7bc26447f7
SaveRepository (versioned JSON over prefs) with best-result merging and unlock walking; ContentRepository loads the bundled pack; SeasonFlow/ Progress notifiers orchestrate stage start -> win record -> advance. Season map grid with stars/locks, Home -> Map -> Game navigation, close button, next-stage action on the win overlay. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
45 lines
1.2 KiB
Dart
45 lines
1.2 KiB
Dart
import 'package:flutter_riverpod/flutter_riverpod.dart';
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import '../game/models/season.dart';
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import '../game/models/stage.dart';
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import 'providers.dart';
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class SeasonFlow {
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const SeasonFlow({required this.pack, required this.index});
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final SeasonPack pack;
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final int index;
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StageConfig get stage => pack.stages[index];
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bool get hasNext => index + 1 < pack.stages.length;
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}
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/// Orchestrates which season stage is being played: starting stages,
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/// recording wins, advancing to the next stage.
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class SeasonFlowNotifier extends Notifier<SeasonFlow?> {
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@override
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SeasonFlow? build() => null;
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void startSeasonStage(SeasonPack pack, int index) {
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state = SeasonFlow(pack: pack, index: index);
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ref.read(gameSessionProvider.notifier).startStage(pack.stages[index]);
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}
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Future<void> recordWin({required int stars, required int score}) async {
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final flow = state;
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if (flow == null) return;
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await ref.read(progressProvider.notifier).record(
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seasonId: flow.pack.seasonId,
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stageId: flow.stage.id,
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stars: stars,
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score: score,
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);
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}
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void nextStage() {
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final flow = state;
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if (flow == null || !flow.hasNext) return;
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startSeasonStage(flow.pack, flow.index + 1);
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}
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}
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