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	fix: levels loader in production build
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		| @@ -18,46 +18,39 @@ public class LevelsLoader : MonoBehaviour | ||||
|     private void LoadAllLevels() | ||||
|     { | ||||
|         TextAsset[] levelFiles = Resources.LoadAll<TextAsset>("Levels"); | ||||
|         TextAsset[] levelStatsFiles = Resources.LoadAll<TextAsset>("LevelsStats"); | ||||
|  | ||||
|         Dictionary<string, LevelStat> levelStatsMap = new(); | ||||
|         foreach (TextAsset jsonTextFileStats in levelStatsFiles) | ||||
|         { | ||||
|             LevelStat levelStat = LevelStat.CreateFromJSON(jsonTextFileStats.text); | ||||
|             levelStat.JsonName = jsonTextFileStats.name; | ||||
|             levelStatsMap[levelStat.JsonName] = levelStat; | ||||
|         } | ||||
|  | ||||
|         foreach (TextAsset jsonTextFile in levelFiles) | ||||
|         { | ||||
|             Level level = Level.CreateFromJSON(jsonTextFile.text); | ||||
|             level.JsonName = jsonTextFile.name; | ||||
|             level.TotalAttempts = 0; | ||||
|             level.TotalJumps = 0; | ||||
|             level.ProgressionPercent = 0; | ||||
|             level.ProgressionPercentMax = 0; | ||||
|  | ||||
|             if (levelStatsMap.TryGetValue(level.JsonName, out LevelStat levelStat)) | ||||
|             string statPath = Path.Combine(Application.persistentDataPath, level.JsonName + ".json"); | ||||
|             if (File.Exists(statPath)) | ||||
|             { | ||||
|                 string statJson = File.ReadAllText(statPath); | ||||
|                 LevelStat levelStat = JsonUtility.FromJson<LevelStat>(statJson); | ||||
|  | ||||
|                 level.TotalAttempts = levelStat.totalAttempts; | ||||
|                 level.TotalJumps = levelStat.totalJumps; | ||||
|                 level.ProgressionPercentMax = levelStat.progressionPercent; | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 levelStat = new LevelStat { JsonName = level.JsonName, totalJumps = 0, totalAttempts = 0 }; | ||||
|                 levelStatsMap[level.JsonName] = levelStat; | ||||
|                 level.TotalAttempts = 0; | ||||
|                 level.TotalJumps = 0; | ||||
|                 level.ProgressionPercentMax = 0; | ||||
|             } | ||||
|  | ||||
|             level.ProgressionPercent = 0; | ||||
|             levels.Add(level); | ||||
|         } | ||||
|  | ||||
|         levels.Sort((x, y) => x.order.CompareTo(y.order)); | ||||
|     } | ||||
|  | ||||
|     private void SaveLevelCurrent() | ||||
|     { | ||||
|         string levelJson = JsonUtility.ToJson(levelCurrent, true) + "\n"; | ||||
|         File.WriteAllText(Path.Combine(Application.dataPath, "Resources", "Levels", levelCurrent.JsonName + ".json"), levelJson); | ||||
|         if (levelCurrent == null) return; | ||||
|  | ||||
|         LevelStat levelStat = new() | ||||
|         { | ||||
| @@ -66,39 +59,54 @@ public class LevelsLoader : MonoBehaviour | ||||
|             totalAttempts = levelCurrent.TotalAttempts, | ||||
|             progressionPercent = levelCurrent.ProgressionPercentMax, | ||||
|         }; | ||||
|  | ||||
|         string levelStatJson = JsonUtility.ToJson(levelStat, true) + "\n"; | ||||
|         File.WriteAllText(Path.Combine(Application.dataPath, "Resources", "LevelsStats", levelCurrent.JsonName + ".json"), levelStatJson); | ||||
|  | ||||
|         string savePath = Path.Combine(Application.persistentDataPath, levelCurrent.JsonName + ".json"); | ||||
|         File.WriteAllText(savePath, levelStatJson); | ||||
|     } | ||||
|  | ||||
|     public void NextLevel() | ||||
|     { | ||||
|         if (levels.Count == 0) return; | ||||
|  | ||||
|         int currentIndex = levels.IndexOf(levelCurrent); | ||||
|         levelCurrent = levels[(currentIndex + 1) % levels.Count]; | ||||
|     } | ||||
|  | ||||
|     public void PreviousLevel() | ||||
|     { | ||||
|         if (levels.Count == 0) return; | ||||
|  | ||||
|         int currentIndex = levels.IndexOf(levelCurrent); | ||||
|         levelCurrent = levels[(currentIndex - 1 + levels.Count) % levels.Count]; | ||||
|     } | ||||
|  | ||||
|     public void IncreaseTotalJumps() | ||||
|     { | ||||
|         if (levelCurrent == null) return; | ||||
|  | ||||
|         levelCurrent.TotalJumps += 1; | ||||
|         SaveLevelCurrent(); | ||||
|     } | ||||
|  | ||||
|     public void IncreaseTotalAttempts() | ||||
|     { | ||||
|         if (levelCurrent == null) return; | ||||
|  | ||||
|         levelCurrent.TotalAttempts += 1; | ||||
|         SaveLevelCurrent(); | ||||
|     } | ||||
|  | ||||
|     public int CalculateCurrentProgressionPercent(Vector3 playerPosition) | ||||
|     { | ||||
|         if (levelCurrent == null) return 0; | ||||
|  | ||||
|         float lastX = levelCurrent.LastX; | ||||
|         GameObject winnerWallPrefab = Resources.Load<GameObject>("Prefabs/WinnerWall"); | ||||
|         float winnerWallWidth = winnerWallPrefab.GetComponent<Renderer>().bounds.size.x; | ||||
|         float winnerWallWidth = winnerWallPrefab != null | ||||
|             ? winnerWallPrefab.GetComponent<Renderer>().bounds.size.x | ||||
|             : 0f; | ||||
|         float marginError = 0.5f; | ||||
|         float totalDistance = lastX - (winnerWallWidth / 2) - marginError; | ||||
|  | ||||
|   | ||||
| @@ -12,7 +12,7 @@ PlayerSettings: | ||||
|   targetDevice: 2 | ||||
|   useOnDemandResources: 0 | ||||
|   accelerometerFrequency: 60 | ||||
|   companyName: DefaultCompany | ||||
|   companyName: CNAM | ||||
|   productName: GeometryDash | ||||
|   defaultCursor: {fileID: 0} | ||||
|   cursorHotspot: {x: 0, y: 0} | ||||
| @@ -106,7 +106,7 @@ PlayerSettings: | ||||
|   xboxEnableFitness: 0 | ||||
|   visibleInBackground: 1 | ||||
|   allowFullscreenSwitch: 1 | ||||
|   fullscreenMode: 1 | ||||
|   fullscreenMode: 3 | ||||
|   xboxSpeechDB: 0 | ||||
|   xboxEnableHeadOrientation: 0 | ||||
|   xboxEnableGuest: 0 | ||||
|   | ||||
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