mirror of
https://github.com/boudji-ludwig-pett/cnam-geometry-dash.git
synced 2025-05-08 17:54:12 +02:00
131 lines
3.8 KiB
C#
131 lines
3.8 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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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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string statPath = Path.Combine(Application.persistentDataPath, level.JsonName + ".json");
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if (File.Exists(statPath))
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{
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string statJson = File.ReadAllText(statPath);
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LevelStat levelStat = JsonUtility.FromJson<LevelStat>(statJson);
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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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level.TotalAttempts = 0;
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level.TotalJumps = 0;
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level.ProgressionPercentMax = 0;
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}
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level.ProgressionPercent = 0;
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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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if (levelCurrent == null) return;
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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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string savePath = Path.Combine(Application.persistentDataPath, levelCurrent.JsonName + ".json");
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File.WriteAllText(savePath, levelStatJson);
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}
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public void NextLevel()
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{
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if (levels.Count == 0) return;
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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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if (levels.Count == 0) return;
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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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if (levelCurrent == null) return;
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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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if (levelCurrent == null) return;
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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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if (levelCurrent == null) return 0;
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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 != null
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? winnerWallPrefab.GetComponent<Renderer>().bounds.size.x
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: 0f;
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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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public void RefreshLevels()
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{
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levels.Clear();
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LoadAllLevels();
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if (levels.Count > 0)
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levelCurrent = levels[0];
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}
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}
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