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mrtoine 2025-10-08 19:14:10 +02:00
commit f502f6b578
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using System.Collections.Generic;
using Core.Runtime.Interfaces;
using UnityEngine;
namespace Core.Runtime
{
public class BaseMonobehaviour : MonoBehaviour
{
#region Publics
[Header("Debug")]
[SerializeField] protected bool m_isVerbose;
public enum FactPersistence
{
Normal,
Persistent,
}
public GameObject GameObject => _gameObject ? _gameObject : _gameObject = gameObject;
public Rigidbody Rigidbody => _rigidbody ? _rigidbody : _rigidbody = GetComponent<Rigidbody>();
public Transform Transform => _transform ? _transform : _transform = GetComponent<Transform>();
#endregion
#region Fact Dictionnary
protected bool FactExists<T>(string key, out T value)
{
GameFacts.FactExists<T>(key, out value);
return value != null;
}
protected T GetFact<T>(string key)
{
return GameFacts.GetFact<T>(key);
}
protected Dictionary<string, IFact> GetAllFacts()
{
return GameFacts.GetAllFacts();
}
protected void SetFact<T>(string key, T value, FactPersistence persistence = FactPersistence.Normal)
{
GameFacts.SetFact<T>(key, value, persistence);
}
protected void RemoveFact<T>(string key)
{
GameFacts.RemoveFact<T>(key);
}
#endregion
#region Save System
protected List<string> GetAllSaves()
{
return GameFacts.GetAllSaves();
}
protected void SaveFacts(string slotName = "")
{
string slot = GameManager.Instance.Profile;
if (slotName != "")
{
slot = slotName;
}
if (GameFacts.SaveFacts(slot))
{
Info("Données sauvegardées avec succès dans le fichier save.json");
}
else
{
Error("Failed to save facts");
}
}
protected void LoadFacts(string slotName = "")
{
string slot = GameManager.Instance.Profile;
if (slotName != "")
{
slot = slotName;
}
if (GameFacts.LoadFacts(slot))
{
Info("Données chargées avec succès");
}
else
{
Error("Failed to load facts");
}
}
protected void DeleteSaveFile()
{
GameFacts.DeleteSaveFile(GameManager.Instance.Profile);
}
#endregion
#region DEBUG
protected void Info(string message)
{
if (!m_isVerbose) return;
Debug.Log(message, this);
}
protected void Error(string message)
{
if (!m_isVerbose) return;
Debug.LogError(message, this);
}
protected void Warning(string message)
{
if (!m_isVerbose) return;
Debug.LogWarning(message, this);
}
#endregion
#region GETTERS
private GameObject _gameObject;
private Rigidbody _rigidbody;
private Transform _transform;
protected FactDictionnary GameFacts => GameManager.m_gameFacts;
#endregion
}
}

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{
"name": "Core.Runtime",
"rootNamespace": "Core.Runtime",
"references": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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using System;
using Core.Runtime.Interfaces;
using Unity.Plastic.Newtonsoft.Json;
using UnityEngine;
namespace Core.Runtime
{
public class Fact<T> : IFact
{
#region Publics
public T Value;
public Fact(object value, bool isPersistent)
{
Value = (T) value;
IsPersistent = isPersistent;
}
public Type ValueType => typeof(T);
[JsonIgnore]
public object GetObjectValue => Value;
public void SetObjectValue(object value)
{
if (value is T cast)
{
Value = cast;
}
else
{
throw new InvalidCastException("Cannot asign a value to a fact");
}
}
public bool IsPersistent { get; set; }
#endregion
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using Codice.Client.BaseCommands.Merge.Xml;
using Core.Runtime.Interfaces;
using Unity.Plastic.Newtonsoft.Json;
using UnityEngine;
namespace Core.Runtime
{
public class FactDictionnary
{
#region Publics
public Dictionary<string, IFact> AllFacts => _facts;
#endregion
#region Main Methods
public bool FactExists<T>(string key, out T value)
{
if (_facts.TryGetValue(key, out var fact) && fact is Fact<T> typedFact)
{
value = typedFact.Value;
return true;
}
value = default;
return false;
}
public void SetFact<T>(string key, T value, BaseMonobehaviour.FactPersistence persistence)
{
if (_facts.TryGetValue(key, out var existingFact))
{
if (existingFact is Fact<T> typedFact)
{
typedFact.Value = value;
typedFact.IsPersistent = persistence == BaseMonobehaviour.FactPersistence.Persistent;
}
else
{
throw new InvalidCastException("Fact exists but is a wrong type");
}
}
else
{
bool isPersistent = persistence == BaseMonobehaviour.FactPersistence.Persistent;
_facts[key] = new Fact<T>(value, isPersistent);
}
}
public T GetFact<T>(string key)
{
if (!_facts.TryGetValue(key, out var fact))
{
throw new InvalidCastException($"Fact {key} does not exist");
}
if (_facts[key] is not Fact<T> typedFact)
{
throw new InvalidCastException($"Fact {key} is not of type {typeof(T)}");
}
return typedFact.Value;
}
public Dictionary<string, IFact> GetAllFacts()
{
return AllFacts;
}
public void RemoveFact<T>(string key)
{
_facts.Remove(key);
}
public List<string> GetAllSaves()
{
foreach (var slot in Directory.GetFiles(Application.persistentDataPath))
{
if (slot.Contains("_save.json") && !slot.Contains("GeneralSettings"))
{
string fileName = Path.GetFileNameWithoutExtension(slot);
if (fileName.EndsWith("_save"))
{
string slotName = fileName.Substring(0, fileName.Length - "_save".Length); // "Rom1"
_saves.Add(slotName);
}
}
}
return _saves;
}
public bool SaveFileExists(string slotName= "")
{
if (slotName != "")
{
string filename = Path.Combine(Application.persistentDataPath, $"{slotName}_save.json");
return File.Exists(filename);
}
int nbFiles = Directory.GetFiles(Application.persistentDataPath, "*.json").Length;
string fileSettings = Path.Combine(Application.persistentDataPath, "GeneralSettings_save.json");
if (File.Exists(fileSettings)) nbFiles--; // On retire le fichier nommé GeneralSettings_save.json
Debug.Log($"NbFiles => {nbFiles}");
if(nbFiles <= 0) return false;
return true;
}
public bool SaveFacts(string slotName)
{
Dictionary<string, IFact> persistentsFacts = GetPersistentsFacts();
JsonSerializerSettings settings = new JsonSerializerSettings
{
Formatting = Formatting.Indented,
NullValueHandling = NullValueHandling.Ignore,
DateFormatHandling = DateFormatHandling.IsoDateFormat,
TypeNameHandling = TypeNameHandling.None
};
string json = JsonConvert.SerializeObject(persistentsFacts, settings);
string filename = Path.Combine(Application.persistentDataPath, $"{slotName}_save.json");
Debug.Log($"Saving to {filename}");
try
{
File.WriteAllText(filename, json);
_saves.Add(slotName);
return true;
}
catch (Exception e)
{
return false;
}
}
public bool LoadFacts(string slotName)
{
string file = Path.Combine(Application.persistentDataPath, $"{slotName}_save.json");
if (File.Exists(file))
{
JsonSerializerSettings settings = new JsonSerializerSettings
{
TypeNameHandling = TypeNameHandling.All
};
string json = File.ReadAllText(file);
Dictionary<string, IFact> facts = JsonConvert.DeserializeObject<Dictionary<string, IFact>>(json, settings);
foreach (var fact in facts)
{
_facts[fact.Key] = fact.Value;
}
return true;
}
return false;
}
public void DeleteSaveFile(string slotName)
{
string file = Path.Combine(Application.persistentDataPath, $"{slotName}_save.json");
File.Delete(file);
}
#endregion
#region Utils
private Dictionary<string, IFact> GetPersistentsFacts()
{
Dictionary<string, IFact> persistentsFacts = new();
foreach (var fact in _facts)
{
if (fact.Value.IsPersistent)
{
persistentsFacts.Add(fact.Key, fact.Value);
}
}
return persistentsFacts;
}
#endregion
#region private
private Dictionary<string, IFact> _facts = new();
private List<string> _saves = new List<string>();
#endregion
}
}

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using System;
using System.Collections.Generic;
using PlasticGui;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Core.Runtime
{
public class GameManager: BaseMonobehaviour
{
#region Privates and Protected
bool isOnPause = false;
SceneLoader _sceneLoader;
FactDictionnary _fact;
bool _canPause;
string _profile;
string _currentLanguage = "en";
Dictionary<string, string> _localTexts;
#endregion
#region Publics
public static GameManager Instance { get; private set; }
public static FactDictionnary m_gameFacts;
public bool IsOnPause
{
get => isOnPause;
set => isOnPause = value;
}
public FactDictionnary Fact
{
get
{
return _fact;
}
set
{
_fact = value;
}
}
public String Profile
{
get
{
return _profile;
}
set
{
_profile = value;
}
}
public bool SaveFileExist => m_gameFacts.SaveFileExists();
public bool CanPause
{
get => _canPause;
set => _canPause = value;
}
public string CurrentLanguage
{
get
{
return _currentLanguage;
}
set
{
_currentLanguage = value;
}
}
public Dictionary<string, string> GetLocalTexts
{
get
{
return _localTexts;
}
set
{
_localTexts = value;
}
}
#endregion
#region Unity API
private void Awake()
{
_sceneLoader = GetComponent<SceneLoader>();
// Si une instance existe déjà et que ce nest pas celle-ci, détruire ce GameObject
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
// Sinon, cette instance devient linstance unique
Instance = this;
DontDestroyOnLoad(gameObject);
m_gameFacts = new FactDictionnary();
_localTexts = new Dictionary<string, string>();
if(!FactExists<GeneralSettings>("GeneralSettings", out var _))
{
Profile = "GeneralSettings";
GeneralSettings settings = new GeneralSettings();
settings.Language = "en";
SetFact<GeneralSettings>("GeneralSettings", settings, FactPersistence.Persistent);
SaveFacts();
}
CurrentLanguage = GetFact<GeneralSettings>("GeneralSettings").Language;
LocalizationSystem.Instance.LoadLanguage();
}
#endregion
#region Main Methods
public void CreateObject(GameObject prefab, Vector3 position)
{
Instantiate(prefab, position, Quaternion.identity);
}
public void ReloadScene()
{
string sceneName = SceneManager.GetActiveScene().name;
_sceneLoader.LoadScene(sceneName);
}
#endregion
#region Utils
/* Fonctions privées utiles */
#endregion
}
}

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namespace Core.Runtime
{
public class GeneralSettings
{
#region Attributes
string _language;
#endregion
#region Getters and Setters
public string Language
{
get => _language;
set => _language = value;
}
#endregion
}
}

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using System;
namespace Core.Runtime.Interfaces
{
public interface IFact
{
Type ValueType { get; }
object GetObjectValue { get; }
void SetObjectValue(object value);
bool IsPersistent { get; }
}
}

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using System.Collections.Generic;
using System.IO;
using UnityEngine;
namespace Core.Runtime
{
public class LocalizationSystem : BaseMonobehaviour
{
#region Publics
public static LocalizationSystem Instance { get; private set; }
#endregion
#region Unity API
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
#endregion
#region Main Methods
public string GetLocalizedText(string key)
{
if (GameManager.Instance.GetLocalTexts.TryGetValue(key, out var value))
return value;
return $"{key}";
}
public void SaveLanguage(string newLanguage)
{
//
}
public void LoadLanguage()
{
string lang = GetLanguage();
GameManager.Instance.CurrentLanguage = lang;
string langFile = GetLanguageFile();
if (!string.IsNullOrEmpty(langFile))
{
GameManager.Instance.GetLocalTexts = XmlLoader.LoadDictionary(GetLanguageFile());
}
else
{
Error($"[ERROR] Language file not found : {lang} <{langFile}>");
}
}
#endregion
#region Utils
private string GetLanguage()
{
string file = GetLanguageFile();
return file.Split('/')[file.Split('/').Length - 1].Split('.')[0];
}
private string GetLanguageFile()
{
string filename = Application.dataPath + "/_/Database/Localization/" + GetFact<GeneralSettings>("GeneralSettings").Language + ".xml";
if (File.Exists(filename))
{
return filename;
}
return "";
}
#endregion
}
}

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using System;
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
using Random = UnityEngine.Random;
namespace Core.Runtime
{
public class SceneLoader : BaseMonobehaviour
{
#region Publics
public static event Action<Scene> OnSceneLoaded;
public static string CurrentSceneName => SceneManager.GetActiveScene().name;
public static SceneLoader Instance { get; private set; }
#endregion
#region Unity API
private void Awake()
{
if (Instance != null)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
SceneManager.sceneLoaded += HandleSceneLoaded;
}
void OnDestroy()
{
SceneManager.sceneLoaded -= HandleSceneLoaded;
}
#endregion
#region Main Methods
public void LoadScene(string sceneName)
{
SceneManager.LoadScene(sceneName);
}
public void FakeLoading(string nextSceneName)
{
Info("On vérifie que la scene Loading est disponible");
if (SceneExists("Loading"))
{
LoadScene("Loading");
Info($"level suivant {nextSceneName}");
StartCoroutine(WaitingLoading(nextSceneName));
}
}
#endregion
#region Utils
private IEnumerator WaitingLoading(string nextSceneName)
{
int time = Random.Range(3, 6);
Info($"On attend {time} secondes et on charge la scene {nextSceneName}");
yield return new WaitForSeconds(time);
LoadScene(nextSceneName);
}
private void HandleSceneLoaded(Scene scene, LoadSceneMode mode)
{
OnSceneLoaded?.Invoke(scene);
}
private bool SceneExists(string sceneName)
{
for (int i = 0; i < SceneManager.sceneCountInBuildSettings; i++)
{
string path = SceneUtility.GetScenePathByBuildIndex(i);
string name = System.IO.Path.GetFileNameWithoutExtension(path);
if (name == sceneName)
return true;
}
return false;
}
#endregion
#region Privates and Protected
//
#endregion
}
}

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using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using UnityEngine;
namespace Core.Runtime
{
public class XmlLoader
{
public static Dictionary<string, string> LoadDictionary(string filepath)
{
XDocument xmlDoc = XDocument.Load(filepath);
return xmlDoc.Root
.Elements()
.ToDictionary(
e => e.Name.LocalName,
e => e.Value
);
}
}
}

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