Created
March 24, 2020 03:27
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A simple Unity Cheat Code system, optionally play a sound when a cheat code is used. Add cheats in the Inspector with UnityEvent, or through code using RegisterCheat method
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using UnityEngine; | |
using System.Collections.Generic; | |
using System; | |
using UnityEngine.Events; | |
[RequireComponent(typeof(AudioSource))] | |
public class CheatCodeDetector : MonoBehaviour | |
{ | |
[SerializeField] private List<Cheat> cheats = new List<Cheat>(); | |
private AudioSource audioSource = null; | |
private Cheat cheatToRemoveThisUpdate = null; | |
[Serializable] | |
private class Cheat | |
{ | |
public string cheatCode = string.Empty; | |
[Tooltip("Optional")] [SerializeField] private AudioClip audioClip = null; | |
[SerializeField] private bool deactivateCheatOnUse = false; | |
[SerializeField] private UnityEvent onUseCheat = null; | |
private Action onActivate = null; | |
private int cheatTypeIndex; | |
private CheatCodeDetector cheatCodeDetector = null; | |
public Cheat(string cheatCode, AudioClip audioClip = null, bool deactivateCheatOnUse = false, Action onActivate = null, UnityEvent onUseCheat = null) | |
{ | |
this.cheatCode = cheatCode; | |
this.audioClip = audioClip; | |
this.deactivateCheatOnUse = deactivateCheatOnUse; | |
this.onActivate = onActivate; | |
this.onUseCheat = onUseCheat; | |
cheatTypeIndex = 0; | |
} | |
public void Update() | |
{ | |
if (Input.inputString != "") | |
{ | |
if (Input.inputString[0] == cheatCode[cheatTypeIndex]) | |
{ | |
cheatTypeIndex++; | |
if (cheatTypeIndex == cheatCode.Length) | |
{ | |
onActivate?.Invoke(); | |
onUseCheat?.Invoke(); | |
PlaySoundOnActivate(); | |
if (deactivateCheatOnUse) | |
DeactivateCheatCode(); | |
cheatTypeIndex = 0; | |
} | |
} | |
else | |
{ | |
cheatTypeIndex = 0; | |
} | |
} | |
} | |
private void PlaySoundOnActivate() | |
{ | |
if (cheatCodeDetector == null) | |
cheatCodeDetector = FindObjectOfType<CheatCodeDetector>(); | |
if (audioClip != null) | |
cheatCodeDetector.PlaySound(audioClip); | |
} | |
private void DeactivateCheatCode() | |
{ | |
if (cheatCodeDetector == null) | |
{ | |
cheatCodeDetector = FindObjectOfType<CheatCodeDetector>(); | |
} | |
cheatCodeDetector.RemoveCheat(cheatCode); | |
} | |
} | |
protected void Update() | |
{ | |
// We skip the update if we're removing a cheat so we don't get an error about | |
// changing a list while we're iterating through it | |
if (cheatToRemoveThisUpdate!=null) | |
{ | |
cheats.Remove(cheatToRemoveThisUpdate); | |
cheatToRemoveThisUpdate = null; | |
} | |
else | |
{ | |
cheats.ForEach(x => x.Update()); | |
} | |
} | |
public void RegisterCheat(string cheatCode, Action onActivate, bool deactivateCheatOnUse = false, AudioClip audioClip = null) | |
{ | |
cheats.Add(new Cheat(cheatCode, audioClip, deactivateCheatOnUse, onActivate)); | |
} | |
public void RemoveCheat(string cheatCode) | |
{ | |
var cheatToRemove = cheats.Find(x => x.cheatCode.Contains(cheatCode)); | |
if (cheats.Contains(cheatToRemove)) | |
{ | |
cheatToRemoveThisUpdate = cheatToRemove; | |
} | |
else | |
{ | |
Debug.Log("Attempted to remove a cheat code that isn't currently available"); | |
} | |
} | |
public void PlaySound(AudioClip audioClip) | |
{ | |
if (audioSource == null) | |
audioSource = GetComponent<AudioSource>(); | |
if (audioSource != null && audioClip != null) | |
audioSource.PlayOneShot(audioClip); | |
} | |
} |
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