using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace PuzzleS
{
///
/// Represents all puzzle steps in a level.
/// This is automatically generated from folder structure during asset import.
///
[CreateAssetMenu(fileName = "LevelPuzzleData", menuName = "AppleHills/Items & Puzzles/LevelPuzzleData")]
public class PuzzleLevelDataSO : ScriptableObject
{
///
/// Unique identifier for this level, automatically set to match folder name
///
public string levelId;
///
/// Display name for this level
///
public string displayName;
///
/// All puzzle steps in this level
///
public List allSteps = new List();
///
/// Steps that should be unlocked at level start (no dependencies)
///
public List initialSteps = new List();
///
/// Pre-processed dependency data built at edit time.
/// Maps step IDs to arrays of dependency step IDs (which steps are required by each step)
///
public Dictionary stepDependencies = new Dictionary();
///
/// Check if all steps in the level are complete
///
public bool IsLevelComplete(HashSet completedSteps)
{
if (completedSteps == null) return false;
foreach (var step in allSteps)
{
if (step != null && !completedSteps.Contains(step))
{
return false;
}
}
return true;
}
///
/// Gets all steps that will be unlocked by completing the given step
///
public List GetUnlockedSteps(PuzzleStepSO completedStep)
{
return completedStep != null ? completedStep.unlocks : new List();
}
///
/// Check if this step is an initial step (no dependencies)
///
public bool IsInitialStep(PuzzleStepSO step)
{
return step != null && initialSteps.Contains(step);
}
}
}