Add playable timelines and jazz up the documentation
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return true;
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// Play the current timeline in the sequence
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|
||||
@@ -198,16 +198,36 @@ namespace PuzzleS
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unlocks all initial steps (those with no dependencies).
|
||||
/// Unlocks all initial steps (those with no dependencies) and any steps whose dependencies are already met.
|
||||
/// </summary>
|
||||
private void UnlockInitialSteps()
|
||||
{
|
||||
// First, unlock all steps with no dependencies (initial steps)
|
||||
var initialSteps = PuzzleGraphUtility.FindInitialSteps(_runtimeDependencies);
|
||||
foreach (var step in initialSteps)
|
||||
{
|
||||
Debug.Log($"[Puzzles] Initial step unlocked: {step.stepId}");
|
||||
UnlockStep(step);
|
||||
}
|
||||
|
||||
// Keep trying to unlock steps as long as we're making progress
|
||||
bool madeProgress;
|
||||
do
|
||||
{
|
||||
madeProgress = false;
|
||||
|
||||
// Check all steps that haven't been unlocked yet
|
||||
foreach (var step in _runtimeDependencies.Keys.Where(s => !_unlockedSteps.Contains(s)))
|
||||
{
|
||||
// Check if all dependencies have been completed
|
||||
if (AreRuntimeDependenciesMet(step))
|
||||
{
|
||||
Debug.Log($"[Puzzles] Chain step unlocked: {step.stepId}");
|
||||
UnlockStep(step);
|
||||
madeProgress = true;
|
||||
}
|
||||
}
|
||||
} while (madeProgress);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
Reference in New Issue
Block a user