries.Add(newEntry);
// newEntry.Init(sortedList[i], i, sortedList[i] == PlayerSetup.Instance.CurrentPlayer);
//}
//_OnTextChange?.Invoke(indexOfOutPlayer + 1);
}
}