Files
MMI2-Project/MMI2-project/Assets/Scripts/RingCourseTracker.cs
2026-05-30 18:11:47 +02:00

112 lines
3.4 KiB
C#

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