Files
przygody-pana-cegly/Autoloads/AchievementManager.cs

105 lines
3.2 KiB
C#

using Godot;
using Godot.Collections;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.Autoloads;
public partial class AchievementManager : Node
{
[Export] private string AchievementsFolderPath = "res://achievements/";
[Export] private PackedScene AchievementPopupScene { get; set; }
private System.Collections.Generic.Dictionary<string, AchievementResource> _achievements = new();
private Array<string> _unlockedAchievementIds = [];
private GameManager _gameManager;
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
LoadAchievementsFromFolder();
LoadUnlockedAchievements();
}
private void LoadAchievementsFromFolder()
{
using var dir = DirAccess.Open(AchievementsFolderPath);
if (dir == null)
{
GD.PrintErr($"AchievementManager: Could not open achievements folder at '{AchievementsFolderPath}'");
return;
}
dir.ListDirBegin();
var fileName = dir.GetNext();
while (fileName != "")
{
if (!dir.CurrentIsDir() && fileName.EndsWith(".tres"))
{
var achievement = GD.Load<AchievementResource>(AchievementsFolderPath + fileName);
if (achievement != null)
{
_achievements.TryAdd(achievement.Id, achievement);
}
}
fileName = dir.GetNext();
}
}
public void UnlockAchievement(string achievementId)
{
if (!_achievements.TryGetValue(achievementId, out var achievement))
{
GD.PrintErr($"Attempted to unlock non-existent achievement: '{achievementId}'");
return;
}
if (_unlockedAchievementIds.Contains(achievementId))
{
return; // Already unlocked
}
// 1. Mark as unlocked internally
_unlockedAchievementIds.Add(achievementId);
GD.Print($"Achievement Unlocked: {achievement.DisplayName}");
// 2. Show the UI popup
if (AchievementPopupScene != null)
{
var popup = AchievementPopupScene.Instantiate<scripts.UI.AchievementPopup>();
GetTree().Root.AddChild(popup);
_ = popup.ShowAchievement(achievement);
}
// 3. Call SteamManager if it's available
if (SteamManager.IsSteamInitialized)
{
SteamManager.UnlockAchievement(achievement.Id);
}
// 4. Save progress
SaveUnlockedAchievements();
}
public void LockAchievement(string achievementId)
{
if (_unlockedAchievementIds.Contains(achievementId))
{
_unlockedAchievementIds.Remove(achievementId);
SaveUnlockedAchievements();
}
}
private void SaveUnlockedAchievements()
{
_gameManager.PlayerState["unlocked_achievements"] = _unlockedAchievementIds;
// You might want to trigger a save game here, depending on your SaveSystem
}
private void LoadUnlockedAchievements()
{
if (_gameManager.PlayerState.TryGetValue("unlocked_achievements", out var unlocked))
{
_unlockedAchievementIds = (Array<string>)unlocked;
}
}
}