96 lines
2.6 KiB
C#
96 lines
2.6 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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public class ObjectiveManager : MonoBehaviour
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{
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[System.Serializable]
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public class Objective
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{
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[TextArea] public string text;
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public bool completed;
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}
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public static ObjectiveManager Instance { get; private set; }
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[Header("UI")]
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public TextMeshProUGUI objectiveText; // Assign a TMP Text in Canvas
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[Tooltip("Prefix/suffix for visual flair")]
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public string prefix = "Objective: ";
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public string completedPrefix = "✔ ";
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public string incompletePrefix = "• ";
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[Header("Data")]
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public List<Objective> objectives = new List<Objective>();
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public int activeIndex = 0; // Which objective is currently shown
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public bool autoAdvanceOnComplete = true;
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void Awake()
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{
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if (Instance != null && Instance != this) { Destroy(gameObject); return; }
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Instance = this;
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}
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void Start() => RefreshUI();
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// ----- Public API -----
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public void SetSingle(string text)
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{
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objectives.Clear();
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objectives.Add(new Objective { text = text, completed = false });
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activeIndex = 0;
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RefreshUI();
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}
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public void SetList(IEnumerable<string> list, int startIndex = 0)
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{
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objectives.Clear();
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foreach (var s in list) objectives.Add(new Objective { text = s, completed = false });
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activeIndex = Mathf.Clamp(startIndex, 0, Mathf.Max(0, objectives.Count - 1));
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RefreshUI();
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}
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public void SetActive(int index)
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{
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activeIndex = Mathf.Clamp(index, 0, Mathf.Max(0, objectives.Count - 1));
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RefreshUI();
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}
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public void MarkComplete(int index)
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{
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if (index < 0 || index >= objectives.Count) return;
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objectives[index].completed = true;
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if (autoAdvanceOnComplete && index == activeIndex)
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Advance();
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RefreshUI();
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}
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public void Advance()
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{
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// Jump to next incomplete objective if any
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for (int i = activeIndex + 1; i < objectives.Count; i++)
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{
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if (!objectives[i].completed) { activeIndex = i; RefreshUI(); return; }
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}
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// Nothing left → keep last shown as completed
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RefreshUI();
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}
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public void RefreshUI()
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{
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if (objectiveText == null) return;
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if (objectives.Count == 0)
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{
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objectiveText.text = "";
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return;
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}
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var o = objectives[Mathf.Clamp(activeIndex, 0, objectives.Count - 1)];
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var statePrefix = o.completed ? completedPrefix : incompletePrefix;
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objectiveText.text = prefix + statePrefix + o.text;
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}
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}
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