293 lines
9.9 KiB
C#
293 lines
9.9 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using TMPro;
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using UnityEngine;
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using static UnityEngine.EventSystems.EventTrigger;
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namespace BulletHellTemplate
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{
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/// <summary>
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/// Manages the maps UI menu, including loading standard and event maps.
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/// Adapted for offline mode by completely removing Firebase dependencies.
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/// </summary>
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public class UIMapsMenu : MonoBehaviour
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{
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#region Map Entry Settings
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/// <summary>
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/// Prefab for standard map entries in the UI.
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/// </summary>
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[Tooltip("Prefab for standard map entries in the UI.")]
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public MapEntry mapEntryPrefab;
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/// <summary>
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/// Container for standard map entries.
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/// </summary>
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[Tooltip("Container for standard map entries.")]
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public Transform mapContainer;
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/// <summary>
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/// Prefab for event map entries in the UI.
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/// </summary>
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[Tooltip("Prefab for event map entries in the UI.")]
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public MapEntry eventMapEntryPrefab;
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/// <summary>
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/// Container for event map entries.
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/// </summary>
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[Tooltip("Container for event map entries.")]
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public Transform eventMapContainer;
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#endregion
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#region Event Map Settings
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/// <summary>
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/// Bypass Firebase check and display all event maps.
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/// </summary>
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[Tooltip("Bypass Firebase check and display all event maps")]
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public bool alwaysShowEventMap;
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#endregion
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#region UI Elements
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/// <summary>
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/// Text component for error messages.
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/// </summary>
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[Tooltip("Text component for error messages")]
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public TextMeshProUGUI errorMessage;
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/// <summary>
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/// Difficulty label.
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/// </summary>
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public string difficulty = "Difficulty:";
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/// <summary>
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/// Translated difficulty labels.
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/// </summary>
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public NameTranslatedByLanguage[] difficultyTranslated;
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/// <summary>
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/// Fallback string for insufficient currency.
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/// </summary>
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public string insufficientCurrency = "Insufficient Tickets!";
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/// <summary>
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/// Translated messages for insufficient currency.
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/// </summary>
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public NameTranslatedByLanguage[] insufficientCurrencyTranslated;
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#endregion
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#region Private Variables
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private List<MapEntry> mapEntries = new List<MapEntry>();
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public static UIMapsMenu Singleton;
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private string currentLang;
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#endregion
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#region Unity Callbacks
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private void Awake()
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{
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if (Singleton == null)
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{
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Singleton = this;
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}
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else
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{
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Destroy(gameObject);
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}
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}
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private void OnEnable()
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{
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currentLang = LanguageManager.LanguageManager.Instance.GetCurrentLanguage();
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StartCoroutine(LoadMapsCoroutine());
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}
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#endregion
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#region Map Loading
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/// <summary>
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/// Coroutine that loads and processes map entries.
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/// </summary>
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private IEnumerator LoadMapsCoroutine()
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{
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ClearMapEntries();
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if (GameInstance.Singleton == null || GameInstance.Singleton.mapInfoData == null)
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{
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Debug.LogError("Missing GameInstance or map data");
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yield break;
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}
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List<MapInfoData> allMaps = new List<MapInfoData>(GameInstance.Singleton.mapInfoData);
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for (int i = 0; i < allMaps.Count; i++)
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{
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MapInfoData current = allMaps[i];
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if (!current.isEventMap)
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{
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CreateStandardMapEntry(current);
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}
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else
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{
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yield return StartCoroutine(ProcessEventMap(current));
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}
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}
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}
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/// <summary>
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/// Creates a standard map entry UI element.
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/// </summary>
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/// <param name="mapData">Map information data.</param>
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/// <returns>The created map entry.</returns>
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private MapEntry CreateStandardMapEntry(MapInfoData mapData)
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{
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MapEntry entry = Instantiate(mapEntryPrefab, mapContainer);
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string mapNameTranslated = GetTranslatedString(mapData.mapNameTranslated, mapData.mapName, currentLang);
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string mapDescriptionTranslated = GetTranslatedString(mapData.mapDescriptionTranslated, mapData.mapDescription, currentLang);
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string difficultyTranslatedStr = GetTranslatedString(difficultyTranslated, difficulty, currentLang);
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entry.Setup(mapData, mapNameTranslated, mapDescriptionTranslated, difficultyTranslatedStr, IsMapUnlocked(mapData));
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mapEntries.Add(entry);
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return entry;
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}
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/// <summary>
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/// Processes event map entries.
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/// </summary>
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/// <param name="mapData">Map information data for event map.</param>
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private IEnumerator ProcessEventMap(MapInfoData mapData)
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{
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bool shouldDisplay = alwaysShowEventMap;
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if (shouldDisplay)
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{
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MapEntry eventEntry = Instantiate(eventMapEntryPrefab, eventMapContainer);
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string mapNameTranslated = GetTranslatedString(mapData.mapNameTranslated, mapData.mapName, currentLang);
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string mapDescriptionTranslated = GetTranslatedString(mapData.mapDescriptionTranslated, mapData.mapDescription, currentLang);
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string difficultyTranslatedStr = GetTranslatedString(difficultyTranslated, difficulty, currentLang);
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eventEntry.Setup(mapData, mapNameTranslated, mapDescriptionTranslated, difficultyTranslatedStr, IsMapUnlocked(mapData));
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mapEntries.Add(eventEntry);
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}
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yield return null;
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}
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/// <summary>
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/// Clears all map entries from the UI containers.
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/// </summary>
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private void ClearMapEntries()
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{
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foreach (Transform child in mapContainer)
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Destroy(child.gameObject);
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foreach (Transform child in eventMapContainer)
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Destroy(child.gameObject);
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mapEntries.Clear();
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}
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/// <summary>
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/// Reloads the map entries.
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/// </summary>
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public void ReloadMaps()
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{
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StartCoroutine(LoadMapsCoroutine());
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}
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#endregion
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#region Map Unlocking and Translation
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/// <summary>
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/// Determines if a map is unlocked.
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/// </summary>
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/// <param name="mapData">Map information data.</param>
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/// <returns>True if unlocked; otherwise, false.</returns>
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/// <summary>Retorna true se o mapa estiver jog<6F>vel.</summary>
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private bool IsMapUnlocked(MapInfoData mapData)
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{
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if (mapData.isUnlocked) return true;
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if (PlayerSave.GetUnlockedMaps().Contains(mapData.mapId)) return true;
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foreach (var m in GameInstance.Singleton.mapInfoData)
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{
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if (m.isEventMap) continue;
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return m.mapId == mapData.mapId;
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}
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return false;
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}
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/// <summary>
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/// Retrieves a translated string based on the current language.
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/// </summary>
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/// <param name="translations">Array of translations.</param>
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/// <param name="fallback">Fallback string if no translation is found.</param>
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/// <param name="currentLang">Current language ID.</param>
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/// <returns>Translated string.</returns>
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private string GetTranslatedString(NameTranslatedByLanguage[] translations, string fallback, string currentLang)
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{
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if (translations != null)
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{
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foreach (var trans in translations)
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{
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if (!string.IsNullOrEmpty(trans.LanguageId) &&
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trans.LanguageId.Equals(currentLang) &&
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!string.IsNullOrEmpty(trans.Translate))
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{
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return trans.Translate;
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}
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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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/// Retrieves a translated string for map descriptions based on the current language.
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/// </summary>
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/// <param name="translations">Array of description translations.</param>
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/// <param name="fallback">Fallback description if no translation is found.</param>
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/// <param name="currentLang">Current language ID.</param>
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/// <returns>Translated description.</returns>
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private string GetTranslatedString(DescriptionTranslatedByLanguage[] translations, string fallback, string currentLang)
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{
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if (translations != null)
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{
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foreach (var trans in translations)
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{
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if (!string.IsNullOrEmpty(trans.LanguageId) &&
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trans.LanguageId.Equals(currentLang) &&
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!string.IsNullOrEmpty(trans.Translate))
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{
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return trans.Translate;
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}
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}
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}
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return fallback;
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}
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#endregion
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#region Error Display
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/// <summary>
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/// Displays an error message for a specified duration.
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/// </summary>
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/// <param name="duration">Duration in seconds to display the error message.</param>
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/// <returns>IEnumerator for coroutine.</returns>
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public IEnumerator ShowErrorMessage(float duration)
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{
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string errorTranslated = GetTranslatedString(insufficientCurrencyTranslated, insufficientCurrency, currentLang);
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errorMessage.text = errorTranslated;
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yield return new WaitForSeconds(duration);
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errorMessage.text = "";
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}
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#endregion
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}
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}
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