Aimbot-ParallelEnv/Assets/Script/SceneBlocksSet.cs

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using System.Collections.Generic;
using UnityEditor.PackageManager;
using UnityEngine;
[CreateAssetMenu(menuName = "All Scene Prefab Set")]
public class SceneBlocksSet : ScriptableObject
{
public LevelsSet[] levels = new LevelsSet[3];
private GameObject hudObj;
private MessageBoxController messageBoxController;
// initialization
public void InitializeSceneBlocksSet(GameObject hudObj)
{
this.hudObj = hudObj;
messageBoxController = this.hudObj.GetComponent<MessageBoxController>();
for (int i = 0; i < levels.Length; i++)
{
// initialize all level prefab set
levels[i].InitializeLevelsSet();
}
}
#region Get Scene,Level,Prefab methods
// get AllLevlePrefabSet by target type
public LevelsSet GetAllLevlePrefabSet(SceneBlockContainer.Targets targetType)
{
switch (targetType)
{
case SceneBlockContainer.Targets.Go:
return levels[0];
case SceneBlockContainer.Targets.Attack:
return levels[1];
case SceneBlockContainer.Targets.Defence:
messageBoxController.PushMessage(new List<string> { "[ERROR]ScenePrefabSet.GetAllLevlePrefabSet:", " Defence Mode not ready!" },
new List<string> { messageBoxController.errorColor });
Debug.LogError("ScenePrefabSet.GetAllLevlePrefabSet:Defence Mode not ready!");
return levels[2];
default:
messageBoxController.PushMessage(new List<string> { "[ERROR]ScenePrefabSet.GetAllLevlePrefabSet:", " targetType not found!","tagetType = ",targetType.ToString() },
new List<string> { messageBoxController.errorColor });
Debug.LogError("ScenePrefabSet.GetAllLevlePrefabSet:targetType not found!");
return null;
}
}
// get SingleLevelPrefabSet by target type and level
public BlocksSet GetSingleLevelPrefabSet(SceneBlockContainer.Targets targetType, int level)
{
if(level >= GetAllLevlePrefabSet(targetType).singleLevelSet.Length)
{
messageBoxController.PushMessage(new List<string> { "[ERROR]ScenePrefabSet.GetSingleLevelPrefabSet:", " level out of range!","targetType = ",targetType.ToString(), "level = ",level.ToString()},
new List<string> { messageBoxController.errorColor });
Debug.LogError("ScenePrefabSet.GetSingleLevelPrefabSet:level out of range!");
return null;
}
return GetAllLevlePrefabSet(targetType).singleLevelSet[level];
}
// get prefab by target type, level and block type
public GameObject GetPrefab(SceneBlockContainer.Targets targetType, int level, int blockType)
{
if(blockType >= GetSingleLevelPrefabSet(targetType, level).prefabs.Length)
{
messageBoxController.PushMessage(new List<string> { "[ERROR]ScenePrefabSet.GetPrefab:", " blockType out of range!","targetType = ",targetType.ToString(), "level = ",level.ToString(), "blockType = ",blockType.ToString()},
new List<string> { messageBoxController.errorColor });
Debug.LogError("ScenePrefabSet.GetPrefab:blockType out of range!");
return null;
}
return GetSingleLevelPrefabSet(targetType, level).prefabs[blockType];
}
#endregion Get Scene,Level,Prefab methods
#region Get Prefab Property methods
//get level number by target type
public int GetLevelNumber(SceneBlockContainer.Targets targetType)
{
return GetAllLevlePrefabSet(targetType).singleLevelSet.Length;
}
// get block number by target type and level
public int GetBlockNumber(SceneBlockContainer.Targets targetType, int level)
{
return GetSingleLevelPrefabSet(targetType, level).prefabs.Length;
}
// get block size by target type and level and block type
public float GetBlockSize(SceneBlockContainer.Targets targetType, int level, int blockType)
{
return GetPrefab(targetType, level, blockType).GetComponent<SceneBlock>().blockSize;
}
#endregion Get Prefab Property methods
}