using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; public static class StageStatic { public static Dictionary<string, Stage> StageOfficial; public static Dictionary<string, Stage> StageLocal; public static string current_name; public static bool local_stage; public static bool devel = false; public static Mode mode; public static Stage stage { get { return (local_stage ? StageLocal : StageOfficial)[current_name]; } set { current_name = value.name; local_stage = !value.use_install_folder; (local_stage ? StageLocal : StageOfficial).Remove(current_name); (local_stage ? StageLocal : StageOfficial).Add(current_name, value); } } public enum Mode { Play, Create, } public static void SetMode(Mode mode, GameObject gameObject = null) { gameObject ??= new GameObject(); // handle StageStatic.mode switch (StageStatic.mode = mode) { case Mode.Play: gameObject.UpdateTagActive("CreatorMode", false); break; case Mode.Create: gameObject.UpdateTagActive("CreatorMode", true); break; } // handle stage mode switch (mode) { case Mode.Play: case Mode.Create: stage.SetMode(mode == Mode.Create); break; } } public static void WakeUp() { } public static bool LoadNewStage(int id, string name, string description, string scene) { if (name.Length == 0 || ContainsKey(name, true) || ContainsNumber(id, true)) return false; stage = new Stage(id, name, description, scene, true); stage.creatorMode = true; stage.store(); devel = true; Loader.LoadScene(scene); return true; } public static int NextNumber(bool local) { var numbers = (local ? StageLocal : StageOfficial).Values.Select(s => s.number).ToList(); 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; } public static bool ContainsNumber(int i, bool local) { return (local ? StageLocal : StageOfficial).Values.Select(s => s.number).Contains(i); } public static void ShallowLoadStages() { StageOfficial = Stage.Grup(null, true); StageLocal = Stage.Grup(null, false); } public static void SetStage(string name, bool local = false) { local_stage = local; current_name = name; } public static bool LoadInitStage(string name, bool local = false, bool restore_session = true, GameObject gameObject = null) { if (!ContainsKey(name, local)) return false; 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; } public static bool LoadInitStage(bool restore_session = true, GameObject gameObject = null) { if (current_name == null || current_name.Length == 0 || !stage.DeepLoad()) return false; gameObject ??= new GameObject(); if (restore_session) { stage.factState.invoke = true; stage.factState.Draw(); } else stage.factState = new FactOrganizer(true); gameObject.UpdateTagActive("DevelopingMode", devel); SetMode(stage.creatorMode ? Mode.Create : Mode.Play); return true; } public static bool ContainsKey(string key) { return ContainsKey(key, local_stage); } public static bool ContainsKey(string key, bool local = false) { return (local ? StageLocal : StageOfficial).ContainsKey(key); } }