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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@ -7,6 +7,8 @@ public class LevelManagerEditor : Editor
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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if (Application.isPlaying)
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{
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if (GUILayout.Button("Save"))
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{
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LevelManager.Instance.SaveFile();
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@ -17,3 +19,4 @@ public class LevelManagerEditor : Editor
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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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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;
|
||||
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public class ChangeScene : MonoBehaviour
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{
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[Scene]
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public string scene;
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public SceneActionType sceneAction;
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public LoadSceneMode loadSceneMode;
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public enum SceneActionType
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{
|
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Load,
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Unload
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}
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public void LoadScene()
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{
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if (sceneAction == SceneActionType.Load)
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{
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SceneManager.LoadScene(scene, loadSceneMode);
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}
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else if (sceneAction == SceneActionType.Unload)
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{
|
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for (int i = 0; i < SceneManager.sceneCount; i++)
|
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{
|
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var scene = SceneManager.GetSceneAt(i);
|
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if (scene.name == this.scene)
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{
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SceneManager.UnloadSceneAsync(scene);
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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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11
Assets/Scripts/ChangeScene.cs.meta
Normal file
11
Assets/Scripts/ChangeScene.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 5013085c123fae4499f80b0a896f63af
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -5,7 +5,7 @@ public class ObjectPlaceholder : DraggablePlaceholder
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public GameObject Prefab { get; set; }
|
||||
public override void Place()
|
||||
{
|
||||
Prefab.Create(transform.position);
|
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Prefab.Create(transform.position, parent : LevelManager.Instance.LevelTransform);
|
||||
}
|
||||
public override bool CanBePlacedHere()
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{
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@ -132,7 +132,12 @@ namespace GatherAndDefend.LevelEditor
|
||||
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//get grid
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var grid = GameObject.FindObjectOfType<Grid>();
|
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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
|
||||
var tilemap = grid.GetComponentInChildren<Tilemap>(key);
|
||||
|
||||
@ -96,8 +96,9 @@ public class LevelManager : Singleton<LevelManager>
|
||||
|
||||
#region [Level management]
|
||||
|
||||
public void UpdateLevel()
|
||||
public void AddAndRemoveObjects()
|
||||
{
|
||||
//add and remove
|
||||
var toAdd = new List<ILevelObject>(_toAdd);
|
||||
toAdd.ForEach(addedObject =>
|
||||
{
|
||||
@ -113,27 +114,18 @@ public class LevelManager : Singleton<LevelManager>
|
||||
_levelObjects.Remove(removedObject);
|
||||
removedObject.LevelDestroy();
|
||||
});
|
||||
}
|
||||
|
||||
public void UpdateLevel()
|
||||
{
|
||||
AddAndRemoveObjects();
|
||||
|
||||
_levelObjects.ForEach(levelObject =>
|
||||
{
|
||||
levelObject.LevelUpdate();
|
||||
});
|
||||
|
||||
toAdd = new List<ILevelObject>(_toAdd);
|
||||
toAdd.ForEach(addedObject =>
|
||||
{
|
||||
_toAdd.Remove(addedObject);
|
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_levelObjects.Add(addedObject);
|
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addedObject.LevelStart();
|
||||
});
|
||||
|
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toRemove = new List<ILevelObject>(_toRemove);
|
||||
toRemove.ForEach(removedObject =>
|
||||
{
|
||||
_toRemove.Remove(removedObject);
|
||||
_levelObjects.Remove(removedObject);
|
||||
removedObject.LevelDestroy();
|
||||
});
|
||||
AddAndRemoveObjects();
|
||||
}
|
||||
|
||||
public void ClearLevel()
|
||||
@ -162,7 +154,9 @@ public class LevelManager : Singleton<LevelManager>
|
||||
//create new grid if there is none
|
||||
if (!grid)
|
||||
{
|
||||
var levelMgrScript = Object.FindObjectOfType<LevelManagerScript>();
|
||||
grid = new GameObject("Grid").AddComponent<Grid>();
|
||||
grid.transform.SetParent(levelMgrScript.transform);
|
||||
}
|
||||
//remove all tilemaps if there is a grid
|
||||
else
|
||||
@ -199,11 +193,6 @@ public class LevelManager : Singleton<LevelManager>
|
||||
ClearLevel();
|
||||
}
|
||||
|
||||
foreach (var ob in Database.Instance.ScriptableObjects)
|
||||
{
|
||||
Debug.Log(ob);
|
||||
}
|
||||
|
||||
//fetch level from database
|
||||
_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
|
||||
}
|
||||
@ -1,14 +1,15 @@
|
||||
using UnityEngine;
|
||||
using GatherAndDefend.LevelEditor;
|
||||
|
||||
public class LevelManagerScript : SingletonBehaviour<LevelManagerScript>
|
||||
using UnityEngine.SceneManagement;
|
||||
using Level = GatherAndDefend.LevelEditor.Level;
|
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public class LevelManagerScript : MonoBehaviour
|
||||
{
|
||||
public Level firstLevel;
|
||||
[Scene][SerializeField]
|
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private string _gameScene;
|
||||
[SerializeField]
|
||||
private Level _firstLevel;
|
||||
private void Start()
|
||||
{
|
||||
DontDestroyOnLoad(gameObject);
|
||||
if (!firstLevel) throw new System.Exception("there is no first level set in the level manager script");
|
||||
|
||||
LevelManager.Instance.LevelTransform = transform;
|
||||
int levelToLoadFromWorldMap = PlayerPrefs.GetInt("LevelToLoad", -1);
|
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if (levelToLoadFromWorldMap != -1)
|
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{
|
||||
@ -16,8 +17,14 @@ public class LevelManagerScript : SingletonBehaviour<LevelManagerScript>
|
||||
LevelManager.Instance.LoadLevel(lvlName, true);
|
||||
return;
|
||||
}
|
||||
|
||||
LevelManager.Instance.LoadLevel(firstLevel, true);
|
||||
else if (_firstLevel)
|
||||
{
|
||||
LevelManager.Instance.LoadLevel(_firstLevel, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("there is no first level set in the level manager script");
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
|
||||
55
Assets/Scripts/SceneDrawer.cs
Normal file
55
Assets/Scripts/SceneDrawer.cs
Normal file
@ -0,0 +1,55 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
|
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public class SceneAttribute : PropertyAttribute { }
|
||||
|
||||
[CustomPropertyDrawer(typeof(SceneAttribute))]
|
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public class SceneDrawer : PropertyDrawer
|
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{
|
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|
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
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{
|
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|
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if (property.propertyType == SerializedPropertyType.String)
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{
|
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var sceneObject = GetSceneObject(property.stringValue);
|
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var scene = EditorGUI.ObjectField(position, label, sceneObject, typeof(SceneAsset), true);
|
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if (scene == null)
|
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{
|
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property.stringValue = "";
|
||||
}
|
||||
else if (scene.name != property.stringValue)
|
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{
|
||||
var sceneObj = GetSceneObject(scene.name);
|
||||
if (sceneObj == null)
|
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{
|
||||
Debug.LogWarning("The scene " + scene.name + " cannot be used. To use this scene add it to the build settings for the project");
|
||||
}
|
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else
|
||||
{
|
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property.stringValue = scene.name;
|
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}
|
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}
|
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}
|
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else
|
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EditorGUI.LabelField(position, label.text, "Use [Scene] with strings.");
|
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}
|
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protected SceneAsset GetSceneObject(string sceneObjectName)
|
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{
|
||||
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;
|
||||
[SerializeField]
|
||||
private Sprite _savedIcon;
|
||||
[Scene][SerializeField]
|
||||
private string gameScene;
|
||||
|
||||
private WorldMapSave _worldMapSave;
|
||||
|
||||
@ -70,12 +72,10 @@ public class WorldMapManager : MonoBehaviour
|
||||
|
||||
public void CallLevelWorld1(int levelToCall)
|
||||
{
|
||||
string levelToGet = "1-" + levelToCall;
|
||||
if (_buttonList[levelToCall - 1].GetComponent<Image>().sprite.name != "worldmap_level_locked")
|
||||
{
|
||||
PlayerPrefs.SetInt("LevelToLoad", levelToCall);
|
||||
SceneManager.LoadScene("Game");
|
||||
//LevelManager.Instance.LoadLevel(levelToGet, true);
|
||||
SceneManager.LoadScene(gameScene);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user