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111
MMI2-project/Assets/Scripts/RingCourseTracker.cs
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111
MMI2-project/Assets/Scripts/RingCourseTracker.cs
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using UnityEngine;
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[DefaultExecutionOrder(-50)]
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public class RingCourseTracker : MonoBehaviour
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{
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[Tooltip("Drag each Ring object here in the order they must be flown through.")]
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[SerializeField] private Transform[] ringsInOrder;
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[SerializeField] private string landInstructionMessage =
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"All rings complete! Land the plane at the runway.";
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private RingCheckpoint[] checkpoints;
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private int nextRingIndex;
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private int ringsPassed;
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private bool courseComplete;
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public int RingsPassed => ringsPassed;
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public int TotalRings => checkpoints != null ? checkpoints.Length : 0;
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public bool CourseComplete => courseComplete;
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private void Awake()
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{
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BindRings();
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}
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private void BindRings()
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{
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if (ringsInOrder == null || ringsInOrder.Length == 0)
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{
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Debug.LogWarning($"[RingCourse] No rings assigned on {name}.", this);
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checkpoints = System.Array.Empty<RingCheckpoint>();
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return;
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}
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checkpoints = new RingCheckpoint[ringsInOrder.Length];
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for (int i = 0; i < ringsInOrder.Length; i++)
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{
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Transform ringTransform = ringsInOrder[i];
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if (ringTransform == null)
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{
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Debug.LogWarning($"[RingCourse] Ring slot {i + 1} is empty on {name}.", this);
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continue;
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}
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if (!ringTransform.TryGetComponent(out RingCheckpoint checkpoint))
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checkpoint = ringTransform.gameObject.AddComponent<RingCheckpoint>();
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checkpoint.Configure(this, i);
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checkpoint.ResetCheckpoint();
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checkpoints[i] = checkpoint;
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}
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nextRingIndex = 0;
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ringsPassed = 0;
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courseComplete = false;
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if (TotalRings > 0 && checkpoints[0] != null)
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Debug.Log($"[RingCourse] Course started. Fly through ring 1: {checkpoints[0].name}");
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}
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public void RegisterRingPass(RingCheckpoint ring)
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{
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if (courseComplete || ring == null || checkpoints == null)
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return;
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int ringIndex = System.Array.IndexOf(checkpoints, ring);
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if (ringIndex < 0)
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return;
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if (ring.Passed)
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return;
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if (ringIndex != nextRingIndex)
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{
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RingCheckpoint expected = checkpoints[nextRingIndex];
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string expectedName = expected != null ? expected.name : $"ring {nextRingIndex + 1}";
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Debug.LogWarning(
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$"[RingCourse] Wrong order. Pass {expectedName} next ({nextRingIndex + 1}/{TotalRings}).");
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return;
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}
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ring.MarkPassed();
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ringsPassed++;
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nextRingIndex++;
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Debug.Log($"[RingCourse] Ring {ringsPassed}/{TotalRings} passed: {ring.name}");
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if (ringsPassed >= TotalRings)
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{
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courseComplete = true;
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Debug.Log($"[RingCourse] {landInstructionMessage}");
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return;
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}
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RingCheckpoint nextRing = checkpoints[nextRingIndex];
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if (nextRing != null)
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Debug.Log($"[RingCourse] Next ring ({nextRingIndex + 1}/{TotalRings}): {nextRing.name}");
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}
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#if UNITY_EDITOR
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[ContextMenu("Fill Rings From Children (scene order)")]
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private void FillRingsFromChildren()
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{
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ringsInOrder = new Transform[transform.childCount];
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for (int i = 0; i < transform.childCount; i++)
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ringsInOrder[i] = transform.GetChild(i);
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UnityEditor.EditorUtility.SetDirty(this);
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}
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#endif
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}
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