131 lines
3.8 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using System.IO;
using System;
public class LevelsLoader : MonoBehaviour
{
public List<Level> levels = new();
public Level levelCurrent;
private void Start()
{
DontDestroyOnLoad(gameObject);
LoadAllLevels();
levelCurrent = levels[0];
}
private void LoadAllLevels()
{
TextAsset[] levelFiles = Resources.LoadAll<TextAsset>("Levels");
foreach (TextAsset jsonTextFile in levelFiles)
{
Level level = Level.CreateFromJSON(jsonTextFile.text);
level.JsonName = jsonTextFile.name;
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
{
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()
{
if (levelCurrent == null) return;
LevelStat levelStat = new()
{
JsonName = levelCurrent.JsonName,
totalJumps = levelCurrent.TotalJumps,
totalAttempts = levelCurrent.TotalAttempts,
progressionPercent = levelCurrent.ProgressionPercentMax,
};
string levelStatJson = JsonUtility.ToJson(levelStat, true) + "\n";
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 != null
? winnerWallPrefab.GetComponent<Renderer>().bounds.size.x
: 0f;
float marginError = 0.5f;
float totalDistance = lastX - (winnerWallWidth / 2) - marginError;
float rawPercentage = (playerPosition.x / totalDistance) * 100;
int clampedPercentage = Mathf.Clamp(Mathf.RoundToInt(rawPercentage), 0, 100);
levelCurrent.ProgressionPercent = clampedPercentage;
levelCurrent.ProgressionPercentMax = Math.Max(levelCurrent.ProgressionPercentMax, levelCurrent.ProgressionPercent);
SaveLevelCurrent();
return clampedPercentage;
}
public void RefreshLevels()
{
levels.Clear();
LoadAllLevels();
if (levels.Count > 0)
levelCurrent = levels[0];
}
}