Added the system from trail
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67
Runtime/EncounterRegistry.cs
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67
Runtime/EncounterRegistry.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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namespace Jovian.EncounterSystem {
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/// <summary>
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/// Central lookup cache mapping <see cref="EncounterDefinition.internalId"/> to its owning
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/// <see cref="IEncounter"/> across one or more <see cref="EncountersCollection"/> assets.
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/// In editor the registry auto-populates via an asset postprocessor; at runtime call
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/// <see cref="PopulateEncounters"/> explicitly after load.
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/// </summary>
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[CreateAssetMenu(fileName = "EncounterRegistry", menuName = "Jovian/Encounter System/Encounter Registry")]
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public class EncounterRegistry : ScriptableObject {
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/// <summary>Collections whose encounters should be indexed.</summary>
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public EncountersCollection[] encounterCollections = Array.Empty<EncountersCollection>();
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private readonly Dictionary<string, IEncounter> encounters = new();
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/// <summary>The live id → encounter map.</summary>
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public Dictionary<string, IEncounter> GetEncounters() => encounters;
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/// <summary>Add an encounter to the cache if its id isn't already present.</summary>
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public void RegisterEncounter(IEncounter encounter) {
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encounters?.TryAdd(encounter?.EncounterDefinition?.internalId, encounter);
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}
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/// <summary>Remove an encounter from the cache by its id.</summary>
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public void UnregisterEncounter(IEncounter encounter) {
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encounters.Remove(encounter.EncounterDefinition.internalId);
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}
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/// <summary>Clear the cache. Call before a full re-population to avoid stale entries.</summary>
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public void ClearEncounters() {
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encounters.Clear();
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}
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/// <summary>Walk <see cref="encounterCollections"/> and register every encounter found.
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/// Call <see cref="ClearEncounters"/> first if you need a clean state.</summary>
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public void PopulateEncounters() {
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foreach(var collection in encounterCollections) {
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foreach(var encounter in collection.encounterTables) {
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foreach(var encounterInstance in encounter.encounters) {
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RegisterEncounter(encounterInstance);
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}
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}
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}
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}
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}
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#if UNITY_EDITOR
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/// <summary>
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/// Editor-time hook that keeps an <see cref="EncounterRegistry"/> asset (located via Addressables
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/// key <c>"EncounterRegistry"</c>) in sync with asset edits: clears and repopulates on any asset
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/// import/move/delete.
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/// </summary>
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public class EncounterRegister : UnityEditor.AssetPostprocessor {
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private static EncounterRegistry registryCache;
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private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) {
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registryCache ??= Addressables.LoadAssetAsync<EncounterRegistry>("EncounterRegistry").WaitForCompletion();
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registryCache.ClearEncounters();
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registryCache.PopulateEncounters();
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}
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}
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#endif
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}
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