riversong code showcase
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78
Source/Riversong/Game/Onboarding/OnboardingSystem.cs
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78
Source/Riversong/Game/Onboarding/OnboardingSystem.cs
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using System;
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using Cysharp.Threading.Tasks;
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namespace DanieleMarotta.RiversongCodeShowcase
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{
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public class OnboardingSystem : GameSystem, IInitializable, IDisposable
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{
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[InjectService]
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private ISignalBus _signalBus;
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[InjectService]
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private World _world;
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[InjectService]
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private GameConfig _config;
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public OnboardingSystem(IServiceLocator serviceLocator) : base(serviceLocator)
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{
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}
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public UniTask InitializeAsync()
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{
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_signalBus.Subscribe<BuildingCreatedSignal>(OnBuildingCreated);
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_signalBus.Subscribe<BuildingUpgradedSignal>(OnBuildingUpgraded);
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_signalBus.Subscribe<PathQueryFailedSignal>(OnPathQueryFailed);
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_signalBus.Subscribe<PopulationChangedSignal>(OnPopulationChanged);
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return UniTask.CompletedTask;
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}
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public void Dispose()
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{
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_signalBus.Unsubscribe<BuildingCreatedSignal>(OnBuildingCreated);
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_signalBus.Unsubscribe<BuildingUpgradedSignal>(OnBuildingUpgraded);
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_signalBus.Unsubscribe<PathQueryFailedSignal>(OnPathQueryFailed);
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_signalBus.Unsubscribe<PopulationChangedSignal>(OnPopulationChanged);
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}
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private void OnBuildingCreated(BuildingCreatedSignal signal)
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{
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CompleteEvent(OnboardingEvents.FirstBuildingPlaced);
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if (!signal.Building.Definition.IsHouse) return;
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CompleteEvent(OnboardingEvents.FirstHousePlaced);
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}
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private void OnBuildingUpgraded(BuildingUpgradedSignal signal)
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{
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CompleteEvent(OnboardingEvents.FirstHouseUpgrade);
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}
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private void OnPathQueryFailed(PathQueryFailedSignal signal)
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{
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if ((signal.TraversalRules & PathTraversalRules.RoadsOnly) == 0) return;
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CompleteEvent(OnboardingEvents.FirstRoadFailure);
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}
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private void OnPopulationChanged(PopulationChangedSignal signal)
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{
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if (signal.Population < _config.Onboarding.PopulationMilestone) return;
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CompleteEvent(OnboardingEvents.FirstPopulationMilestone);
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}
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private void CompleteEvent(OnboardingEvents completedEvent)
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{
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var onboardingState = _world.OnboardingState;
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if ((onboardingState.CompletedEvents & completedEvent) != 0) return;
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onboardingState.CompletedEvents |= completedEvent;
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_signalBus.Raise(new OnboardingEventCompleted(completedEvent));
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}
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}
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}
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