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using System.Collections;
using System.Collections.Generic;
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using System.Linq;
using UnityEngine;
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/// <summary>
/// Keeps track of all available and current <see cref="Stage"/>
/// </summary>
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public static class StageStatic
{
/// <summary>
/// - <c>Key</c>: stage name
/// - <c>Value</c>: stages created by KWARC
/// </summary>
public static IReadOnlyDictionary<string, Stage> StageOfficial => StageChapters[0];
/// <summary>
/// - <c>Key</c>: stage name
/// - <c>Value</c>: stages created by local user
/// </summary>
public static IReadOnlyDictionary<string, Stage> StageLocal => StageChapters[1];
private static readonly List<Dictionary<string, Stage>> StageChapters = new() { new(), new() };
/// Used to map <see cref="StageOfficial"/> <see cref="Stage.category">categories</see> into a ordered list for the StageMenu.
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public static Dictionary<string, int> Category = new Dictionary<string, int> {
{ "", -1 },
{ "Demo Category", 0 },
};
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/// <summary>
/// <see cref="Stage.name"/> of current <see cref="stage"/> or one to be loaded.
/// <seealso cref="LoadInitStage(bool, GameObject)"/>
/// </summary>
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public static string current_name;
/// <summary>
/// !<see cref="Stage.use_install_folder"/> of current <see cref="stage"/> or one to be loaded.
/// <seealso cref="LoadInitStage(bool, GameObject)"/>
/// </summary>
/// <summary>
/// Current <see cref="Mode"/>
/// </summary>
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public static Mode mode;
/// <summary>
/// Loadable world scenes
/// </summary>
public static readonly List<string> Worlds = GenerateWorldList();
/// <summary>
/// Current <see cref="Stage"/>
/// </summary>
public static Stage stage
{
get
{
return (local_stage ? StageLocal : StageOfficial)?[current_name];
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}
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current_name = value.name;
local_stage = !value.use_install_folder;
StageChapters[local_stage ? 1 : 0].Remove(current_name);
StageChapters[local_stage ? 1 : 0].Add(current_name, value);
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/// \copydoc PlayerRecord.seconds
public static double stage_time
=> ContainsKey(current_name)
? stage.player_record.seconds + Time.timeSinceLevelLoadAsDouble
: double.NaN;
/// <summary>
/// TODO: set when encountering an error
/// </summary>
public static StageErrorStruct last_error
{
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get;
private set;
}
/// <summary>
/// Extracts all loadable scenes for <see cref="Worlds"/>.
/// </summary>
/// <returns><see cref="Worlds"/></returns>
private static List<string> GenerateWorldList()
{
string world = "World";
string ending = ".unity";
foreach (UnityEditor.EditorBuildSettingsScene scene in UnityEditor.EditorBuildSettings.scenes)
{
if (scene.enabled)
{
string name = new System.IO.FileInfo(scene.path).Name;
name = name.Substring(0, name.Length - ending.Length);
if (0 == string.Compare(name, name.Length - world.Length, world, 0, world.Length))
{
_Worlds.Add(name);
}
}
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}
List<string> _Worlds = new List<string> {"TreeWorld", "RiverWorld"};
Debug.Log("WorldList might be incomplete or incorrect!");
#endif
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}
/// <summary>
/// Available Modes a <see cref="Stage"/> to be selected and/ or loaded in.
/// </summary>
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public enum Mode
{
Play,
Create,
}
/// <summary>
/// Created when an error (may) occures while a <see cref="Stage"/> is being created, because of incompatible variables.
/// </summary>
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public struct StageErrorStruct
{
/// <summary> set iff <see cref="Stage.category"/> is incompatible </summary>
public bool category { get { return state[0]; } set { state[0] = value; } }
/// <summary> set iff <see cref="Stage.number"/> is incompatible </summary>
public bool id { get { return state[1]; } set { state[1] = value; } }
/// <summary> set iff <see cref="Stage.name"/> is incompatible </summary>
public bool name { get { return state[2]; } set { state[2] = value; } }
/// <summary> set iff <see cref="Stage.description"/> is incompatible </summary>
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public bool description { get { return state[3]; } set { state[3] = value; } }
/// <summary> set iff <see cref="Stage.scene"/> is incompatible </summary>
public bool scene { get { return state[4]; } set { state[4] = value; } }
/// <summary> set iff !<see cref="Stage.use_install_folder"/> is incompatible </summary>
public bool local { get { return state[5]; } set { state[5] = value; } }
/// <summary> set iff <see cref="Stage.path"/> was not found </summary>
public bool load { get { return state[6]; } set { state[6] = value; } }
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/// <summary>
/// stores all boolish members, to iterate over
/// </summary>
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/// <summary>
/// <see langword="true"/> iff no error occures.
/// </summary>
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public bool pass
{
get { return state.Aggregate(true, (last, next) => last && !next); }
}
public readonly static StageErrorStruct
InvalidFolder = new StageErrorStruct(false, false, false, false, false, true, false),
NotLoadable = new StageErrorStruct(false, false, false, false, false, false, true);
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/// <summary>
/// Initiator <br/>
/// canonical
/// </summary>
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public StageErrorStruct(bool category, bool id, bool name, bool description, bool scene, bool local, bool load)
{
state = new bool[7];
this.category = category;
this.id = id;
this.name = name;
this.description = description;
this.scene = scene;
this.local = local;
this.load = load;
}
}
/// <summary>
/// sets <see cref="mode"/> and en-/ disables children of <paramref name="gameObject"/> with certain Tags, only available in certain <see cref="Mode">Modes</see> (e.g. in Def_Stage)
/// </summary>
/// <param name="mode"><see cref="Mode"/> to set</param>
/// <param name="gameObject"> which children will be checked</param>
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public static void SetMode(Mode mode, GameObject gameObject = null)
{
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//gameObject ??= new GameObject();
StageStatic.mode = mode;
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// handle StageStatic.mode
switch (mode)
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{
case Mode.Play:
gameObject.SetActiveByTagRecursive("CreatorMode", false);
break;
case Mode.Create:
gameObject.SetActiveByTagRecursive("CreatorMode", true);
break;
}
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}
// handle stage mode
switch (mode)
{
case Mode.Play:
case Mode.Create:
if (ContainsKey(current_name, local_stage))
stage.SetMode(mode == Mode.Create);
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break;
}
}
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public static StageErrorStruct Validate(string category, int id, string name, string description, string scene, bool local = true)
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return new StageErrorStruct(
category.Length == 0,
ContainsNumber(category, id, true),
name.Length == 0 || ContainsKey(name, false) || ContainsKey(name, true),
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false,
!Worlds.Contains(scene),
local == false,
false
);
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}
public static StageErrorStruct LoadNewStage(string category, int id, string name, string description, string scene, bool local = true, bool forcelocal = false)
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{
StageErrorStruct ret = Validate(category, id, name, description, scene, forcelocal ? true : local);
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if (!ret.pass)
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stage = new Stage(category, id, name, description, scene, local);
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stage.store(force_stage_file: true);
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/// <summary>
/// Load current <see cref="stage"/> in <see cref="Mode.Create"/>
/// </summary>
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}
/// <summary>
/// Finds first unused <see cref="Stage.number"/> in a certain <paramref name="category"/>.
/// </summary>
/// <param name="local">which kind of stage we are looking at</param>
/// <param name="category">the category in question</param>
/// <returns>first unused <see cref="Stage.number"/> in a certain <paramref name="category"/></returns>
public static int NextNumber(bool local, string category)
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{
var numbers = (local ? StageLocal : StageOfficial).Values.Where(s => s.category == category).Select(s => s.number).ToList();
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if (0 == numbers.Count)
return 1;
numbers.Sort();
int last = numbers[0];
foreach (int i in numbers)
{
if (i > last && i != last + 1)
return last + 1;
last = i;
}
return last + 1;
}
/// <summary>
/// Looks wether an <see cref="Stage.number"/> <paramref name="i"/> exists within a certain <see cref="Stage.category"/> <paramref name="category"/> in local saves (<paramref name="local"/> == <see langword="true"/>) or install path.
/// </summary>
/// <param name="category">to look in</param>
/// <param name="i">to look for</param>
/// <param name="local">where to look</param>
/// <returns></returns>
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public static bool ContainsNumber(string category, int i, bool local)
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{
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return (local ? StageLocal : StageOfficial).Values
.Where(s => s.category == category)
.Select(s => s.number)
.Contains(i);
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}
private static readonly int MaxTriesOfShallowLoadStages = 2;
private static int TriesOfShallowLoadStages = 0;
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/// Looks for and initial loads (see <see cref="Stage.ShallowLoad(out Stage, string)"/>) <see cref="Stage">Stages</see> in <see cref="local_stage"/> and !<see cref="local_stage"/>.
public static void ShallowLoadStages(bool force = false)
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{
if (MaxTriesOfShallowLoadStages <= TriesOfShallowLoadStages++
&& !force)
return;
//GlobalBehaviour.InitiateContext.FastForward(); //active wait
List<FileInfo>[] crawler = new List<FileInfo>[StageChapters.Count];
_ = new Stage(); // Init static members
var new_hierarchie = IJSONsavable<Stage>.Instance._IJGetHierarchie(null);
string
path = CreatePathToFile(out _, "", "", new_hierarchie, true);
crawler[0] = new DirectoryInfo(path).GetFiles().ToList();
path = CreatePathToFile(out _, "", "", new_hierarchie, false);
crawler[1] = new DirectoryInfo(path).GetFiles().ToList();
for (int i = 0; i < StageChapters.Count; i++)
foreach (FileInfo file in crawler[i])
{
if (file.Extension != ".JSON"
|| StageChapters[i].ContainsKey(Path.GetFileNameWithoutExtension(file.Name)))
continue;
try
{
if (Stage.ShallowLoad(out Stage tmp, file.FullName))
StageChapters[i].Add(tmp.name, tmp);
}
catch (Exception ex)
{
Debug.LogError("Could not load StageFile: " + file.FullName + "\n" +
"See Log below!");
if (!GlobalBehaviour.ContextLoaded) // active wait at start instead?
GlobalBehaviour.Instance.StartCoroutine(_WaitForContext());
return;
static IEnumerator _WaitForContext()
{
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}
/// <summary>
/// Sets parameters, defining what to load in <see cref="LoadInitStage(bool, GameObject)"/> and <see cref="LoadInitStage(string, bool, bool, GameObject)"/>.
/// </summary>
/// <param name="name">sets <see cref="current_name"/></param>
/// <param name="local">sets <see cref="local_stage"/></param>
public static void SetStage(string name, bool local)
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{
local_stage = local;
current_name = name;
}
/// <summary>
/// Returns a <see cref="Stage"/> or throws <see cref="Exception"/> if not found.
/// </summary>
/// <param name="name"><see cref="Stage.name"/></param>
/// <param name="local">where to look</param>
/// <returns><c>(local ? StageLocal : StageOfficial)[name];</c></returns>
public static Stage GetStage(string name, bool local)
{
return (local ? StageLocal : StageOfficial)[name];
}
/// <summary>
/// Deletes a <see cref="Stage"/> and all its associated files (including save games).
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/// <seealso cref="Stage.delete()"/>
/// </summary>
/// <param name="stage">to be deleted</param>
public static void Delete(Stage stage)
{
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GetStage(stage.name, !stage.use_install_folder).delete();
StageChapters[stage.use_install_folder ? 0 : 1].Remove(stage.name);
/// <summary>
/// Wrapps <see cref="LoadInitStage(bool, GameObject)"/> with extra parameters.
/// Loads and initiates <see cref="Stage"/> defined by <paramref name="name"/> and <paramref name="local"/>.
/// </summary>
/// <param name="name">sets <see cref="current_name"/> iff succeedes</param>
/// <param name="local">sets <see cref="current_name"/> iff succeedes</param>
/// <param name="restore_session">wether to restore last (loaded) player session (<see langword="true"/>) or start from scratch (<see langword="false"/>).</param>
/// <param name="gameObject">(e.g. UI/ Def_Stage) toggles recursively children with tag "DevelopingMode" to <see cref="mode"/> == <see cref="Mode.Create"/>.</param>
/// <returns><see langword="false"/> iff <see cref="Stage"/> defined by <paramref name="name"/> and <paramref name="local"/> could not be *found* or *loaded*.</returns>
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public static bool LoadInitStage(string name, bool local = false, bool restore_session = true, GameObject gameObject = null)
{
bool old_l = local_stage;
string old_n = current_name;
SetStage(name, local);
if (!LoadInitStage(restore_session, gameObject))
{
local_stage = old_l;
current_name = old_n;
return false;
}
return true;
}
/// <summary>
/// Loads and initiates <see cref="Stage"/> defined by <see cref="current_name"/> and <see cref="local_stage"/>.
/// </summary>
/// <param name="restore_session">wether to restore last (loaded) player session (<see langword="true"/>) or start from scratch (<see langword="false"/>).</param>
/// <param name="gameObject">(e.g. UI/ Def_Stage) toggles recursively children with tag "DevelopingMode" to <see cref="mode"/> == <see cref="Mode.Create"/>.</param>
/// <returns><see langword="false"/> iff <see cref="Stage"/> defined by <see cref="current_name"/> and <see cref="local_stage"/> could not be *found* or *loaded*.</returns>
public static bool LoadInitStage(bool restore_session, GameObject gameObject = null)
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{
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if (!ContainsKey(current_name, local_stage))
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return false;
if (restore_session)
{
stage.factState.invoke = true;
stage.factState.Draw();
}
else
stage.ResetPlay();
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//if(mode == Mode.Create) // block saving "player" progress
// stage.player_record.seconds = -1;
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gameObject.SetActiveByTagRecursive("DevelopingMode", mode == Mode.Create);
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SetMode(mode);
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return true;
}
/// <summary>
/// Wrapps <see cref="ContainsKey(string, bool)"/>; defaulting local to <see cref="local_stage"/>
/// </summary>
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public static bool ContainsKey(string key)
{
return ContainsKey(key, local_stage);
}
/// <summary>
/// Looks for a <see cref="Stage"/> <paramref name="key"/> in <see cref="StageLocal"/> (<paramref name="local"/>==<see langword="true"/>) or <see cref="StageOfficial"/> (<paramref name="local"/>==<see langword="false"/>).
/// </summary>
/// <returns><c>(local ? StageLocal : StageOfficial).ContainsKey(key)</c></returns>
public static bool ContainsKey(string key, bool local)
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{
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return (local ? StageLocal : StageOfficial)?.ContainsKey(key) ?? false;
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}