FrameIT
Stage Class Reference

Public Member Functions

 Stage ()
 Initiates all parameterless members.
Used by JsonConverter to initate empty class.

See also
InitOOP
More...
 
 Stage (string category, int number, string name, string description, string scene, bool local=true)
 Standard Constructor.
Initiates all members.

See also
InitOOP, InitFields(string, int, string, string, string, bool)
More...
 
 Stage (Stage get, string category, int number, string name, string description, string scene, bool local=true)
 Copy Constructor.

See also
InitOOP, InitFields(string, int, string, string, string, bool)
More...
 
void InitFields (string category, int number, string name, string description, string scene, bool local)
 Sets members which are primitives. More...
 
void ClearAll ()
 Resets to factory condition. ClearSolution ClearPlay ClearALLRecords More...
 
void ClearSolution ()
 Resets solution and calling solution.hardreset(bool).

See also
FactOrganizer.hardreset(bool)
More...
 
void ClearPlay ()
 Resets current player_record and calling player_record.factState.hardreset(bool).

See also
FactOrganizer.hardreset(bool)
More...
 
void ClearALLRecords ()
 Resets and deletes all members of player_record_list.

See also
PlayerRecord.delete(List<Directories>)
More...
 
void deletet_record (PlayerRecord record, bool b_store=true)
 Deletes record and calls PlayerRecord.factState.hardreset().

See also
PlayerRecord.delete(List<Directories>), FactOrganizer.hardreset(bool)
More...
 
bool set_record (PlayerRecord record)
 Clones record to player_record iff found in player_record_list
or initiates new player_record iff record ==null. More...
 
void push_record (double seconds_s=-1, bool force_push=false)
 Adds current player_record to player_record_list incrementing PlayerRecord.seconds beforehand. More...
 
void SetMode (bool create)
 Switches between player_record.factState (false) and solution (true) to display in GameWorld. More...
 
void delete (bool player_record_list_too)
 Clears and deletes all files associated with this Stage. More...
 
void store (bool reset_player=false)
 Stores and overwrites this Stage, player_record, every element in player_record_list and solution (no overwrite for latter if empty). More...
 
bool DeepLoad ()
 Loads every member decorated with JsonIgnoreAttribute: solution, player_record. More...
 
void ResetPlay ()
 Calls ClearPlay and store(true). More...
 
void ResetSaves ()
 Calls ClearPlay, ClearALLRecords and store(true). More...
 
bool CheckSolved ()
 Checks if current player_record is solved.
Iff return value true: More...
 

Static Public Member Functions

static bool load (ref Stage set, string name, List< Directories > hierarchie=null, bool use_install_folder=false)
 Loads a Stage complete using: More...
 
static bool ShallowLoad (ref Stage set, string path)
 Reads File given by path and writes its contents into set . More...
 
static bool ShallowLoad (ref Stage set, string name, List< Directories > hierarchie=null, bool use_install_folder=false)
 Determines path via hierarchie and use_install_folder and calls ShallowLoad(ref Stage, string).

See also
ShallowLoad(ref Stage, string)
More...
 
static Dictionary< string, StageGrup (List< Directories > hierarchie=null, bool use_install_folder=false)
 Looks for saved Stages in parametised directories and calls on them ShallowLoad(ref Stage, string). More...
 

Public Attributes

string category = null
 Which category this Stage should be displayed in. More...
 
int number = -1
 Where to display this Stage within a category relative to others. More...
 
string name = null
 The name this Stage will be displayed with. Also defines names of save files of stage progress, solution More...
 
string description = null
 The description this Stage will be displayed with. More...
 
string scene = null
 The name of a UnityEngine.SceneManagement.Scene that this Stage takes place in. More...
 
bool use_install_folder = false
 Wether this Stage is located in installation folder or user data (a.k.a. !local). More...
 
List< Directories > hierarchie = null
 TODO? interface More...
 
Dictionary< string, PlayerRecordplayer_record_list = null
 A list containing all saved player progress.
More...
 
SolutionOrganizer solution = null
 Defining when this Stage.player_record is considered as solved.

See also
FactOrganizer.DynamiclySolved(SolutionOrganizer, out List<List<string>>, out List<List<string>>)
More...
 
PlayerRecord player_record = null
 Current Stage progress. More...
 
bool creatorMode = false
 Wether player_record.factState (false) or solution (true) is exposed and drawn. More...
 

Properties

bool completed_once [get]
 true iff there is at least one element in player_record_list where PlayerRecord.solved == true. More...
 
FactOrganizer factState [getset]
 A wrapper returning (or setting) player_record.factState.
When player_record == null: More...
 
string record_name [get]
 Returns a name for player_record.name which needs to be uniquified once put into player_record_list (e.g. by push_record(double, bool) adding '_i'). More...
 

Private Member Functions

void InitOOP ()
 Initiates members which are non primitives. More...
 

Private Attributes

FactOrganizer hiddenState
 Tempory variable storing factState when creatorMode == true. More...
 
string path = null
 TODO? interafce More...
 
static List< Directories > hierStage = new List<Directories> { Directories.Stages }
 TODO? interafce More...
 

Constructor & Destructor Documentation

◆ Stage() [1/3]

Stage.Stage ( )

Initiates all parameterless members.
Used by JsonConverter to initate empty class.

See also
InitOOP

◆ Stage() [2/3]

Stage.Stage ( string  category,
int  number,
string  name,
string  description,
string  scene,
bool  local = true 
)

Standard Constructor.
Initiates all members.

See also
InitOOP, InitFields(string, int, string, string, string, bool)

Parameters
categorysets category
numbersets number
namesets name
descriptionsets description
scenesets scene
localsets !use_install_folder

◆ Stage() [3/3]

Stage.Stage ( Stage  get,
string  category,
int  number,
string  name,
string  description,
string  scene,
bool  local = true 
)

Copy Constructor.

See also
InitOOP, InitFields(string, int, string, string, string, bool)

Parameters
getto be copied
categorysets category
numbersets number
namesets name
descriptionsets description
scenesets scene
localsets !use_install_folder

Member Function Documentation

◆ CheckSolved()

bool Stage.CheckSolved ( )

Checks if current player_record is solved.
Iff return value true:

Returns
true iff current player_record is solved.
See also
FactOrganizer.DynamiclySolved(SolutionOrganizer, out List<List<string>>, out List<List<string>>)

◆ ClearAll()

void Stage.ClearAll ( )

Resets to factory condition. ClearSolution ClearPlay ClearALLRecords

◆ ClearALLRecords()

void Stage.ClearALLRecords ( )

◆ ClearPlay()

void Stage.ClearPlay ( )

Resets current player_record and calling player_record.factState.hardreset(bool).

See also
FactOrganizer.hardreset(bool)

◆ ClearSolution()

void Stage.ClearSolution ( )

Resets solution and calling solution.hardreset(bool).

See also
FactOrganizer.hardreset(bool)

◆ DeepLoad()

bool Stage.DeepLoad ( )

Loads every member decorated with JsonIgnoreAttribute: solution, player_record.

Returns
false iff solution could not be loaded.

◆ delete()

void Stage.delete ( bool  player_record_list_too)

Clears and deletes all files associated with this Stage.

Parameters
player_record_list_tooiff set false, all files regarding player_record_list will be spared.

◆ deletet_record()

void Stage.deletet_record ( PlayerRecord  record,
bool  b_store = true 
)

Deletes record and calls PlayerRecord.factState.hardreset().

See also
PlayerRecord.delete(List<Directories>), FactOrganizer.hardreset(bool)

Parameters
recordto be deleted
b_storeiff true stores changes made to this Stage

◆ Grup()

static Dictionary< string, Stage > Stage.Grup ( List< Directories >  hierarchie = null,
bool  use_install_folder = false 
)
static

Looks for saved Stages in parametised directories and calls on them ShallowLoad(ref Stage, string).

Parameters
hierarchiesee hierarchie //TODO? Interface
use_install_foldersee use_install_folder
Returns
contians all Stages found given parameters.

◆ InitFields()

void Stage.InitFields ( string  category,
int  number,
string  name,
string  description,
string  scene,
bool  local 
)

Sets members which are primitives.

Parameters
categorysets category
numbersets number
namesets name
descriptionsets description
scenesets scene
localsets !use_install_folder

◆ InitOOP()

void Stage.InitOOP ( )
private

Initiates members which are non primitives.

◆ load()

static bool Stage.load ( ref Stage  set,
string  name,
List< Directories >  hierarchie = null,
bool  use_install_folder = false 
)
static

Loads a Stage complete using:

Parameters
setsee ShallowLoad(ref Stage, string)
namesee ShallowLoad(ref Stage, string)
hierarchiesee hierarchie // TODO? Interface
use_install_foldersee use_install_folder
Returns
true iff succeeded

◆ push_record()

void Stage.push_record ( double  seconds_s = -1,
bool  force_push = false 
)

Adds current player_record to player_record_list incrementing PlayerRecord.seconds beforehand.

Parameters
seconds_stime in seconds to be added to player_record.seconds before pushing.
Iff set to -1 Time.timeSinceLevelLoadAsDouble will be used.
force_pushiff set true && StageStatic.mode == StageStatic.Mode.Create && creatorMode
current displayed solution in factState will be pushed into player_record_list

◆ ResetPlay()

void Stage.ResetPlay ( )

Calls ClearPlay and store(true).

◆ ResetSaves()

void Stage.ResetSaves ( )

◆ set_record()

bool Stage.set_record ( PlayerRecord  record)

Clones record to player_record iff found in player_record_list
or initiates new player_record iff record ==null.

Parameters
recordto be set or null
Returns
false iff record not found in player_record_list
or PlayerRecord.load(List<Directories>) fails.

◆ SetMode()

void Stage.SetMode ( bool  create)

Switches between player_record.factState (false) and solution (true) to display in GameWorld.

Parameters
createsets creatorMode

◆ ShallowLoad() [1/2]

static bool Stage.ShallowLoad ( ref Stage  set,
string  name,
List< Directories >  hierarchie = null,
bool  use_install_folder = false 
)
static

Determines path via hierarchie and use_install_folder and calls ShallowLoad(ref Stage, string).

See also
ShallowLoad(ref Stage, string)

Parameters
setsee ShallowLoad(ref Stage, string)
namesee ShallowLoad(ref Stage, string)
hierarchiesee hierarchie // TODO? Interface
use_install_foldersee use_install_folder
Returns
true iff succeeded

◆ ShallowLoad() [2/2]

static bool Stage.ShallowLoad ( ref Stage  set,
string  path 
)
static

Reads File given by path and writes its contents into set .

Will not read members decorated with JsonIgnoreAttribute: solution, player_record.

Parameters
setto be written in
pathfile location
Returns
true iff succeeded

◆ store()

void Stage.store ( bool  reset_player = false)

Stores and overwrites this Stage, player_record, every element in player_record_list and solution (no overwrite for latter if empty).

Parameters
reset_playerwether to clear current player_record

Member Data Documentation

◆ category

string Stage.category = null

Which category this Stage should be displayed in.

◆ creatorMode

bool Stage.creatorMode = false

Wether player_record.factState (false) or solution (true) is exposed and drawn.

◆ description

string Stage.description = null

The description this Stage will be displayed with.

◆ hiddenState

FactOrganizer Stage.hiddenState
private

Tempory variable storing factState when creatorMode == true.

◆ hierarchie

List<Directories> Stage.hierarchie = null

TODO? interface

◆ hierStage

List<Directories> Stage.hierStage = new List<Directories> { Directories.Stages }
staticprivate

TODO? interafce

◆ name

string Stage.name = null

The name this Stage will be displayed with. Also defines names of save files of stage progress, solution

◆ number

int Stage.number = -1

Where to display this Stage within a category relative to others.

◆ path

string Stage.path = null
private

TODO? interafce

◆ player_record

PlayerRecord Stage.player_record = null

Current Stage progress.

◆ player_record_list

Dictionary<string, PlayerRecord> Stage.player_record_list = null

A list containing all saved player progress.

◆ scene

string Stage.scene = null

The name of a UnityEngine.SceneManagement.Scene that this Stage takes place in.

◆ solution

◆ use_install_folder

bool Stage.use_install_folder = false

Wether this Stage is located in installation folder or user data (a.k.a. !local).

Property Documentation

◆ completed_once

bool Stage.completed_once
get

true iff there is at least one element in player_record_list where PlayerRecord.solved == true.

◆ factState

FactOrganizer Stage.factState
getset

A wrapper returning (or setting) player_record.factState.
When player_record == null:

◆ record_name

string Stage.record_name
getprivate

Returns a name for player_record.name which needs to be uniquified once put into player_record_list (e.g. by push_record(double, bool) adding '_i').


The documentation for this class was generated from the following file: