Files
WordConnect/Assets/WordConnectGameToolkit/Scripts/Popups/MenuPlay.cs

197 lines
6.3 KiB
C#

// // ©2015 - 2025 Candy Smith
// // All rights reserved
// // Redistribution of this software is strictly not allowed.
// // Copy of this software can be obtained from unity asset store only.
// // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// // FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
// // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// // THE SOFTWARE.
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using WordsToolkit.Scripts.Levels;
using WordsToolkit.Scripts.System;
using VContainer;
using WordsToolkit.Scripts.Gameplay.Managers;
using WordsToolkit.Scripts.GUI;
namespace WordsToolkit.Scripts.Popups
{
public class MenuPlay : Popup
{
public Image[] backgroundImages;
public Slider scrollBar;
public TextMeshProUGUI counter;
public Button play;
private LevelGroup currentGroup;
private Level currentLevel;
[Inject]
private SceneLoader sceneLoader;
[Inject]
private BackgroundChanger backgroundChanger;
[SerializeField]
private GameObject hardLabel;
private void OnEnable()
{
stateManager.HideMain();
play.onClick.AddListener(Play);
// Get the current level from GameDataManager
currentLevel = GameDataManager.GetLevel();
// If current level is null, try to find previous level
if (currentLevel == null)
{
TryLoadPreviousLevel();
}
currentGroup = currentLevel?.GetGroup();
// Try to find a background sprite following the hierarchy
Sprite backgroundToUse = GetBackgroundFromHierarchy();
backgroundChanger.SetBackground(backgroundToUse);
if (backgroundToUse != null && backgroundImages.Length > 0)
{
// Set sprite for all background images
foreach (var bg in backgroundImages)
{
bg.sprite = backgroundToUse;
}
}
// Update progress UI elements
UpdateProgressUI();
}
public override void AfterShowAnimation()
{
base.AfterShowAnimation();
if (currentLevel.isHardLevel)
{
hardLabel.SetActive(true); hardLabel.GetComponent<Animator>().Play("HardLabel");
}
}
private void TryLoadPreviousLevel()
{
Debug.LogWarning("Current level is null, trying to load previous level");
// Get current level number
int currentLevelNum = GameDataManager.GetLevelNum();
// Try to find a valid previous level
int previousLevel = currentLevelNum - 1;
while (previousLevel > 0)
{
GameDataManager.SetLevelNum(previousLevel);
Level levelData = GameDataManager.GetLevel();
if (levelData != null)
{
currentLevel = levelData;
Debug.Log($"Loaded previous level: {previousLevel}");
break;
}
previousLevel--;
}
// If we still couldn't find a valid level, log an error
if (currentLevel == null)
{
Debug.LogError("Could not find any valid level to load");
}
}
private void Play()
{
// Make sure we have a valid level to play
if (currentLevel == null)
{
Debug.LogWarning("Attempting to play with null level, trying to load previous level");
TryLoadPreviousLevel();
// If still null, we can't play
if (currentLevel == null)
{
Debug.LogError("No valid level to play");
return;
}
}
GameDataManager.SetLevel(currentLevel);
sceneLoader.StartGameScene();
Close();
}
private void UpdateProgressUI()
{
if (counter != null && currentLevel != null)
{
// Check if we have a valid group
if (currentGroup == null || currentGroup.levels == null)
{
counter.text = "0/0";
scrollBar.minValue = 0;
scrollBar.maxValue = 1;
scrollBar.value = 0;
return;
}
// Get the total number of levels in the group
int totalLevels = currentGroup.levels.Count;
// Find the index of current level in the group
int currentIndex = currentGroup.levels.IndexOf(currentLevel);
// If level is not found in the group, set index to 0
if (currentIndex < 0)
{
currentIndex = 0;
}
// Update counter and scrollbar
counter.text = $"{currentIndex}/{totalLevels}";
scrollBar.minValue = 0;
scrollBar.maxValue = totalLevels;
scrollBar.value = currentIndex;
}
}
private Sprite GetBackgroundFromHierarchy()
{
if (currentGroup == null) return null;
// Start from the top-most parent
LevelGroup current = currentGroup;
while (current.parentGroup != null)
{
if (current.parentGroup.background != null)
{
return current.parentGroup.background;
}
current = current.parentGroup;
}
// Then check current group
if (currentGroup.background != null)
{
return currentGroup.background;
}
// Finally check the level itself
if (currentLevel != null && currentLevel.background != null)
{
return currentLevel.background;
}
return null;
}
}
}