Refactorisation
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@@ -1,4 +1,3 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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@@ -11,7 +10,7 @@ using Random = UnityEngine.Random;
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public class UpgradeScreen : MonoBehaviour
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{
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[SerializeField]
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private List<Button> buttons = new();
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private List<Button> _buttons = new();
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private Upgrade[] _upgrades;
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private PlayerManager _manager;
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@@ -26,7 +25,7 @@ public class UpgradeScreen : MonoBehaviour
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public void GenerateChoice()
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{
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Upgrade[] choosen = new Upgrade[buttons.Count];
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Upgrade[] choosen = new Upgrade[_buttons.Count];
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while (choosen.Length != choosen.Distinct().Count())
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{
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@@ -34,7 +33,7 @@ public class UpgradeScreen : MonoBehaviour
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{
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Upgrade choosenUpgrade = _upgrades[Random.Range(0, _upgrades.Length)];
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bool beamCondition = (choosenUpgrade.paramName == "laserOnX" && _manager.laserOnX >= 1) || (choosenUpgrade.paramName == "laserOnY" && _manager.laserOnY >= 1);
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bool beamCondition = (choosenUpgrade.paramName == "HorizontalBeam" && _manager.HorizontalBeam >= 1) || (choosenUpgrade.paramName == "VerticalBeam" && _manager.VerticalBeam >= 1);
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bool beamFrequencyCondition = (choosenUpgrade.paramName == "BeamFrequency" && _manager.BeamFrequency <= 0);
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bool arrowFrequency = (choosenUpgrade.paramName == "ArrowFrequency" && _manager.ArrowFrequency <= 0.5f);
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@@ -42,7 +41,7 @@ public class UpgradeScreen : MonoBehaviour
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{
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choosenUpgrade = _upgrades[Random.Range(0, _upgrades.Length)];
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beamCondition = (choosenUpgrade.paramName == "laserOnX" && _manager.laserOnX >= 1) || (choosenUpgrade.paramName == "laserOnY" && _manager.laserOnY >= 1);
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beamCondition = (choosenUpgrade.paramName == "HorizontalBeam" && _manager.HorizontalBeam >= 1) || (choosenUpgrade.paramName == "VerticalBeam" && _manager.VerticalBeam >= 1);
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beamFrequencyCondition = (choosenUpgrade.paramName == "BeamFrequency" && _manager.BeamFrequency <= 0);
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arrowFrequency = (choosenUpgrade.paramName == "ArrowFrequency" && _manager.ArrowFrequency <= 0.5f);
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};
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@@ -51,7 +50,7 @@ public class UpgradeScreen : MonoBehaviour
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}
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}
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foreach (var button in buttons.Select((value, i) => new {i, value}))
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foreach (var button in _buttons.Select((value, i) => new {i, value}))
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{
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button.value.GetComponentInChildren<TMP_Text>().SetText(choosen[button.i].name);
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button.value.GetComponent<Button>().onClick.AddListener(() => { UpgradePlayer(button.value, _upgrades, _manager); });
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