Implement Fort Fight minigame (#75)
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #75
This commit is contained in:
@@ -13,17 +13,19 @@ namespace AppleHills.Editor
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private static PlayerFollowerSettings _playerFollowerSettings;
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private static InteractionSettings _interactionSettings;
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private static DivingMinigameSettings _divingMinigameSettings;
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private static Minigames.FortFight.Core.FortFightSettings _fortFightSettings;
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// Static constructor will be called when Unity loads/reloads scripts
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static EditorSettingsProvider()
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{
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LoadAllSettings();
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// Set up the delegates in SettingsAccess
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// Set up the delegates in SettingsAccess (includes Fort Fight)
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AppleHills.SettingsAccess.SetupEditorProviders(
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GetPlayerStopDistance,
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GetPlayerStopDistanceDirectInteraction,
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GetPuzzlePromptRange
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GetPuzzlePromptRange,
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GetWeakPointExplosionRadius
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);
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// Subscribe to asset changes to auto-refresh when settings are modified
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@@ -55,12 +57,14 @@ namespace AppleHills.Editor
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_playerFollowerSettings = AssetDatabase.LoadAssetAtPath<PlayerFollowerSettings>("Assets/Settings/PlayerFollowerSettings.asset");
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_interactionSettings = AssetDatabase.LoadAssetAtPath<InteractionSettings>("Assets/Settings/InteractionSettings.asset");
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_divingMinigameSettings = AssetDatabase.LoadAssetAtPath<DivingMinigameSettings>("Assets/Settings/MinigameSettings.asset");
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_fortFightSettings = AssetDatabase.LoadAssetAtPath<Minigames.FortFight.Core.FortFightSettings>("Assets/Settings/FortFightSettings.asset");
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// Re-register the delegates in case they were lost
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AppleHills.SettingsAccess.SetupEditorProviders(
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GetPlayerStopDistance,
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GetPlayerStopDistanceDirectInteraction,
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GetPuzzlePromptRange
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GetPuzzlePromptRange,
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GetWeakPointExplosionRadius
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);
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Logging.Debug("Editor settings loaded for Scene View use");
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@@ -88,6 +92,12 @@ namespace AppleHills.Editor
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return _interactionSettings?.DefaultPuzzlePromptRange ?? 3.0f;
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}
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// Fort Fight delegate methods
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private static float GetWeakPointExplosionRadius()
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{
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return _fortFightSettings?.WeakPointExplosionRadius ?? 2.5f;
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}
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// Other utility methods
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public static T GetSettings<T>() where T : BaseSettings
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{
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@@ -97,6 +107,8 @@ namespace AppleHills.Editor
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return _interactionSettings as T;
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else if (typeof(T) == typeof(DivingMinigameSettings))
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return _divingMinigameSettings as T;
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else if (typeof(T) == typeof(Minigames.FortFight.Core.FortFightSettings))
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return _fortFightSettings as T;
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return null;
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}
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@@ -10,7 +10,7 @@ namespace AppleHills.Core.Settings.Editor
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{
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private Vector2 scrollPosition;
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private List<BaseSettings> allSettings = new List<BaseSettings>();
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private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame", "Card System", "Card Sorting", "Bird Pooper", "Statue Dressup" };
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private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame", "Card System", "Card Sorting", "Bird Pooper", "Statue Dressup", "Fort Fight" };
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private int selectedTab = 0;
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private Dictionary<string, SerializedObject> serializedSettingsObjects = new Dictionary<string, SerializedObject>();
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private GUIStyle headerStyle;
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@@ -52,6 +52,7 @@ namespace AppleHills.Core.Settings.Editor
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CreateSettingsIfMissing<CardSortingSettings>("CardSortingSettings");
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CreateSettingsIfMissing<BirdPooperSettings>("BirdPooperSettings");
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CreateSettingsIfMissing<StatueDressupSettings>("StatueDressupSettings");
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CreateSettingsIfMissing<Minigames.FortFight.Core.FortFightSettings>("FortFightSettings");
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}
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private void CreateSettingsIfMissing<T>(string fileName) where T : BaseSettings
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@@ -130,6 +131,9 @@ namespace AppleHills.Core.Settings.Editor
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case 6: // Statue Dressup
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DrawSettingsEditor<StatueDressupSettings>();
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break;
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case 7: // Fort Fight
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DrawSettingsEditor<Minigames.FortFight.Core.FortFightSettings>();
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break;
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}
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EditorGUILayout.EndScrollView();
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