forked from Shardstone/trail-into-darkness
added encounter system
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@@ -0,0 +1,51 @@
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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>id → encounter cache. Editor auto-repopulates on asset changes; runtime must call <see cref="PopulateEncounters"/>.</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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public EncountersCollection[] encounterCollections = Array.Empty<EncountersCollection>();
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private readonly Dictionary<string, IEncounter> encounters = new();
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public Dictionary<string, IEncounter> GetEncounters() => encounters;
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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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public void UnregisterEncounter(IEncounter encounter) {
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encounters.Remove(encounter.EncounterDefinition.internalId);
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}
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public void ClearEncounters() {
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encounters.Clear();
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}
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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>Rebuilds the registry (Addressables key "EncounterRegistry") on any asset import/move/delete.</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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