Beispiel #1
0
    public void ShowResults(EndgameResults results)
    {
        gameObject.SetActive(true);

        foreach (TextMeshProUGUI text in new TextMeshProUGUI[] { resultsText, hintsText, learningText })
        {
            if (text)
            {
                text.text = string.Empty;
            }
        }

        void AddStringToText(string str, TextMeshProUGUI text)
        {
            if (text && !string.IsNullOrEmpty(str))
            {
                text.text += (string.IsNullOrEmpty(text.text) ? string.Empty : "\n") + str;
            }
        }

        foreach (var summaryHint in results.summaryHintMap)
        {
            AddStringToText(summaryHint.Key, resultsText);
            AddStringToText(summaryHint.Value, hintsText);
        }
        results.learning.ForEach(learning => AddStringToText(learning, learningText));

        if (animator)
        {
            animator.SetTrigger(ANIM_TRIGGER_RESULT);
        }
    }
Beispiel #2
0
    public EndgameResults GetResults()
    {
        EndgameResults retval        = new EndgameResults();
        List <Endgame> validEndgames = endgames.FindAll(eg => eg.StatConditionsMet && eg.UnlockPathComplete);

        int maxNumStats = 0;

        // Unlock Paths and Learning Outcomes are easy, just get all that apply
        validEndgames.ForEach(eg => {
            maxNumStats = Mathf.Max(maxNumStats, eg.statConditions.Count);
            if (eg.learning.Count > 0)
            {
                retval.learning.Add(RLUtilities.RandomFromList(eg.learning));
            }
        });

        // Stat-based endgames are a bit trickier though
        List <Endgame> finalStats = new List <Endgame>();

        List <Endgame>[] statResults = new List <Endgame> [maxNumStats + 1];
        for (int i = 0; i < statResults.Length; i++)
        {
            statResults[i] = new List <Endgame>();
        }

        // Sort endgames in descending order of statConditions.Count, for an ordered comparison
        // Note: HORRIBLY INEFFICIENT! There's gotta be a better way...
        validEndgames.ForEach(eg => {
            statResults[eg.statConditions.Count].Add(eg);
        });
        HashSet <Endgame> removeEGs = new HashSet <Endgame>();

        for (int r = 2; r < statResults.Length; r++)
        {
            if (statResults[r].Count == 0 || statResults[r - 1].Count == 0)
            {
                continue;
            }
            List <Endgame> curStatResults = statResults[r], lesserStatResults = statResults[r - 1];
            foreach (Endgame curEG in curStatResults)
            {
                removeEGs.Clear();
                for (int lessR = r - 1; lessR >= 1; lessR--)
                {
                    statResults[lessR].ForEach(lessEG => {
                        if (lessEG.statConditions.TrueForAll(sc => curEG.statConditions.Contains(sc)))
                        {
                            removeEGs.Add(lessEG);
                        }
                    });
                }
                foreach (Endgame eg in removeEGs)
                {
                    statResults[r - 1].Remove(eg);
                }
            }
            statResults[r].Reverse();             // Put back in spreadsheet order (1)
        }

        foreach (var sr in statResults)
        {
            finalStats.AddRange(sr);
        }
        finalStats.Reverse();         // Put back in spreadsheet order (2)

        foreach (Endgame eg in finalStats)
        {
            if (eg.summaries.Count > 0)
            {
                string curSummary = RLUtilities.RandomFromList(eg.summaries),
                         curHint  = eg.hints.Count > 0 ? RLUtilities.RandomFromList(eg.hints) : null;
                retval.summaryHintMap[curSummary] = curHint;
            }
        }

        return(retval);
    }