Files
tiny_tackle_heroes/Assets/_Project/Scripts/Progression/ExperienceSystem.cs
T
2026-09-28 11:07:17 +09:00

85 lines
2.4 KiB
C#

using BumpCombat.Core;
using System;
using BumpCombat.Player;
using UnityEngine;
namespace BumpCombat.Progression
{
[RequireComponent(typeof(PlayerStats))]
public sealed class ExperienceSystem : MonoBehaviour
{
private PlayerStats playerStats;
private ExperienceProgress progress;
public event Action<int, int, int> OnExperienceChanged;
public event Action<int> OnLevelGained;
public event Action OnExperienceOrbPickedUp;
public int Level => progress != null ? progress.Level : 1;
public int CurrentExperience => progress != null
? progress.CurrentExperience
: 0;
public int RequiredExperience => progress != null
? progress.RequiredExperience
: RequiredExperienceForLevel(1);
private void Awake()
{
playerStats = GetComponent<PlayerStats>();
progress = new ExperienceProgress();
progress.ExperienceChanged += HandleProgressExperienceChanged;
progress.LevelGained += HandleProgressLevelGained;
}
private void Start()
{
OnExperienceChanged?.Invoke(CurrentExperience, RequiredExperience, Level);
}
public void AddExperience(int amount)
{
AddExperienceInternal(amount);
}
public void AddMissionExperience(int amount)
{
AddExperienceInternal(amount);
}
public void CollectExperienceOrb(int amount)
{
AddExperienceInternal(amount);
OnExperienceOrbPickedUp?.Invoke();
}
private void AddExperienceInternal(int amount)
{
float evaluatedAmount = playerStats.Evaluate(
CharacterStat.ExperienceGain,
Mathf.Max(0, amount));
progress.AddEvaluated(evaluatedAmount);
}
private void HandleProgressExperienceChanged(
int currentExperience,
int requiredExperience,
int level)
{
OnExperienceChanged?.Invoke(
currentExperience,
requiredExperience,
level);
}
private void HandleProgressLevelGained(int level)
{
OnLevelGained?.Invoke(level);
}
public static int RequiredExperienceForLevel(int level)
{
return ExperienceProgress.RequiredExperienceForLevel(level);
}
}
}