Les Icônes se mettent correctement à jour durant la partie. Update de BaseMonoBehaviour, on peux maintenant ajouter une couleur a Info().

This commit is contained in:
mrtoine 2025-10-13 10:15:54 +02:00
parent aac376670c
commit 2b5a227237
10 changed files with 142 additions and 1163 deletions

View file

@ -1,5 +1,6 @@
using System.Collections.Generic;
using Core.Runtime.Interfaces;
using UnityEditor.Graphs;
using UnityEngine;
namespace Core.Runtime
@ -101,9 +102,14 @@ namespace Core.Runtime
#region DEBUG
protected void Info(string message)
protected void Info(string message, Color color)
{
Debug.Log(message);
if (color == null)
{
color = Color.aliceBlue;
}
Debug.Log($"<color=#{ColorUtility.ToHtmlStringRGB(color)}>{message}</color>");
}
protected void Error(string message)

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@ -33,6 +33,8 @@ namespace Quests.Runtime
public static event Action<QuestClass> OnEventFromQuest;
public static event Action<List<QuestTemplate>> OnAvailableQuestsUpdated;
public static event Action<QuestClass> OnCheckStateQuest;
#endregion
#region Unity API
@ -77,6 +79,9 @@ namespace Quests.Runtime
if (_activeQuests == null) _activeQuests = new List<QuestClass>();
if (_completedQuests == null) _completedQuests = new List<QuestClass>();
if (_disponibleQuests == null) _disponibleQuests = new List<QuestClass>();
// On Check L'état des quêtes avant toutes choses
CheckStateQuest();
}
#endregion
@ -174,12 +179,24 @@ namespace Quests.Runtime
/// </summary>
public void NotifyCompletedQuests()
{
foreach (var quest in _completedQuests)
foreach (QuestClass quest in _completedQuests)
{
OnQuestCompleted?.Invoke(quest);
}
}
public void CheckStateQuest()
{
List<QuestClass> quests = GetFact<List<QuestClass>>("accepted_quests");
if (quests == null) return;
foreach (QuestClass quest in quests)
{
OnCheckStateQuest?.Invoke(quest);
}
}
/// <summary>
/// Récupère l'historique des events lié à une quête
/// </summary>
@ -334,10 +351,9 @@ namespace Quests.Runtime
AdventurerClass adventurer = QuestClass.GetOneAdventurerFromId(adventurerId);
if (adventurer == null)
{
Info($"<color=orange>Aventurer {adventurerId} introuvable</color>");
continue;
}
Info($"<color=orange>{adventurer.Name} est dans la team avec le status dispo : {adventurer.IsAvailable}</color>");
if (adventurer != null && adventurer.IsAvailable == false)
{
adventurer.IsAvailable = true;
@ -346,7 +362,7 @@ namespace Quests.Runtime
}
if (anyChanged)
{
Info("<color=cyan>Comme les données on changées, on les sauvegarde.</color>");
SaveFacts();
}
}

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@ -60,7 +60,7 @@ namespace TestFacts.Runtime
{
foreach (var fact in GetAllFacts())
{
Info($"Fact[{fact.Key}] = {fact.Value}");
Info($"Fact[{fact.Key}] = {fact.Value}", Color.aliceBlue);
}
}
}

View file

@ -14,7 +14,7 @@ namespace TestFacts.Runtime
{
PlayerClass profile = GetFact<PlayerClass>(GameManager.Instance.Profile);
profile.Money = 99999;
Info("99999 Gold added");
Info("99999 Gold added", Color.green);
SaveFacts();
}

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@ -38,8 +38,6 @@ namespace GameUI.Runtime
IEnumerator OpenRoutine()
{
Info("On rentre dans la routine <OpenRoutine>");
// Defer one frame to let Canvas/Scaler/Mask finish their activation cycle
yield return null;
GenerateAdventurer(20);
@ -104,12 +102,10 @@ namespace GameUI.Runtime
_content = GetComponent<RectTransform>();
}
Info($"Génération de {nbAdventurers} aventuriers");
for (int i = 0; i < nbAdventurers; i++)
{
AdventurerClass newRecruit = m_adventurersSO.CreateAdventurer();
Info($"Aventurier n°{i}/{nbAdventurers}. Nom : {newRecruit.Name}");
DisplayHeroCard(newRecruit);
}

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@ -94,7 +94,6 @@ namespace GameUI.Runtime
void ConfigureUIForQuestState(QuestStateEnum state)
{
Info($"<color=orange>Etat de la quête : {state}</color>");
switch (state)
{
case QuestStateEnum.Disponible:
@ -139,7 +138,6 @@ namespace GameUI.Runtime
quest = FindMatchingActiveQuest(quest);
QuestManager.Instance.CurrentQuest = quest;
Info($"<color=green><InfoQuestPanel.cs:143></color><color=orange>{quest.Name}</color>");
UpdateQuestInfoDisplay(quest);
ConfigureUIForQuestState(quest.State);
}

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@ -24,7 +24,6 @@ namespace GameUI.Runtime
if (_quest != null)
{
QuestManager.Instance.CurrentQuest = _quest;
Info($"⏱MAJ de la current quest {QuestManager.Instance.CurrentQuest.Name}");
QuestSignals.RaiseInfoQuestPanel(_quest);
}
}

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@ -18,14 +18,21 @@ namespace GameUI.Runtime
#region Unity API
void Start()
void OnEnable()
{
QuestManager.OnQuestCompleted += HandleQuestCompleted;
QuestManager.OnQuestCompleted += HandleQuestState;
QuestManager.OnCheckStateQuest += HandleQuestState;
// Re-synchroniser l'état quand l'UI s'active
if (QuestManager.Instance != null)
{
QuestManager.Instance.CheckStateQuest();
}
}
void OnDestroy()
void OnDisable()
{
QuestManager.OnQuestCompleted -= HandleQuestCompleted;
QuestManager.OnQuestCompleted -= HandleQuestState;
QuestManager.OnCheckStateQuest -= HandleQuestState;
}
#endregion
@ -49,9 +56,10 @@ namespace GameUI.Runtime
#region Utils
/* Fonctions privées utiles */
void HandleQuestCompleted(QuestClass quest)
void HandleQuestState(QuestClass quest)
{
if (!MatchesQuest(quest.Name)) return;
Info($"Etat de la quete {quest.Name} : {quest.State}", Color.burlywood);
switch (quest.State)
{
case QuestStateEnum.Disponible:
@ -63,6 +71,7 @@ namespace GameUI.Runtime
m_hourglass.SetActive(true);
break;
case QuestStateEnum.Completed:
Info("Completed !!", Color.green);
m_check.SetActive(true);
m_hourglass.SetActive(false);
break;

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@ -68,6 +68,7 @@ namespace GameUI.Runtime
questMini.SetQuestName(quest.Name);
bool isCompleted = QuestManager.Instance?.IsQuestCompleted(quest.Name) == true;
questMini.m_check?.SetActive(isCompleted);
questMini.m_hourglass?.SetActive(quest.State == QuestStateEnum.InProgress);
}
questGO.GetComponent<InteractionQuestCard>().SetQuest(quest);

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