switch set, automatize more of the content without UI change
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109
Assets/Set/Data/TraitSelectorManager.cs
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109
Assets/Set/Data/TraitSelectorManager.cs
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UI;
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using UnityEngine;
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namespace Set.Data
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{
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public class TraitSelectorManager : MonoBehaviour
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{
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[SerializeField]
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private TMP_InputField _compositionSize;
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[SerializeField]
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private ChampionSelector _mandatorychampionSelector;
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[SerializeField]
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private ChampionSelector _acceptablechampionSelector;
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[SerializeField]
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private EmblemSelector _emblemSelector;
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[SerializeField]
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private int _traitThreshold = 7;
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[SerializeField]
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public int _compositionPerFrame = 100;
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public void ListAllActivableCompo()
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{
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var emblemList = _emblemSelector.GetEmblems();
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var mandatoryChampions = ChampionUtils.ToLong(
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_mandatorychampionSelector.GetSelectedChampions()
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);
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var acceptableChampions = ChampionUtils.ToLong(
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_acceptablechampionSelector.GetSelectedChampions()
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);
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int compositionSize =
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_compositionSize.text == "" ? 1 : int.Parse(_compositionSize.text);
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Coroutine coroutine = StartCoroutine(
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ComputeCompositionAsync(
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mandatoryChampions,
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acceptableChampions,
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compositionSize,
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emblemList
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)
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);
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}
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public IEnumerator<float> ComputeCompositionAsync(
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long mandatoryChampions,
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long acceptableChampions,
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int compositionSize,
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Dictionary<int, int> emblemList
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)
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{
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var compositions = TraitsMapping.GenerateCombinations(
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mandatoryChampions,
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acceptableChampions,
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compositionSize
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);
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Debug.Log($"{compositions.Count} Compositions generated.");
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yield return 0f;
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int compHandled = 0;
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int totalCompHandled = 0;
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int totalSucessfulCompFound = 0;
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foreach (var composition in compositions)
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{
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int activeSynergies = GetActiveSynergy(composition, emblemList);
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compHandled++;
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totalCompHandled++;
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if (TraitUtils.TraitCountFromInt(activeSynergies) >= _traitThreshold)
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{
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totalSucessfulCompFound++;
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HashSet<ChampionsEnum> champions = ChampionUtils.FromLong(composition);
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var s = TraitsMapping.CompositionToString(champions);
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Debug.Log(
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$"{totalSucessfulCompFound}: {s} - {TraitUtils.TraitCountFromInt(activeSynergies)}"
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);
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}
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if (compHandled >= _compositionPerFrame)
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{
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Debug.LogWarning(
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$"{totalSucessfulCompFound} : {totalCompHandled} Compositions handled."
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);
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compHandled = 0;
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yield return 0f;
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}
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}
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Debug.Log("Total successful compositions found: " + totalSucessfulCompFound);
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}
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private int GetActiveSynergy(long combination, Dictionary<int, int> emblemList)
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{
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var synergies = TraitsMapping.TraitCountInCompo(combination);
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var synergiesWithEmblem = TraitsMapping.MergeEmblems(synergies, emblemList);
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var activeSynergies = TraitsMapping.FilterActiveTraits(synergiesWithEmblem);
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return activeSynergies;
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}
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public void StopAll()
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{
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StopAllCoroutines();
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}
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}
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}
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