finish integrating level selector
Level selector was already working after work by William but some small bugs remained to be fixed + it wasn't possible to return to level selector once we were in the level. - it's now possible to go back to level selector from Level - LevelManagerScript is no longer a singleton (this way, it resets with the Game scene unloading) - Added a property drawer for using scene files in inspectors
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parent
15f95d5bc4
commit
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@ -7,13 +7,16 @@ public class LevelManagerEditor : Editor
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public override void OnInspectorGUI()
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public override void OnInspectorGUI()
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{
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{
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DrawDefaultInspector();
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DrawDefaultInspector();
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if (GUILayout.Button("Save"))
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if (Application.isPlaying)
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{
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{
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LevelManager.Instance.SaveFile();
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if (GUILayout.Button("Save"))
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}
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{
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if (GUILayout.Button("Load"))
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LevelManager.Instance.SaveFile();
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{
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}
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LevelManager.Instance.LoadFile();
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if (GUILayout.Button("Load"))
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{
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LevelManager.Instance.LoadFile();
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}
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}
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}
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}
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}
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}
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}
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2256
Assets/Prefabs/UI/WorldMap/LevelSelection.prefab
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2256
Assets/Prefabs/UI/WorldMap/LevelSelection.prefab
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File diff suppressed because it is too large
Load Diff
7
Assets/Prefabs/UI/WorldMap/LevelSelection.prefab.meta
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7
Assets/Prefabs/UI/WorldMap/LevelSelection.prefab.meta
Normal file
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|
m_Script: {fileID: 11500000, guid: 5013085c123fae4499f80b0a896f63af, type: 3}
|
||||||
|
m_Name:
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
scene: LevelSelect
|
||||||
|
sceneAction: 0
|
||||||
|
loadSceneMode: 0
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
37
Assets/Scripts/ChangeScene.cs
Normal file
37
Assets/Scripts/ChangeScene.cs
Normal file
@ -0,0 +1,37 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
public class ChangeScene : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Scene]
|
||||||
|
public string scene;
|
||||||
|
public SceneActionType sceneAction;
|
||||||
|
public LoadSceneMode loadSceneMode;
|
||||||
|
public enum SceneActionType
|
||||||
|
{
|
||||||
|
Load,
|
||||||
|
Unload
|
||||||
|
}
|
||||||
|
public void LoadScene()
|
||||||
|
{
|
||||||
|
if (sceneAction == SceneActionType.Load)
|
||||||
|
{
|
||||||
|
SceneManager.LoadScene(scene, loadSceneMode);
|
||||||
|
}
|
||||||
|
else if (sceneAction == SceneActionType.Unload)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < SceneManager.sceneCount; i++)
|
||||||
|
{
|
||||||
|
var scene = SceneManager.GetSceneAt(i);
|
||||||
|
if (scene.name == this.scene)
|
||||||
|
{
|
||||||
|
SceneManager.UnloadSceneAsync(scene);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/ChangeScene.cs.meta
Normal file
11
Assets/Scripts/ChangeScene.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5013085c123fae4499f80b0a896f63af
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -5,7 +5,7 @@ public class ObjectPlaceholder : DraggablePlaceholder
|
|||||||
public GameObject Prefab { get; set; }
|
public GameObject Prefab { get; set; }
|
||||||
public override void Place()
|
public override void Place()
|
||||||
{
|
{
|
||||||
Prefab.Create(transform.position);
|
Prefab.Create(transform.position, parent : LevelManager.Instance.LevelTransform);
|
||||||
}
|
}
|
||||||
public override bool CanBePlacedHere()
|
public override bool CanBePlacedHere()
|
||||||
{
|
{
|
||||||
|
|||||||
@ -132,7 +132,12 @@ namespace GatherAndDefend.LevelEditor
|
|||||||
|
|
||||||
//get grid
|
//get grid
|
||||||
var grid = GameObject.FindObjectOfType<Grid>();
|
var grid = GameObject.FindObjectOfType<Grid>();
|
||||||
if (!grid) grid = new GameObject("Grid").AddComponent<Grid>();
|
if (!grid)
|
||||||
|
{
|
||||||
|
var levelMgrScript = GameObject.FindObjectOfType<LevelManagerScript>();
|
||||||
|
grid = new GameObject("Grid").AddComponent<Grid>();
|
||||||
|
grid.transform.SetParent(levelMgrScript.transform.parent);
|
||||||
|
}
|
||||||
|
|
||||||
//get tilemap by name
|
//get tilemap by name
|
||||||
var tilemap = grid.GetComponentInChildren<Tilemap>(key);
|
var tilemap = grid.GetComponentInChildren<Tilemap>(key);
|
||||||
|
|||||||
@ -96,8 +96,9 @@ public class LevelManager : Singleton<LevelManager>
|
|||||||
|
|
||||||
#region [Level management]
|
#region [Level management]
|
||||||
|
|
||||||
public void UpdateLevel()
|
public void AddAndRemoveObjects()
|
||||||
{
|
{
|
||||||
|
//add and remove
|
||||||
var toAdd = new List<ILevelObject>(_toAdd);
|
var toAdd = new List<ILevelObject>(_toAdd);
|
||||||
toAdd.ForEach(addedObject =>
|
toAdd.ForEach(addedObject =>
|
||||||
{
|
{
|
||||||
@ -113,27 +114,18 @@ public class LevelManager : Singleton<LevelManager>
|
|||||||
_levelObjects.Remove(removedObject);
|
_levelObjects.Remove(removedObject);
|
||||||
removedObject.LevelDestroy();
|
removedObject.LevelDestroy();
|
||||||
});
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UpdateLevel()
|
||||||
|
{
|
||||||
|
AddAndRemoveObjects();
|
||||||
|
|
||||||
_levelObjects.ForEach(levelObject =>
|
_levelObjects.ForEach(levelObject =>
|
||||||
{
|
{
|
||||||
levelObject.LevelUpdate();
|
levelObject.LevelUpdate();
|
||||||
});
|
});
|
||||||
|
|
||||||
toAdd = new List<ILevelObject>(_toAdd);
|
AddAndRemoveObjects();
|
||||||
toAdd.ForEach(addedObject =>
|
|
||||||
{
|
|
||||||
_toAdd.Remove(addedObject);
|
|
||||||
_levelObjects.Add(addedObject);
|
|
||||||
addedObject.LevelStart();
|
|
||||||
});
|
|
||||||
|
|
||||||
toRemove = new List<ILevelObject>(_toRemove);
|
|
||||||
toRemove.ForEach(removedObject =>
|
|
||||||
{
|
|
||||||
_toRemove.Remove(removedObject);
|
|
||||||
_levelObjects.Remove(removedObject);
|
|
||||||
removedObject.LevelDestroy();
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ClearLevel()
|
public void ClearLevel()
|
||||||
@ -162,7 +154,9 @@ public class LevelManager : Singleton<LevelManager>
|
|||||||
//create new grid if there is none
|
//create new grid if there is none
|
||||||
if (!grid)
|
if (!grid)
|
||||||
{
|
{
|
||||||
|
var levelMgrScript = Object.FindObjectOfType<LevelManagerScript>();
|
||||||
grid = new GameObject("Grid").AddComponent<Grid>();
|
grid = new GameObject("Grid").AddComponent<Grid>();
|
||||||
|
grid.transform.SetParent(levelMgrScript.transform);
|
||||||
}
|
}
|
||||||
//remove all tilemaps if there is a grid
|
//remove all tilemaps if there is a grid
|
||||||
else
|
else
|
||||||
@ -199,11 +193,6 @@ public class LevelManager : Singleton<LevelManager>
|
|||||||
ClearLevel();
|
ClearLevel();
|
||||||
}
|
}
|
||||||
|
|
||||||
foreach (var ob in Database.Instance.ScriptableObjects)
|
|
||||||
{
|
|
||||||
Debug.Log(ob);
|
|
||||||
}
|
|
||||||
|
|
||||||
//fetch level from database
|
//fetch level from database
|
||||||
_currentLevel = Database.Instance.ScriptableObjects[levelName] as Level;
|
_currentLevel = Database.Instance.ScriptableObjects[levelName] as Level;
|
||||||
|
|
||||||
@ -290,10 +279,5 @@ public class LevelManager : Singleton<LevelManager>
|
|||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// align camera to the rightmost tile of the tilemap
|
|
||||||
/// </summary>
|
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
}
|
}
|
||||||
@ -1,14 +1,15 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using GatherAndDefend.LevelEditor;
|
using UnityEngine.SceneManagement;
|
||||||
|
using Level = GatherAndDefend.LevelEditor.Level;
|
||||||
public class LevelManagerScript : SingletonBehaviour<LevelManagerScript>
|
public class LevelManagerScript : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Level firstLevel;
|
[Scene][SerializeField]
|
||||||
|
private string _gameScene;
|
||||||
|
[SerializeField]
|
||||||
|
private Level _firstLevel;
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
DontDestroyOnLoad(gameObject);
|
LevelManager.Instance.LevelTransform = transform;
|
||||||
if (!firstLevel) throw new System.Exception("there is no first level set in the level manager script");
|
|
||||||
|
|
||||||
int levelToLoadFromWorldMap = PlayerPrefs.GetInt("LevelToLoad", -1);
|
int levelToLoadFromWorldMap = PlayerPrefs.GetInt("LevelToLoad", -1);
|
||||||
if (levelToLoadFromWorldMap != -1)
|
if (levelToLoadFromWorldMap != -1)
|
||||||
{
|
{
|
||||||
@ -16,8 +17,14 @@ public class LevelManagerScript : SingletonBehaviour<LevelManagerScript>
|
|||||||
LevelManager.Instance.LoadLevel(lvlName, true);
|
LevelManager.Instance.LoadLevel(lvlName, true);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
else if (_firstLevel)
|
||||||
LevelManager.Instance.LoadLevel(firstLevel, true);
|
{
|
||||||
|
LevelManager.Instance.LoadLevel(_firstLevel, true);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogWarning("there is no first level set in the level manager script");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
|
|||||||
55
Assets/Scripts/SceneDrawer.cs
Normal file
55
Assets/Scripts/SceneDrawer.cs
Normal file
@ -0,0 +1,55 @@
|
|||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
|
||||||
|
public class SceneAttribute : PropertyAttribute { }
|
||||||
|
|
||||||
|
[CustomPropertyDrawer(typeof(SceneAttribute))]
|
||||||
|
public class SceneDrawer : PropertyDrawer
|
||||||
|
{
|
||||||
|
|
||||||
|
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||||
|
{
|
||||||
|
|
||||||
|
if (property.propertyType == SerializedPropertyType.String)
|
||||||
|
{
|
||||||
|
var sceneObject = GetSceneObject(property.stringValue);
|
||||||
|
var scene = EditorGUI.ObjectField(position, label, sceneObject, typeof(SceneAsset), true);
|
||||||
|
if (scene == null)
|
||||||
|
{
|
||||||
|
property.stringValue = "";
|
||||||
|
}
|
||||||
|
else if (scene.name != property.stringValue)
|
||||||
|
{
|
||||||
|
var sceneObj = GetSceneObject(scene.name);
|
||||||
|
if (sceneObj == null)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("The scene " + scene.name + " cannot be used. To use this scene add it to the build settings for the project");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
property.stringValue = scene.name;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
EditorGUI.LabelField(position, label.text, "Use [Scene] with strings.");
|
||||||
|
}
|
||||||
|
protected SceneAsset GetSceneObject(string sceneObjectName)
|
||||||
|
{
|
||||||
|
if (string.IsNullOrEmpty(sceneObjectName))
|
||||||
|
{
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (var editorScene in EditorBuildSettings.scenes)
|
||||||
|
{
|
||||||
|
if (editorScene.path.IndexOf(sceneObjectName) != -1)
|
||||||
|
{
|
||||||
|
return AssetDatabase.LoadAssetAtPath(editorScene.path, typeof(SceneAsset)) as SceneAsset;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Debug.LogWarning("Scene [" + sceneObjectName + "] cannot be used. Add this scene to the 'Scenes in the Build' in build settings.");
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/SceneDrawer.cs.meta
Normal file
11
Assets/Scripts/SceneDrawer.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 389cc3c423055324fb8d7de50f62f709
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -16,6 +16,8 @@ public class WorldMapManager : MonoBehaviour
|
|||||||
private Sprite _lockedIcon;
|
private Sprite _lockedIcon;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private Sprite _savedIcon;
|
private Sprite _savedIcon;
|
||||||
|
[Scene][SerializeField]
|
||||||
|
private string gameScene;
|
||||||
|
|
||||||
private WorldMapSave _worldMapSave;
|
private WorldMapSave _worldMapSave;
|
||||||
|
|
||||||
@ -70,12 +72,10 @@ public class WorldMapManager : MonoBehaviour
|
|||||||
|
|
||||||
public void CallLevelWorld1(int levelToCall)
|
public void CallLevelWorld1(int levelToCall)
|
||||||
{
|
{
|
||||||
string levelToGet = "1-" + levelToCall;
|
|
||||||
if (_buttonList[levelToCall - 1].GetComponent<Image>().sprite.name != "worldmap_level_locked")
|
if (_buttonList[levelToCall - 1].GetComponent<Image>().sprite.name != "worldmap_level_locked")
|
||||||
{
|
{
|
||||||
PlayerPrefs.SetInt("LevelToLoad", levelToCall);
|
PlayerPrefs.SetInt("LevelToLoad", levelToCall);
|
||||||
SceneManager.LoadScene("Game");
|
SceneManager.LoadScene(gameScene);
|
||||||
//LevelManager.Instance.LoadLevel(levelToGet, true);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user