last room and puzzle order
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@@ -12,6 +12,8 @@ namespace EscapeRoomEngine.Engine.Runtime
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{
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internal Passage entrance, exit;
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internal GameObject roomObject;
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internal bool LastRoom => exit == null;
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private readonly List<Space> _spaces = new();
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private readonly List<PuzzleModule> _puzzles = new();
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@@ -36,7 +38,7 @@ namespace EscapeRoomEngine.Engine.Runtime
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Logger.Log($"Skipping {this}...", LogType.PuzzleFlow);
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_puzzles.ForEach(puzzle => puzzle.PuzzleState.Solve());
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if (_puzzles.Count == 0)
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if (_puzzles.Count == 0 && !LastRoom)
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{
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exit.fromOut.DoorState.Unlock();
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}
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@@ -57,7 +59,11 @@ namespace EscapeRoomEngine.Engine.Runtime
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{
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if (type == PuzzleEventType.Solved)
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{
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if (_puzzles.All(p => p.PuzzleState.Solved))
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if (LastRoom)
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{
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GameControl.Instance.StopGame();
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}
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else if (_puzzles.All(p => p.PuzzleState.Solved))
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{
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exit.fromOut.DoorState.Unlock();
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}
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@@ -73,7 +79,7 @@ namespace EscapeRoomEngine.Engine.Runtime
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switch (type)
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{
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// generate a new room as soon as the player completes all puzzles in this one
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case DoorEventType.Unlocked when door.Equals(exit.fromOut):
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case DoorEventType.Unlocked when !LastRoom && door.Equals(exit.fromOut):
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Engine.DefaultEngine.GenerateRoom();
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break;
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// start measurements on every puzzle as soon as the player enters the last room
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