104 lines
3.4 KiB
C#
104 lines
3.4 KiB
C#
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.AddressableAssets;
|
|
|
|
namespace PuzzleS
|
|
{
|
|
/// <summary>
|
|
/// Represents a complete chain of puzzle steps that form a logical sequence.
|
|
/// This is automatically generated from folder structure during asset import.
|
|
/// </summary>
|
|
[CreateAssetMenu(fileName = "PuzzleChain", menuName = "AppleHills/Items & Puzzles/PuzzleChain")]
|
|
public class PuzzleChainSO : ScriptableObject
|
|
{
|
|
/// <summary>
|
|
/// Unique identifier for this puzzle chain, automatically set to match folder name
|
|
/// </summary>
|
|
public string chainId;
|
|
|
|
/// <summary>
|
|
/// Display name for this chain
|
|
/// </summary>
|
|
public string displayName;
|
|
|
|
/// <summary>
|
|
/// Description of this puzzle chain
|
|
/// </summary>
|
|
[TextArea]
|
|
public string description;
|
|
|
|
/// <summary>
|
|
/// All steps that belong to this puzzle chain
|
|
/// </summary>
|
|
public List<PuzzleStepSO> allSteps = new List<PuzzleStepSO>();
|
|
|
|
/// <summary>
|
|
/// Initial steps that should be unlocked when the puzzle chain starts
|
|
/// (steps with no dependencies)
|
|
/// </summary>
|
|
public List<PuzzleStepSO> initialSteps = new List<PuzzleStepSO>();
|
|
|
|
/// <summary>
|
|
/// Optional requirement for this entire chain to be activated
|
|
/// If not null, this chain requires the specified chain to be completed first
|
|
/// </summary>
|
|
public PuzzleChainSO requiredChain;
|
|
|
|
/// <summary>
|
|
/// Pre-processed dependency data built at edit time.
|
|
/// Maps step IDs to arrays of dependency step IDs
|
|
/// </summary>
|
|
[HideInInspector]
|
|
public Dictionary<string, string[]> stepDependencies = new Dictionary<string, string[]>();
|
|
|
|
/// <summary>
|
|
/// Gets all steps that will be unlocked by completing the given step
|
|
/// </summary>
|
|
public List<PuzzleStepSO> GetUnlockedSteps(string stepId)
|
|
{
|
|
var result = new List<PuzzleStepSO>();
|
|
foreach (var step in allSteps)
|
|
{
|
|
if (step.stepId == stepId && step != null)
|
|
{
|
|
return step.unlocks;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets all steps that will be unlocked by completing the given step
|
|
/// </summary>
|
|
public List<PuzzleStepSO> GetUnlockedSteps(PuzzleStepSO completedStep)
|
|
{
|
|
return completedStep != null ? completedStep.unlocks : new List<PuzzleStepSO>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if this step is an initial step (no dependencies)
|
|
/// </summary>
|
|
public bool IsInitialStep(PuzzleStepSO step)
|
|
{
|
|
return step != null && initialSteps.Contains(step);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if all steps in this chain are completed
|
|
/// </summary>
|
|
public bool IsChainComplete(HashSet<PuzzleStepSO> completedSteps)
|
|
{
|
|
if (completedSteps == null) return false;
|
|
|
|
foreach (var step in allSteps)
|
|
{
|
|
if (step != null && !completedSteps.Contains(step))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
}
|