using System.Collections.Generic;
using UnityEngine;
namespace DanroJump.Gameplay
{
///
/// Immutable-профиль контента платформы, рассчитанный из текущего этапа сложности.
///
public sealed class PlatformContentProfile : IPlatformContentSource
{
private readonly IReadOnlyList collectiblePrefabs;
private readonly IReadOnlyList equipmentPrefabs;
private readonly IReadOnlyList enemyPrefabs;
private readonly float collectibleSpawnChance;
private readonly float equipmentSpawnChance;
private readonly float enemySpawnChance;
///
/// Создает профиль вероятностей и весов для трех категорий контента.
///
public PlatformContentProfile(
IReadOnlyList collectiblePrefabs,
float collectibleSpawnChance,
IReadOnlyList equipmentPrefabs,
float equipmentSpawnChance,
IReadOnlyList enemyPrefabs,
float enemySpawnChance)
{
this.collectiblePrefabs = collectiblePrefabs;
this.collectibleSpawnChance = Mathf.Clamp01(collectibleSpawnChance);
this.equipmentPrefabs = equipmentPrefabs;
this.equipmentSpawnChance = Mathf.Clamp01(equipmentSpawnChance);
this.enemyPrefabs = enemyPrefabs;
this.enemySpawnChance = Mathf.Clamp01(enemySpawnChance);
}
///
/// Делает бросок вероятности для выбранной категории контента.
///
public bool ShouldSpawn(PlatformContentKind kind, System.Random random)
{
var chance = GetSpawnChance(kind);
if (chance <= 0f)
{
return false;
}
if (chance >= 1f)
{
return true;
}
return (random != null ? random.NextDouble() : 0d) <= chance;
}
///
/// Выбирает prefab категории по весам.
///
public bool TryGetPrefab(PlatformContentKind kind, System.Random random, out GameObject prefab)
{
System.Predicate prefabFilter = kind == PlatformContentKind.Enemy
? EnemyPrefabRules.CanSpawnOnPlatform
: null;
if (WeightedPrefabOption.TrySelect(GetPrefabs(kind), random, prefabFilter, out prefab))
{
return true;
}
prefab = null;
return false;
}
///
/// Возвращает шанс спавна для категории контента.
///
private float GetSpawnChance(PlatformContentKind kind)
{
switch (kind)
{
case PlatformContentKind.Collectible:
return collectibleSpawnChance;
case PlatformContentKind.Equipment:
return equipmentSpawnChance;
case PlatformContentKind.Enemy:
return enemySpawnChance;
default:
return 0f;
}
}
///
/// Возвращает список prefab-вариантов для категории контента.
///
private IReadOnlyList GetPrefabs(PlatformContentKind kind)
{
switch (kind)
{
case PlatformContentKind.Collectible:
return collectiblePrefabs;
case PlatformContentKind.Equipment:
return equipmentPrefabs;
case PlatformContentKind.Enemy:
return enemyPrefabs;
default:
return collectiblePrefabs;
}
}
}
}