maint: added livewatch asset
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@@ -0,0 +1,112 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Ingvar.LiveWatch.TowerDefenceDemo
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{
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public class LevelStateManager : MonoBehaviour
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{
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public event Action StateChanged;
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public LevelStateType CurrentState
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{
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get => _currentState;
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set
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{
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if (_currentState == value)
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return;
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_currentState = value;
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StateChanged?.Invoke();
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}
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}
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private LevelStateType _currentState;
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private LevelScene _levelScene;
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private Dictionary<LevelStateType, string> _stateNamesCache = new();
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private void Awake()
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{
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_levelScene = FindObjectOfType<LevelScene>();
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}
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private void Start()
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{
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StartLevel();
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// Cache is needed to avoid GC from .ToString() every frame
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foreach (var stateEnum in Enum.GetValues(typeof(LevelStateType)))
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_stateNamesCache.Add((LevelStateType)stateEnum, stateEnum.ToString());
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Watch.GetOrAdd("State", () => _stateNamesCache[CurrentState])
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.SetSortOrder(TD_WatchSortOrder.State);
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}
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public void StartLevel()
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{
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if (CurrentState == LevelStateType.Playing)
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return;
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CurrentState = LevelStateType.Waiting;
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_levelScene.SpeedManager.SetDefaultSpeed();
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_levelScene.HealthManager.ResetHealth();
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_levelScene.EnergyManager.ResetEnergy();
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_levelScene.WaveManager.ResetWaves();
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_levelScene.TowerBuildManager.DestroyAllTowers();
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_levelScene.InitialTowerSpawner.SpawnAllTowers();
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_levelScene.HealthManager.HealthChanged += OnHealthChanged;
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_levelScene.WaveManager.WaveStarted += OnWaveStarted;
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_levelScene.WaveManager.WaveFinished += OnWaveFinished;
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}
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public void FinishLevel(bool isWin)
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{
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if (CurrentState is LevelStateType.Win or LevelStateType.Lose)
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return;
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CurrentState = isWin ? LevelStateType.Win : LevelStateType.Lose;
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_levelScene.TowerManager.DisableTowers();
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_levelScene.MobManager.DespawnMobsAll();
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_levelScene.WaveManager.FinishWave();
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_levelScene.HealthManager.HealthChanged -= OnHealthChanged;
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_levelScene.WaveManager.WaveStarted -= OnWaveStarted;
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_levelScene.WaveManager.WaveFinished -= OnWaveFinished;
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}
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private void OnHealthChanged()
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{
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if (_levelScene.HealthManager.CurrentHealth > 0)
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return;
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FinishLevel(false);
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}
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private void OnWaveStarted()
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{
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CurrentState = LevelStateType.Playing;
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_levelScene.TowerManager.EnabledTowers();
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}
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private void OnWaveFinished()
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{
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_levelScene.TowerManager.DisableTowers();
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_levelScene.MobManager.DespawnMobsAll();
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if (_levelScene.WaveManager.CurrentWave >= _levelScene.WaveManager.MaxWave)
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{
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FinishLevel(true);
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return;
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}
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_levelScene.WaveManager.SetNextWave();
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CurrentState = LevelStateType.Waiting;
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}
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}
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}
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