64 lines
1.4 KiB
C#
64 lines
1.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerData : StorageBase<PlayerData>
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{
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public int CurrentLevel
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{
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get
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{
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return mCurrentLevel;
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}
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set
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{
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mCurrentLevel = Mathf.Clamp(value, 1, GameConfig.Instance.LevelSort.Count);
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Save();
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}
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}
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[SerializeField]private int mCurrentLevel = 1;
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public int CurrentLevelID
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{
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get
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{
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return GameConfig.Instance.LevelSort[mCurrentLevel - 1];
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}
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}
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[SerializeField] private Dictionary<int, List<int>> mEndingDic = new Dictionary<int, List<int>>();
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public bool AddEnding(int pLevelID, int pEndingID)
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{
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if (!mEndingDic.ContainsKey(pLevelID))
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{
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mEndingDic[pLevelID] = new List<int>();
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}
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if (!mEndingDic[pLevelID].Contains(pEndingID))
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{
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mEndingDic[pLevelID].Add(pEndingID);
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Save();
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return true;
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}
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return false;
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}
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public int EndingCountOfLevel(int pLevelID)
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{
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if (mEndingDic.ContainsKey(pLevelID))
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{
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return mEndingDic[pLevelID].Count;
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}
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return 0;
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}
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public bool HasUnlockedEnding(int pLevelID, int pEndingID)
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{
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bool tUnlocked = mEndingDic.ContainsKey(pLevelID) && mEndingDic[pLevelID].Contains(pEndingID);
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return tUnlocked;
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}
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} |