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