mirror of
https://github.com/boudji-ludwig-pett/cnam-geometry-dash.git
synced 2025-04-10 21:47:07 +02:00
115 lines
3.9 KiB
C#
115 lines
3.9 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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using System.IO;
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using System;
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public class LevelsLoader : MonoBehaviour
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{
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public List<Level> levels = new();
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public Level levelCurrent;
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private void Start()
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{
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DontDestroyOnLoad(gameObject);
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LoadAllLevels();
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levelCurrent = levels[0];
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}
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private void LoadAllLevels()
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{
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TextAsset[] levelFiles = Resources.LoadAll<TextAsset>("Levels");
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TextAsset[] levelStatsFiles = Resources.LoadAll<TextAsset>("LevelsStats");
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Dictionary<string, LevelStat> levelStatsMap = new();
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foreach (TextAsset jsonTextFileStats in levelStatsFiles)
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{
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LevelStat levelStat = LevelStat.CreateFromJSON(jsonTextFileStats.text);
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levelStat.JsonName = jsonTextFileStats.name;
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levelStatsMap[levelStat.JsonName] = levelStat;
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}
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foreach (TextAsset jsonTextFile in levelFiles)
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{
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Level level = Level.CreateFromJSON(jsonTextFile.text);
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level.JsonName = jsonTextFile.name;
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level.TotalAttempts = 0;
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level.TotalJumps = 0;
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level.ProgressionPercent = 0;
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level.ProgressionPercentMax = 0;
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if (levelStatsMap.TryGetValue(level.JsonName, out LevelStat levelStat))
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{
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level.TotalAttempts = levelStat.totalAttempts;
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level.TotalJumps = levelStat.totalJumps;
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level.ProgressionPercentMax = levelStat.progressionPercent;
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}
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else
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{
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levelStat = new LevelStat { JsonName = level.JsonName, totalJumps = 0, totalAttempts = 0 };
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levelStatsMap[level.JsonName] = levelStat;
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}
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levels.Add(level);
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}
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levels.Sort((x, y) => x.order.CompareTo(y.order));
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}
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private void SaveLevelCurrent()
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{
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string levelJson = JsonUtility.ToJson(levelCurrent, true) + "\n";
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File.WriteAllText(Path.Combine(Application.dataPath, "Resources", "Levels", levelCurrent.JsonName + ".json"), levelJson);
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LevelStat levelStat = new()
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{
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JsonName = levelCurrent.JsonName,
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totalJumps = levelCurrent.TotalJumps,
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totalAttempts = levelCurrent.TotalAttempts,
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progressionPercent = levelCurrent.ProgressionPercentMax,
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};
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string levelStatJson = JsonUtility.ToJson(levelStat, true) + "\n";
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File.WriteAllText(Path.Combine(Application.dataPath, "Resources", "LevelsStats", levelCurrent.JsonName + ".json"), levelStatJson);
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}
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public void NextLevel()
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{
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int currentIndex = levels.IndexOf(levelCurrent);
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levelCurrent = levels[(currentIndex + 1) % levels.Count];
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}
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public void PreviousLevel()
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{
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int currentIndex = levels.IndexOf(levelCurrent);
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levelCurrent = levels[(currentIndex - 1 + levels.Count) % levels.Count];
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}
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public void IncreaseTotalJumps()
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{
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levelCurrent.TotalJumps += 1;
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SaveLevelCurrent();
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}
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public void IncreaseTotalAttempts()
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{
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levelCurrent.TotalAttempts += 1;
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SaveLevelCurrent();
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}
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public int CalculateCurrentProgressionPercent(Vector3 playerPosition)
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{
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float lastX = levelCurrent.LastX;
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GameObject winnerWallPrefab = Resources.Load<GameObject>("Prefabs/WinnerWall");
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float winnerWallWidth = winnerWallPrefab.GetComponent<Renderer>().bounds.size.x;
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float marginError = 0.5f;
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float totalDistance = lastX - (winnerWallWidth / 2) - marginError;
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float rawPercentage = (playerPosition.x / totalDistance) * 100;
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int clampedPercentage = Mathf.Clamp(Mathf.RoundToInt(rawPercentage), 0, 100);
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levelCurrent.ProgressionPercent = clampedPercentage;
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levelCurrent.ProgressionPercentMax = Math.Max(levelCurrent.ProgressionPercentMax, levelCurrent.ProgressionPercent);
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SaveLevelCurrent();
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return clampedPercentage;
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}
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}
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