Files
encounter-system/Runtime/EncounterRegistry.cs
2026-04-19 12:25:49 +02:00

68 lines
3.1 KiB
C#

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