368 lines
15 KiB
C#
368 lines
15 KiB
C#
using System;
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using UnityEngine;
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using static BulletHellTemplate.PlayerSave;
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namespace BulletHellTemplate
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{
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/// <summary>
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/// Displays and claims **Daily Rewards** using a *local-first, server-confirmed* flow.
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///
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/// Workflow:
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/// 1. UI is built from locally cached <see cref="DailyRewardsData"/> (PlayerSave).
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/// 2. When the player presses "Claim", minimal local validation runs (already claimed? already today? correct sequence?).
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/// 3. If local checks pass, a server claim is sent via <see cref="BackendManager.Service"/>.
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/// 4. On server success, reward is applied (inside the backend claim extension) and local cache is updated.
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/// 5. UI refreshes.
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///
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/// This approach reduces server calls while keeping the server authoritative over the final grant.
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/// </summary>
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public sealed class DailyRewardManager : MonoBehaviour
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{
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/*────────────────────────── Inspector ──────────────────────────*/
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[Header("UI Prefabs & Containers")]
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[Tooltip("Prefab used to display each daily reward entry.")]
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public RewardEntry rewardEntryPrefab;
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[Tooltip("Parent transform that will hold all spawned daily reward entries.")]
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public Transform rewardsContainer;
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[Tooltip("Popup shown when a reward is successfully claimed.")]
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public RewardPopup rewardPopup;
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/*────────────────────────── Private State ──────────────────────*/
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private DailyRewardsData localDailyData;
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private RewardItem[] rewardItems;
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private string currentLang;
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// Cached flags used when building UI
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private bool _alreadyClaimedToday;
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private int _nextIndex; // index expected to be claimed next (sequential)
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private int _daysSinceFirstClaim; // used only for visual gating
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/*────────────────────────── Unity Events ───────────────────────*/
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private void OnEnable()
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{
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currentLang = LanguageManager.LanguageManager.Instance.GetCurrentLanguage();
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rewardItems = GameInstance.Singleton.dailyRewardItems;
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// Pull local cache
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localDailyData = PlayerSave.GetDailyRewardsLocal();
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// Optionally perform a lazy local reset if the cycle completed AND at least 1 new day has passed.
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TryLocalCycleResetIfNeeded();
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// Precompute visual gating values
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_alreadyClaimedToday = localDailyData.lastClaimDate != DateTime.MinValue &&
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localDailyData.lastClaimDate.Date == DateTime.Now.Date;
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_nextIndex = localDailyData.claimedRewards.Count;
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if (localDailyData.firstClaimDate != DateTime.MinValue)
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{
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_daysSinceFirstClaim = Mathf.Max(
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0,
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(int)(DateTime.Now.Date - localDailyData.firstClaimDate.Date).TotalDays
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);
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}
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else
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{
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_daysSinceFirstClaim = 0;
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}
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BuildUI();
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}
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/*────────────────────────── UI Build ───────────────────────────*/
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/// <summary>
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/// Spawns one entry per configured daily reward and wires up claim buttons
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/// according to the current local state.
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/// </summary>
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private void BuildUI()
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{
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// Clear previous children
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if (rewardsContainer != null)
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{
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for (int i = rewardsContainer.childCount - 1; i >= 0; --i)
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Destroy(rewardsContainer.GetChild(i).gameObject);
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}
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if (rewardItems == null || rewardItems.Length == 0)
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{
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Debug.LogWarning("[DailyRewardManager] No daily rewards configured.");
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return;
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}
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for (int i = 0; i < rewardItems.Length; i++)
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{
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var def = rewardItems[i];
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RewardEntry entry = Instantiate(rewardEntryPrefab, rewardsContainer);
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// Localized display strings
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string title = GetTranslatedString(def.titleTranslated, def.title, currentLang);
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string description = GetTranslatedString(def.descriptionTranslated, def.description, currentLang);
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// Display day label (1-based for player clarity)
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entry.Setup(
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def.icon,
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title,
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description,
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$"Day {i + 1}",
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i + 1
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);
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// State assignment
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if (localDailyData.claimedRewards.Contains(i))
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{
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entry.SetClaimed();
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continue;
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}
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// If already claimed today, everything else is locked
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if (_alreadyClaimedToday)
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{
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entry.SetLocked();
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continue;
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}
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// Sequential gating: allow claim only for the next expected index
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if (i == _nextIndex && i <= _daysSinceFirstClaim)
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{
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int capture = i; // closure
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entry.EnableClaimButton(() => OnClaimButtonPressed(capture));
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}
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else
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{
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entry.SetLocked();
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}
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}
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}
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/*────────────────────────── Claim Flow ─────────────────────────*/
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/// <summary>
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/// Called by UI button; runs local validation and (if passed) performs an async server claim.
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/// </summary>
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private async void OnClaimButtonPressed(int dayIndex)
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{
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// Fast local validation; reduces unnecessary server requests.
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if (!LocalCanClaim(dayIndex, out var failCode))
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{
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HandleClaimFail(failCode, dayIndex, isPreServer: true);
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return;
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}
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// Build a temporary BattlePassItem to describe reward for local application & popup visuals.
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RewardItem rewardDef = rewardItems[dayIndex];
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BattlePassItem bpItem = BuildBattlePassMirror(rewardDef);
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// Perform server-authorized claim.
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RequestResult result = await BackendManager.Service.ClaimDailyRewardAsync(dayIndex, bpItem);
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if (!result.Success)
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{
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HandleClaimFail(result.Reason, dayIndex, isPreServer: false);
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return;
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}
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// Update local cache on success
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if (!localDailyData.claimedRewards.Contains(dayIndex))
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localDailyData.claimedRewards.Add(dayIndex);
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if (localDailyData.claimedRewards.Count == 1)
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localDailyData.firstClaimDate = DateTime.Now.Date;
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localDailyData.lastClaimDate = DateTime.Now.Date;
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PlayerSave.SetDailyRewardsLocal(localDailyData);
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// Show popup (optional)
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if (rewardPopup != null)
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{
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string title = GetTranslatedString(rewardDef.titleTranslated, rewardDef.title, currentLang);
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string description = GetTranslatedString(rewardDef.descriptionTranslated, rewardDef.description, currentLang);
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rewardPopup.Setup(rewardDef.icon, title, description);
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}
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// Rebuild UI with updated data
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OnEnable(); // quick refresh
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}
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/// <summary>
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/// Minimal local validation: already claimed? already claimed today? correct sequence?
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/// failCode: "0" (already) / "1" (not available) / null (ok).
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/// </summary>
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private bool LocalCanClaim(int dayIndex, out string failCode)
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{
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failCode = null;
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int total = rewardItems?.Length ?? 0;
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if (dayIndex < 0 || dayIndex >= total)
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{
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failCode = "1";
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return false;
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}
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if (localDailyData.claimedRewards.Contains(dayIndex))
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{
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failCode = "0";
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return false;
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}
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if (localDailyData.lastClaimDate != DateTime.MinValue &&
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localDailyData.lastClaimDate.Date == DateTime.Now.Date)
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{
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failCode = "0"; // already claimed today
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return false;
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}
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int expected = localDailyData.claimedRewards.Count;
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if (dayIndex > expected)
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{
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failCode = "1"; // trying to skip days
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return false;
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}
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return true;
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}
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/// <summary>
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/// Handles failed claim attempts (local or server) with consistent logging.
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/// </summary>
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private void HandleClaimFail(string reasonCode, int dayIndex, bool isPreServer)
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{
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string prefix = isPreServer ? "[DailyRewardManager][Local]" : "[DailyRewardManager][Server]";
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switch (reasonCode)
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{
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case "0":
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Debug.LogWarning($"{prefix} Day {dayIndex + 1} already claimed.");
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break;
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case "1":
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Debug.LogWarning($"{prefix} Day {dayIndex + 1} not available yet.");
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break;
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default:
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Debug.LogWarning($"{prefix} Claim failed (code:{reasonCode}).");
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break;
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}
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}
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/*────────────────────────── Reward Construction ─────────────────*/
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/// <summary>
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/// Builds a minimal <see cref="BattlePassItem"/> mirror from a <see cref="RewardItem"/> definition.
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/// Used only to route through shared reward‑apply code paths.
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/// </summary>
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private BattlePassItem BuildBattlePassMirror(RewardItem reward)
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{
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BattlePassItem temp = ScriptableObject.CreateInstance<BattlePassItem>();
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temp.passId = "DailyReward_" + reward.rewardId;
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temp.itemTitle = reward.title;
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temp.itemDescription = reward.description ?? "Daily reward.";
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temp.itemIcon = reward.icon;
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temp.rewardTier = BattlePassItem.RewardTier.Free;
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switch (reward.rewardType)
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{
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case RewardType.Currency:
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temp.rewardType = BattlePassItem.RewardType.CurrencyReward;
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temp.currencyReward = new CurrencyReward
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{
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currency = reward.currencyRewards[0],
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amount = reward.amount
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};
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break;
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case RewardType.Icon:
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temp.rewardType = BattlePassItem.RewardType.IconReward;
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temp.iconReward = reward.iconRewards[0];
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break;
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case RewardType.Frame:
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temp.rewardType = BattlePassItem.RewardType.FrameReward;
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temp.frameReward = reward.frameRewards[0];
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break;
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case RewardType.Character:
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temp.rewardType = BattlePassItem.RewardType.CharacterReward;
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temp.characterData = new CharacterData[] { reward.characterRewards[0] };
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break;
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case RewardType.InventoryItem:
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temp.rewardType = BattlePassItem.RewardType.InventoryItemReward;
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temp.inventoryItems = new InventoryItem[] { reward.inventoryItems[0] };
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break;
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}
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return temp;
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}
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/*────────────────────────── Helpers ─────────────────────────────*/
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/// <summary>
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/// For UX: after a full cycle is completed, clear local progress if at least one new calendar day has passed.
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/// This does NOT contact the server; server still validates claims.
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/// </summary>
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private void TryLocalCycleResetIfNeeded()
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{
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int total = GameInstance.Singleton.dailyRewardItems?.Length ?? 0;
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if (total <= 0) return;
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if (localDailyData == null)
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localDailyData = PlayerSave.GetDailyRewardsLocal();
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// Completed cycle?
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if (localDailyData.claimedRewards.Count < total)
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return;
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// Wait at least one day after the last claim before resetting locally.
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if (localDailyData.lastClaimDate == DateTime.MinValue)
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return;
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if ((DateTime.Now.Date - localDailyData.lastClaimDate.Date).TotalDays < 1d)
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return;
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localDailyData.claimedRewards.Clear();
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localDailyData.firstClaimDate = DateTime.Now.Date;
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localDailyData.lastClaimDate = DateTime.MinValue;
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PlayerSave.SetDailyRewardsLocal(localDailyData);
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}
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/// <summary>
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/// Returns a translated string (title) or the fallback if not found.
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/// </summary>
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public string GetTranslatedString(NameTranslatedByLanguage[] translations, string fallback, string lang)
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{
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if (translations != null)
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{
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foreach (var t in translations)
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{
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if (!string.IsNullOrEmpty(t.LanguageId) &&
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t.LanguageId.Equals(lang, StringComparison.OrdinalIgnoreCase) &&
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!string.IsNullOrEmpty(t.Translate))
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return t.Translate;
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}
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}
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return fallback;
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}
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/// <summary>
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/// Returns a translated string (description) or the fallback if not found.
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/// </summary>
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public string GetTranslatedString(DescriptionTranslatedByLanguage[] translations, string fallback, string lang)
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{
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if (translations != null)
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{
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foreach (var t in translations)
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{
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if (!string.IsNullOrEmpty(t.LanguageId) &&
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t.LanguageId.Equals(lang, StringComparison.OrdinalIgnoreCase) &&
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!string.IsNullOrEmpty(t.Translate))
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return t.Translate;
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}
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}
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return fallback;
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}
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}
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}
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