200 lines
3.9 KiB
C#
200 lines
3.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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public class objectStatsSystem : MonoBehaviour
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{
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[Header ("Stats Settings")]
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[Space]
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public string objectName;
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public bool useStats;
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public float loadStatsDelay;
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public List<statInfo> statInfoList = new List<statInfo> ();
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[Space]
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[Header ("Debug")]
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[Space]
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public bool showDebugPrint;
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public bool characterLocated;
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[Space]
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[Header ("Components")]
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[Space]
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public GameObject mainCharacterGameObject;
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public objectStatsInfoTemplate mainObjectStatsInfoTemplate;
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string currentStatNameToCheck;
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public void addObjectStatsToMainManager ()
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{
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checkMainCharacterGameObject ();
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if (characterLocated) {
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playerComponentsManager currentPlayerComponentsManager = mainCharacterGameObject.GetComponent<playerComponentsManager> ();
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if (currentPlayerComponentsManager != null) {
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objectsStatsSystem currentobjectsStatsSystem = currentPlayerComponentsManager.getObjectsStatsSystem ();
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if (currentobjectsStatsSystem != null) {
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currentobjectsStatsSystem.addObjectStatsSystem (this);
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}
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}
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}
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}
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public void setMainCharacterGameObject (GameObject newObject)
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{
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mainCharacterGameObject = newObject;
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}
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public void checkMainCharacterGameObject ()
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{
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if (characterLocated) {
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return;
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}
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if (mainCharacterGameObject == null) {
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getMainCharacterGameObject ();
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}
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characterLocated = mainCharacterGameObject != null;
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}
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public virtual void getMainCharacterGameObject ()
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{
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}
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public void checkStatsStateOnLoad ()
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{
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if (useStats) {
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if (loadStatsDelay > 0) {
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setStatsOnLoadWithDelay ();
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} else {
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setStatsOnLoad ();
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}
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}
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}
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public void setStatsOnLoadWithDelay ()
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{
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StartCoroutine (setStatsOnLoadCoroutine ());
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}
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IEnumerator setStatsOnLoadCoroutine ()
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{
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yield return new WaitForSeconds (loadStatsDelay);
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setStatsOnLoad ();
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}
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public void setStatsOnLoad ()
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{
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if (useStats) {
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if (showDebugPrint) {
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print ("\n");
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print ("SETTING STATS INFO ON " + gameObject.name);
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print ("\n");
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}
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for (int i = 0; i < statInfoList.Count; i++) {
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statInfo currentStatInfo = statInfoList [i];
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if (currentStatInfo.statIsAmount) {
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currentStatInfo.eventToInitializeFloatStat.Invoke (currentStatInfo.currentFloatValue);
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} else {
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currentStatInfo.eventToInitializeBoolStat.Invoke (currentStatInfo.currentBoolState);
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}
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}
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}
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}
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public void setCurrentStatNameToSave (string newValue)
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{
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currentStatNameToCheck = newValue;
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}
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public void setCurrentFloatValueToSave (float newValue)
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{
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if (useStats) {
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for (int i = 0; i < statInfoList.Count; i++) {
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statInfo currentStatInfo = statInfoList [i];
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if (currentStatInfo.Name.Equals (currentStatNameToCheck)) {
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currentStatInfo.currentFloatValue = newValue;
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return;
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}
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}
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}
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}
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public void setCurrentBoolValueToSave (bool newValue)
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{
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if (useStats) {
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for (int i = 0; i < statInfoList.Count; i++) {
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statInfo currentStatInfo = statInfoList [i];
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if (currentStatInfo.Name.Equals (currentStatNameToCheck)) {
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currentStatInfo.currentBoolState = newValue;
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return;
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}
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}
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}
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}
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public void checkEventOnStatsSave ()
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{
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if (useStats) {
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for (int i = 0; i < statInfoList.Count; i++) {
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statInfo currentStatInfo = statInfoList [i];
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currentStatNameToCheck = currentStatInfo.Name;
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if (currentStatInfo.statIsAmount) {
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currentStatInfo.eventToGetFloatStat.Invoke ();
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} else {
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currentStatInfo.eventToGetBoolStat.Invoke ();
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}
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}
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}
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}
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[System.Serializable]
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public class statInfo
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{
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public string Name;
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public bool statIsAmount = true;
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[Space]
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public float currentFloatValue;
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public eventParameters.eventToCallWithAmount eventToInitializeFloatStat;
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public UnityEvent eventToGetFloatStat;
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[Space]
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[Space]
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public bool currentBoolState;
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public eventParameters.eventToCallWithBool eventToInitializeBoolStat;
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public UnityEvent eventToGetBoolStat;
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}
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}
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