crosshair wip
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@@ -8,97 +8,6 @@ using UnityEngine;
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using UnityEditor;
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using UnityEngine.SceneManagement;
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public enum SectorColour {
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Green,
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Purple,
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White,
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Yellow,
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}
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[Serializable]
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public struct SectorTime {
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public int Sector;
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public double Seconds;
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public override string ToString() => $"{Seconds:0.000}";
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}
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[Serializable]
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public struct Lap {
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public string Map;
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public int Number;
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public List<SectorTime> Sectors;
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// 0:1:39
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public override string ToString() {
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return $"{TimeSpan.FromSeconds(TotalTime()):m\\:ss\\.fff}";
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}
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public double TotalTime() {
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return Sectors.Sum(s => s.Seconds);
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}
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}
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[Serializable]
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public class LapJSON {
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public string Map;
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public List<Lap> Laps = new();
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}
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public class LapStorage {
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public List<LapJSON> Laps = new();
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}
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static class LapStorageService {
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// static Dictionary<string, LapJSON> lapsByMap = new Dictionary<string, LapJSON>();
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static Dictionary<string, LapJSON> lapsByMap = new();
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static string lapStoragePath = Path.Combine(Application.persistentDataPath, "lapStorage.json");
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static LapStorageService() {
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LapStorage lapStorage = new LapStorage();
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try {
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string json = File.ReadAllText(lapStoragePath);
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JsonUtility.FromJsonOverwrite(json, lapStorage);
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} catch {
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Debug.Log("No existing lapStorage.json");
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}
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lapsByMap = lapStorage.Laps.ToDictionary((lapJson) => lapJson.Map);
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}
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public static LapJSON GetPlayerLaps(string mapName) {
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LapJSON currentLaps;
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bool found = lapsByMap.TryGetValue(mapName, out currentLaps);
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if (!found)
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return new LapJSON { Map = mapName, Laps = new List<Lap>() };
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return currentLaps;
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}
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static void Persist() {
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LapStorage lapStorage = new LapStorage { Laps = lapsByMap.Values.ToList() };
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File.WriteAllText(lapStoragePath, JsonUtility.ToJson(lapStorage));
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}
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// laps.count
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public static int NumberOfCompletions() { return 0; }
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// finds your PB in all completions
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public static int Rank() { return 1; }
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public static void PersistLap(Lap lap) {
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LapJSON lapJson;
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bool found = lapsByMap.TryGetValue(lap.Map, out lapJson);
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if (!found)
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lapJson = new LapJSON { Map = lap.Map, Laps = new List<Lap>() };
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// Add lap and persist
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lapJson.Laps.Add(lap);
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lapsByMap[lap.Map] = lapJson;
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Persist();
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}
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}
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public class Timing: MonoBehaviour {
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[SerializeField]
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public List<Lap> lapTimes;
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@@ -220,5 +129,9 @@ public class Timing: MonoBehaviour {
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false => SectorColour.Yellow,
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};
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}
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public Lap PB() {
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return LapStorageService.PB(mapName);
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}
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}
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