[Fix] Config & auto-property
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@@ -5,16 +5,11 @@ namespace Minesweeper.Config
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[CreateAssetMenu(fileName = "MinesweeperGameConfig", menuName = "Minesweeper/Game Config")]
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public sealed class MinesweeperGameConfig : ScriptableObject
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{
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[SerializeField, Min(1)] private int width = 9;
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[SerializeField, Min(1)] private int height = 9;
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[SerializeField, Min(1)] private int minesCount = 10;
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[SerializeField] private KeyCode restartKey = KeyCode.R;
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[field: SerializeField, Min(1)] public int Width { get; private set; } = 9;
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[field: SerializeField, Min(1)] public int Height { get; private set; } = 9;
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[field: SerializeField, Min(1)] public int MinesCount { get; private set; } = 10;
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[field: SerializeField] public KeyCode RestartKey { get; private set; } = KeyCode.R;
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public int Width => width;
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public int Height => height;
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public int MinesCount => minesCount;
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public KeyCode RestartKey => restartKey;
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public bool IsValid => width > 0 && height > 0 && minesCount > 0 && minesCount < width * height;
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public bool IsValid => Width > 0 && Height > 0 && MinesCount > 0 && MinesCount < Width * Height;
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}
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}
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@@ -10,15 +10,15 @@ namespace Minesweeper.Config
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public const float DefaultGridSpacingRatio = 0.02f;
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public const float DefaultMinimumCellSize = 8f;
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[SerializeField] private Sprite smileSprite;
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[SerializeField] private Sprite surprisedSprite;
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[SerializeField] private Sprite coolSprite;
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[SerializeField] private Sprite deadSprite;
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[SerializeField] private GameObject cellButtonPrefab;
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[SerializeField] private Sprite mineSprite;
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[SerializeField] private Sprite flagSprite;
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[SerializeField] private Sprite closedCellSprite;
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[SerializeField] private Sprite openedCellSprite;
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[field: SerializeField] public Sprite SmileSprite { get; private set; }
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[field: SerializeField] public Sprite SurprisedSprite { get; private set; }
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[field: SerializeField] public Sprite CoolSprite { get; private set; }
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[field: SerializeField] public Sprite DeadSprite { get; private set; }
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[field: SerializeField] public GameObject CellButtonPrefab { get; private set; }
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[field: SerializeField] public Sprite MineSprite { get; private set; }
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[field: SerializeField] public Sprite FlagSprite { get; private set; }
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[field: SerializeField] public Color ClosedCellColor { get; private set; } = Color.gray;
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[field: SerializeField] public Color OpenedCellColor { get; private set; } = Color.white;
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[SerializeField] private Color defaultTextColor = Color.black;
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[SerializeField] private Color oneMineTextColor = Color.blue;
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[SerializeField] private Color twoMineTextColor = Color.green;
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@@ -28,33 +28,23 @@ namespace Minesweeper.Config
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[SerializeField] private Color sixMineTextColor = Color.cyan;
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[SerializeField] private Color sevenMineTextColor = Color.black;
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[SerializeField] private Color eightMineTextColor = Color.gray;
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[SerializeField, Min(DefaultMinimumCellSize)] private float referenceCellSize = DefaultReferenceCellSize;
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[SerializeField, Min(0f)] private float boardPaddingRatio = DefaultBoardPaddingRatio;
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[SerializeField, Min(0f)] private float gridSpacingRatio = DefaultGridSpacingRatio;
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[SerializeField, Min(DefaultMinimumCellSize)] private float minimumCellSize = DefaultMinimumCellSize;
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public GameObject CellButtonPrefab => cellButtonPrefab;
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public Sprite MineSprite => mineSprite;
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public Sprite FlagSprite => flagSprite;
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public Sprite ClosedCellSprite => closedCellSprite;
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public Sprite OpenedCellSprite => openedCellSprite;
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public float ReferenceCellSize => referenceCellSize;
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public float BoardPaddingRatio => boardPaddingRatio;
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public float GridSpacingRatio => gridSpacingRatio;
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public float MinimumCellSize => minimumCellSize;
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[field: SerializeField, Min(DefaultMinimumCellSize)] public float ReferenceCellSize { get; private set; } = DefaultReferenceCellSize;
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[field: SerializeField, Min(0f)] public float BoardPaddingRatio { get; private set; } = DefaultBoardPaddingRatio;
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[field: SerializeField, Min(0f)] public float GridSpacingRatio { get; private set; } = DefaultGridSpacingRatio;
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[field: SerializeField, Min(DefaultMinimumCellSize)] public float MinimumCellSize { get; private set; } = DefaultMinimumCellSize;
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public Sprite GetSmileSprite(SmileFaceState state)
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{
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switch (state)
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{
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case SmileFaceState.Surprised:
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return surprisedSprite != null ? surprisedSprite : smileSprite;
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return SurprisedSprite != null ? SurprisedSprite : SmileSprite;
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case SmileFaceState.Cool:
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return coolSprite != null ? coolSprite : smileSprite;
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return CoolSprite != null ? CoolSprite : SmileSprite;
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case SmileFaceState.Dead:
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return deadSprite != null ? deadSprite : smileSprite;
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return DeadSprite != null ? DeadSprite : SmileSprite;
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default:
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return smileSprite;
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return SmileSprite;
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}
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}
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