Pull request #10: Feature/LoadSave

Merge in CGD/gather-and-defend from feature/LoadSave to main

* commit 'ec94ccfc145829cf329792d9e66188da7663b54b':
  ajout de doc xml pour la classe database
  manage when tiles or objects are removed
  tidied up + addressed issue with non-LevelTiles
  save / load dans un fichier
  working save / load functions
  travail sur le save et le load
  some tidying up
  made LevelObject and Tile methods virtual
  finish to hijack update loop + serialization
  tweaks to LevelManager
This commit is contained in:
Felix-gabriel Boucher-luneau 2023-05-30 18:44:12 +00:00
commit 92ffe56009
51 changed files with 2989 additions and 865 deletions

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@ -0,0 +1,51 @@
using System.Linq;
using UnityEditor;
using UnityEngine;
using System.IO;
using System.Collections.Generic;
[CustomEditor(typeof(Database))]
public class DatabaseEditor : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
if (GUILayout.Button("fetch assets"))
{
var targ = target as Database;
foreach (var folder in targ.Folders)
{
var path = AssetDatabase.GetAssetPath(folder);
foreach (var file in GetAllPaths(path))
{
var scriptableObject = AssetDatabase.LoadAssetAtPath<ScriptableObject>(file);
if (scriptableObject && !targ.ScriptableObjects.Contains(scriptableObject))
{
targ.ScriptableObjects.Add(scriptableObject);
}
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(file);
if (prefab && !targ.Prefabs.Contains(prefab))
{
targ.Prefabs.Add(prefab);
}
}
}
}
}
string[] GetAllPaths(string target)
{
var files = Directory.GetFiles(target).ToList();
foreach (var dir in Directory.GetDirectories(target))
{
files.AddRange(GetAllPaths(dir));
}
return files.ToArray();
}
}

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@ -2,7 +2,6 @@
using UnityEngine.Tilemaps;
using UnityEngine;
using System.IO;
using static UnityEngine.GraphicsBuffer;
using UnityEditor.SceneManagement;
namespace GatherAndDefend.LevelEditor
@ -121,7 +120,7 @@ Important considerations :
foreach (TilemapData tilemapData in targ.Level)
{
var tilemap = new GameObject(tilemapData.Key).AddComponent<Tilemap>();
var rend = tilemap.gameObject.AddComponent<TilemapRenderer>();
tilemap.gameObject.AddComponent<TilemapRenderer>();
tilemapData.LoadToTilemap(tilemap);
tilemap.transform.SetParent(targ.transform);
}

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using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(LevelManagerScript))]
public class LevelManagerEditor : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
if (GUILayout.Button("Save"))
{
LevelManager.Instance.SaveFile();
}
if (GUILayout.Button("Load"))
{
LevelManager.Instance.LoadFile();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static Extensions;
public class Entity : MonoBehaviour
public class Entity : LevelObject
{
//Attribut
[SerializeField]
private int _hp;
@ -64,15 +64,38 @@ public class Entity : MonoBehaviour
set { _enemy = value; }
}
/*
void Start()
#region [LevelManager code]
public override bool Equals(ILevelObject other)
{
return other is Entity otherEntity
&& base.Equals(otherEntity)
&& otherEntity._hp == _hp
&& otherEntity._speed == _speed
&& otherEntity._attack_speed == _attack_speed
&& otherEntity._attack_damage == _attack_damage;
}
void Update()
public override Dictionary<string, object> ToDictionary()
{
var dict = base.ToDictionary();
}*/
dict[nameof(_hp)] = _hp;
dict[nameof(_speed)] = _speed;
dict[nameof(_attack_speed)] = _attack_speed;
dict[nameof(_attack_damage)] = _attack_damage;
dict[nameof(_attack_speed_wait)] = _attack_speed_wait;
return dict;
}
public override void LoadDictionary(Dictionary<string, object> dict)
{
base.LoadDictionary(dict);
_hp = dict[nameof(_hp)].ToInt();
_speed = dict[nameof(_speed)].ToFloat();
_attack_speed = dict[nameof(_attack_speed)].ToFloat();
_attack_damage = dict[nameof(_attack_damage)].ToInt();
_attack_speed_wait = dict[nameof(_attack_speed_wait)].ToFloat();
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using System.IO;
using System;
#if UNITY_EDITOR
using UnityEditor;
#endif
/// <summary>
/// cette classe sert à réunir les prefabs et les scriptable objects importants. <br/>
/// Elle permet d'éviter de devoir mettre tous nos prefabs et scriptable objects dans le dossier Resources <br/>
/// et permet d'accéder aux éléments qu'on cherche par leur nom directement
/// </summary>
public class Database : SingletonBehaviour<Database>
{
#if UNITY_EDITOR
[Header("Editor section")]
[SerializeField]
private List<DefaultAsset> _folders;
public List<DefaultAsset> Folders => _folders;
#endif
public const string TYPE = nameof(TYPE);
[Serializable]
public class DataList<T> : IEnumerable<T> where T : UnityEngine.Object
{
[SerializeField]
private List<T> elements;
public DataList() => elements = new List<T>();
public T this[string key] => elements.Find(x => x.name == key);
public void Add(T element) => elements.Add(element);
public IEnumerator<T> GetEnumerator()
{
return elements.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return elements.GetEnumerator();
}
public static implicit operator DataList<T>(List<T> list) => new DataList<T>() { elements = list };
}
[SerializeField]
private List<GameObject> _prefabs;
[SerializeField]
private List<ScriptableObject> _scriptableObjects;
public DataList<GameObject> Prefabs => _prefabs;
public DataList<ScriptableObject> ScriptableObjects => _scriptableObjects;
public Database()
{
_prefabs = new List<GameObject>();
_scriptableObjects = new List<ScriptableObject>();
}
#if UNITY_EDITOR
#endif
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using System;
using System.Collections.Generic;
using BindingFlags = System.Reflection.BindingFlags;
using UnityEngine;
using System.Collections;
public static class Extensions
{
public static int ToInt(this object jobj)
{
return int.Parse(jobj.ToString());
}
public static float ToFloat(this object jobj)
{
return float.Parse(jobj.ToString());
}
public static Vector3 ToVector3(this object jobj)
{
var p_enum = (jobj as IEnumerable).GetEnumerator();
float[] p_array = new float[3];
p_enum.MoveNext();
p_array[0] = float.Parse(p_enum.Current.ToString());
p_enum.MoveNext();
p_array[1] = float.Parse(p_enum.Current.ToString());
p_enum.MoveNext();
p_array[2] = float.Parse(p_enum.Current.ToString());
return new Vector3(p_array[0], p_array[1], p_array[2]);
}
public static bool ToBool(this object jobj) => bool.Parse(jobj.ToString());
public static GameObject Create(this GameObject prefab, Vector3 position, Quaternion rotation = default, Transform parent = null)
{
if (rotation == default) rotation = Quaternion.identity;
var instance = GameObject.Instantiate(prefab, position, rotation);
instance.transform.SetParent(parent);
instance.name = prefab.name;
return instance;
}
public static T GetComponentInChildren<T>(this Component obj, string name) where T : Component
{
foreach (var comp in obj.GetComponentsInChildren<T>())
{
if (comp.name == name) return comp;
}
return null;
}
public enum LevelObjectType { GameObject, Tile }
public static bool Approximately(this Vector3 vect, Vector3 other)
{
return Mathf.Approximately(Vector3.Distance(vect, other), 0);
}
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userData:
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@ -0,0 +1,20 @@
using UnityEngine;
/// <summary>
/// a singleton but as a MonoBehaviour
/// </summary>
/// <typeparam name="T"></typeparam>
public class SingletonBehaviour<T> : MonoBehaviour where T : SingletonBehaviour<T>
{
public static T Instance
{
get;
private set;
}
protected virtual void Awake()
{
if (!Instance) Instance = this as T;
else Destroy(gameObject);
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a27e0ff408916844d82fcbdf5b332589
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
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@ -1,4 +1,8 @@
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace GatherAndDefend.LevelEditor
@ -6,8 +10,16 @@ namespace GatherAndDefend.LevelEditor
[RequireComponent(typeof(Grid))]
public class LevelEditor : MonoBehaviour
{
#if UNITY_EDITOR
[SerializeField]
private DefaultAsset _path;
public DefaultAsset Path
{
get => _path;
set => _path = value;
}
#endif
[SerializeField]
private Level _level;
public Level Level
@ -15,10 +27,6 @@ namespace GatherAndDefend.LevelEditor
get => _level;
set => _level = value;
}
public DefaultAsset Path
{
get => _path;
set => _path = value;
}
}
}

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@ -1,24 +0,0 @@
using UnityEngine;
using UnityEngine.Tilemaps;
[CreateAssetMenu(menuName = "Gather And Defend/Spawner Tile")]
public class SpawnerTile : TileBase
{
[SerializeField]
private Sprite _sprite;
[SerializeField]
private GameObject _prefab;
public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)
{
tileData.sprite = _sprite;
tileData.transform.SetTRS(Vector3.zero, Quaternion.identity, Vector3.one);
tileData.color = Color.white;
}
public override bool StartUp(Vector3Int position, ITilemap tilemap, GameObject go)
{
if (!Application.isPlaying) return base.StartUp(position, tilemap, go);
Instantiate(_prefab, new Vector3(0.5f, 0.5f) + position, Quaternion.identity);
return base.StartUp(position, tilemap, go);
}
}

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@ -3,6 +3,8 @@ using UnityEngine.Tilemaps;
using UnityEngine;
using System;
using System.Collections;
using System.Linq;
using Newtonsoft.Json;
namespace GatherAndDefend.LevelEditor
{
@ -75,6 +77,83 @@ namespace GatherAndDefend.LevelEditor
}
}
/// <summary>
/// returns a dictionary representation of the tilemap
/// </summary>
/// <returns></returns>
public Dictionary<string, object> ToDictionary()
{
return new Dictionary<string, object>()
{
{nameof(_key), _key },
{nameof(_isInvisible), _isInvisible },
{nameof(_isCollidable), _isCollidable },
{nameof(_isTrigger), _isTrigger },
{nameof(_renderOrder), _renderOrder },
{nameof(_renderLayer), _renderLayer },
{nameof(_tiles), _tiles.FindAll(x => !(x.Tile is LevelTile))
.Select(x => new Dictionary<string, object>() {
{nameof(x.Position), new float[] { x.Position.x, x.Position.y, x.Position.z } },
{nameof(x.Tile), x.Tile.name } }).ToArray() }
};
}
/// <summary>
/// builds a tilemap from a dictionary representation (from the save file)
/// </summary>
/// <param name="dict"></param>
/// <returns></returns>
public static Tilemap FromDictionary(Dictionary<string, object> dict)
{
//get all tilemap data
var key = dict[nameof(_key)].ToString();
var invisible = dict[nameof(_isInvisible)].ToBool();
var collidable = dict[nameof(_isCollidable)].ToBool();
var trigger = dict[nameof(_isTrigger)].ToBool();
var renderOrder = dict[nameof(_renderOrder)].ToInt();
var renderLayer = dict[nameof(_renderLayer)].ToString();
var tiles = dict[nameof(_tiles)];
//get grid
var grid = GameObject.FindObjectOfType<Grid>();
if (!grid) grid = new GameObject("Grid").AddComponent<Grid>();
//get tilemap by name
var tilemap = grid.GetComponentInChildren<Tilemap>(key);
TilemapRenderer renderer;
if (!tilemap)
{
tilemap = new GameObject(key).AddComponent<Tilemap>();
tilemap.gameObject.AddComponent<TilemapRenderer>();
tilemap.transform.SetParent(grid.transform);
}
renderer = tilemap.GetComponent<TilemapRenderer>();
//populate tilemap according to specs
renderer.sortingOrder = renderOrder;
renderer.sortingLayerName = renderLayer;
if (invisible) tilemap.gameObject.layer = INVISIBLE_LAYER;
if (collidable)
{
tilemap.gameObject.AddComponent<TilemapCollider2D>().isTrigger = trigger;
}
//populate tilemaps with non-LevelTile tiles
foreach (var tileObj in tiles as IEnumerable)
{
var tileDict = JsonConvert.DeserializeObject<Dictionary<string, object>>(tileObj.ToString());
var tileName = tileDict["Tile"].ToString();
var tile = Database.Instance.ScriptableObjects[tileName];
var tilePos = tileDict["Position"].ToVector3();
tilemap.SetTile(Vector3Int.RoundToInt(tilePos), tile as TileBase);
}
return tilemap;
}
public IEnumerator<TileData> GetEnumerator()
{
return _tiles.GetEnumerator();

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@ -1,3 +1,22 @@
public interface ILevelObject
using System.Collections.Generic;
using UnityEngine;
public interface ILevelObject
{
public enum ObjectType
{
Tile = 0,
Prefab = 1,
Tilemap = 2
}
string Name { get; }
Vector3 Position { get; }
void LevelUpdate();
void LevelStart();
void LevelDestroy();
bool Equals(ILevelObject other);
Dictionary<string, object> ToDictionary();
void LoadDictionary(Dictionary<string, object> dict);
void RemoveFromLevel();
}

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@ -1,58 +1,226 @@
using System;
using GatherAndDefend.LevelEditor;
using System.Collections.Generic;
using System.Text;
using UnityEngine.Tilemaps;
using UnityEngine;
using System.Linq;
using Newtonsoft.Json;
using System.IO;
/// <summary>
/// data class for containing everything level related
/// </summary>
public class LevelManager : Singleton<LevelManager>
{
public event System.Action<ILevelObject> Added;
public event System.Action<ILevelObject> Removed;
string SavePath => Application.dataPath + "/save.txt";
private List<ILevelObject> levelObjects;
public delegate void LevelAction(ILevelObject levelObject);
public delegate bool LevelPredicate<T>(T levelObject) where T : ILevelObject;
private readonly List<ILevelObject> _toAdd;
private readonly List<ILevelObject> _toRemove;
private readonly List<ILevelObject> _levelObjects;
public Level _currentLevel;
public Transform LevelTransform
{
get; private set;
}
public LevelManager()
{
levelObjects = new List<ILevelObject>();
_toAdd = new List<ILevelObject>();
_toRemove = new List<ILevelObject>();
_levelObjects = new List<ILevelObject>();
var mgrScript = Object.FindObjectOfType<LevelManagerScript>();
if (!mgrScript) mgrScript = new GameObject(nameof(LevelManager)).AddComponent<LevelManagerScript>();
LevelTransform = mgrScript.transform;
}
#region [~CRUD~]
public void Add(ILevelObject levelObject)
{
if (levelObjects.Contains(levelObject)) return;
levelObjects.Add(levelObject);
Added?.Invoke(levelObject);
_toAdd.Add(levelObject);
}
public void Remove(ILevelObject levelObject)
{
if (!levelObjects.Contains(levelObject)) return;
levelObjects.Remove(levelObject);
Removed?.Invoke(levelObject);
_toRemove.Add(levelObject);
}
public void Clear()
{
levelObjects.RemoveAll(obj =>
{
Removed?.Invoke(obj);
return true;
});
_toAdd.Clear();
_toRemove.Clear();
_levelObjects.Clear();
}
public T Get<T>(System.Func<T, bool> predicate = default) where T : ILevelObject
public T Get<T>(LevelPredicate<T> predicate = null) where T : ILevelObject
{
if (predicate == default) predicate = (t) => true;
return (T)levelObjects.Find(t => t is T t1 && predicate(t1));
if (predicate == null) predicate = (generic) => true;
return (T)_levelObjects.Find(levelObject => levelObject is T generic && predicate(generic));
}
public List<T> GetAll<T>(System.Func<T, bool> predicate = default) where T : ILevelObject
public List<T> GetAll<T>(LevelPredicate<T> predicate = null) where T : ILevelObject
{
if (predicate == default) predicate = (t) => true;
List<T> ret = new List<T>();
foreach (var t in levelObjects) if (t is T t1 && predicate(t1)) ret.Add(t1);
if (predicate == null) predicate = (generic) => true;
List<T> ret = new();
foreach (var levelObject in _levelObjects) if (levelObject is T generic && predicate(generic)) ret.Add(generic);
return ret;
}
public int Count<T>(Func<T, bool> predicate = default) where T : ILevelObject
public int Count<T>(LevelPredicate<T> predicate = null) where T : ILevelObject
{
return GetAll(predicate).Count;
}
public bool Has<T>(System.Func<T, bool> predicate = default)
public bool Has<T>(LevelPredicate<T> predicate = null) where T : ILevelObject
{
if (predicate == default) predicate = (t) => true;
return levelObjects.Exists(t => t is T && predicate((T)t));
if (predicate == null) predicate = (generic) => true;
return _levelObjects.Exists(levelObject => levelObject is T generic && predicate(generic));
}
#endregion
#region [Level management]
public void UpdateLevel()
{
_levelObjects.ForEach(levelObject => levelObject.LevelUpdate());
var toAdd = new List<ILevelObject>(_toAdd);
toAdd.ForEach(addedObject =>
{
_toAdd.Remove(addedObject);
_levelObjects.Add(addedObject);
addedObject.LevelStart();
});
var toRemove = new List<ILevelObject>(_toRemove);
toRemove.ForEach(removedObject =>
{
_toRemove.Remove(removedObject);
_levelObjects.Remove(removedObject);
removedObject.LevelDestroy();
});
toRemove.Clear();
}
public void ClearLevel()
{
foreach (var obj in _levelObjects)
{
obj.RemoveFromLevel();
}
Clear();
}
/// <summary>
/// permet de loader un scriptable object de niveau
/// </summary>
/// <param name="level">le niveau à loader</param>
/// <param name="shouldClear">est ce qu'on veut effacer ce qui est déjà là?</param>
public void LoadLevel(Level level, bool shouldClear = false)
{
if (shouldClear)
{
ClearLevel();
}
_currentLevel = level;
Grid grid = Object.FindObjectOfType<Grid>();
//create new grid if there is none
if (!grid)
{
grid = new GameObject("Grid").AddComponent<Grid>();
}
//remove all tilemaps if there is a grid
else
{
foreach (Transform child in grid.transform)
{
Object.Destroy(child.gameObject);
}
}
//generate all tilemaps
foreach (TilemapData tilemapData in _currentLevel)
{
var tilemap = new GameObject(tilemapData.Key).AddComponent<Tilemap>();
tilemap.gameObject.AddComponent<TilemapRenderer>();
tilemapData.LoadToTilemap(tilemap);
tilemap.transform.SetParent(grid.transform);
}
Debug.Log("level loaded successfully");
}
/// <summary>
/// permet de loader un scriptable object de niveau
/// </summary>
/// <param name="levelName">le nom du niveau à loader</param>
/// <param name="shouldClear">est ce qu'on veut effacer ce qui est déjà là?</param>
public void LoadLevel(string levelName, bool shouldClear = false)
{
if (shouldClear)
{
ClearLevel();
}
//fetch level from database
_currentLevel = Database.Instance.ScriptableObjects[levelName] as Level;
LoadLevel(_currentLevel, shouldClear);
}
public void SaveFile()
{
var list = _levelObjects.Select(obj => obj.ToDictionary()).ToList();
foreach (var tilemapData in _currentLevel)
{
var levelConfig = tilemapData.ToDictionary();
levelConfig[nameof(ILevelObject.ObjectType)] = nameof(ILevelObject.ObjectType.Tilemap);
list.Add(levelConfig);
}
string saved = JsonConvert.SerializeObject(list);
File.WriteAllText(SavePath, saved, Encoding.UTF8);
Debug.Log("game saved successfully");
}
public void LoadFile()
{
string saved = File.ReadAllText(SavePath, Encoding.UTF8);
var dicts = JsonConvert.DeserializeObject<List<Dictionary<string, object>>>(saved);
ClearLevel();
var tilemapDicts = dicts.FindAll(x => x[nameof(ILevelObject.ObjectType)].ToString() == nameof(ILevelObject.ObjectType.Tilemap));
foreach (var tilemapDict in tilemapDicts) CreateTilemap(tilemapDict);
var prefabDicts = dicts.FindAll(x => x[nameof(ILevelObject.ObjectType)].ToString() == nameof(ILevelObject.ObjectType.Prefab));
foreach (var prefabDict in prefabDicts) CreatePrefab(prefabDict);
var tileDicts = dicts.FindAll(x => x[nameof(ILevelObject.ObjectType)].ToString() == nameof(ILevelObject.ObjectType.Tile));
foreach (var tileDict in tileDicts) CreateTile(tileDict);
Debug.Log("game loaded successfully");
}
private void CreatePrefab(Dictionary<string, object> dict)
{
var name = dict["Name"].ToString();
var prefab = Database.Instance.Prefabs[name];
var instance = prefab.Create(Vector3.zero, parent: LevelTransform);
var comp = instance.GetComponent<LevelObject>();
comp.LoadDictionary(dict);
}
private void CreateTile(Dictionary<string, object> dict)
{
var name = dict["Name"].ToString();
var tile = Object.Instantiate(Database.Instance.ScriptableObjects[name]) as LevelTile;
tile.Instantiated = true;
tile.LoadDictionary(dict);
tile.AddToLevel();
}
private void CreateTilemap(Dictionary<string, object> dict)
{
TilemapData.FromDictionary(dict);
}
#endregion
}

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@ -1,5 +1,5 @@
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guid: e3bef4a71d706874fb7500a47d3f4f1d
MonoImporter:
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@ -0,0 +1,31 @@
using UnityEngine;
using GatherAndDefend.LevelEditor;
public class LevelManagerScript : MonoBehaviour
{
public Level firstLevel;
private static LevelManagerScript _instance;
void Awake()
{
//we don't want to ever have two LevelManagerScript at the same time in the game.
//We prevent that by erasing any instances that are not registered as our main instance.
if (!_instance)
{
_instance = this;
}
else
{
Destroy(gameObject);
return;
}
DontDestroyOnLoad(gameObject);
if (!firstLevel) throw new System.Exception("there is no first level set in the level manager script");
LevelManager.Instance.LoadLevel(firstLevel, true);
}
void Update()
{
LevelManager.Instance.UpdateLevel();
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,60 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static Extensions;
/// <summary>
/// can be inherited by MonoBehaviours in order to be added to the level manager
/// </summary>
public abstract class LevelObject : MonoBehaviour, ILevelObject
{
public Vector3 Position { get => transform.position; protected set => transform.position = value; }
public string Name { get => name; protected set => name = value; }
void Awake()
{
if (LevelManager.Instance.Has<LevelObject>(obj => obj.Equals(this))) return;
LevelManager.Instance.Add(this);
}
void OnDestroy()
{
LevelManager.Instance.Remove(this);
}
public virtual void LevelStart()
{
}
public virtual void LevelDestroy()
{
}
public virtual void LevelUpdate()
{
}
public virtual bool Equals(ILevelObject other)
{
return other is LevelObject otherObject
&& otherObject.Name == Name
&& otherObject.Position == Position;
}
public virtual Dictionary<string, object> ToDictionary()
{
return new Dictionary<string, object>()
{
{nameof(Name), Name },
{nameof(Position), new float[]{Position.x, Position.y, Position.z } },
{nameof(ILevelObject.ObjectType), nameof(ILevelObject.ObjectType.Prefab) }
};
}
public virtual void LoadDictionary(Dictionary<string, object> dict)
{
Name = dict[nameof(Name)].ToString();
Position = dict[nameof(Position)].ToVector3();
}
public void RemoveFromLevel()
{
//checks if go is still in scene before removing it
if (!this) return;
Destroy(gameObject);
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,115 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
/// <summary>
/// can be inherited by tiles in order to be added to the level manager
/// </summary>
public abstract class LevelTile : TileBase, ILevelObject
{
[SerializeField]
private Sprite _sprite;
public bool Instantiated { get; set; }
public Vector3 Position { get; protected set; }
private Tilemap _tilemap;
public Tilemap Tilemap => _tilemap;
public string TilemapName
{
get => _tilemap.name;
}
public string Name { get => name; protected set => name = value; }
public virtual void LevelStart() { }
public virtual void LevelDestroy() { }
public virtual void LevelUpdate() { }
public virtual bool Equals(ILevelObject other)
{
return other is LevelTile otherTile
&& Name == otherTile.Name
&& Position == otherTile.Position
&& TilemapName == otherTile.TilemapName;
}
public override bool StartUp(Vector3Int position, ITilemap tilemap, GameObject go)
{
//only execute if application is in play mode
if (!Application.isPlaying)
{
return base.StartUp(position, tilemap, go);
}
//if it was created from the level manager, then it is already instantiated, and we shouldn't do it again
if (Instantiated)
{
return base.StartUp(position, tilemap, go);
}
var comp = tilemap.GetComponent<Tilemap>();
//need to create an instance of the tile, otherwise the position will change for all tiles instead of only this one.
var instance = Instantiate(this);
instance.name = name;
instance.Position = position;
instance._tilemap = comp;
//if tile already exists, dont add to level manager
if (LevelManager.Instance.Has<LevelTile>(tile => tile.Equals(instance)))
{
return base.StartUp(position, tilemap, go);
}
LevelManager.Instance.Add(instance);
return base.StartUp(position, tilemap, go);
}
public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)
{
tileData.sprite = _sprite;
tileData.transform.SetTRS(Vector3.zero, Quaternion.identity, Vector3.one);
tileData.color = Color.white;
}
public override void RefreshTile(Vector3Int position, ITilemap tilemap)
{
if (!Application.isPlaying) return;
//this will check if tile was removed from tilemap
if (tilemap.GetTile(position) == null)
{
LevelManager.Instance.Remove(this);
}
base.RefreshTile(position, tilemap);
}
public virtual Dictionary<string, object> ToDictionary()
{
return new Dictionary<string, object>()
{
{nameof(Name), Name },
{nameof(Position), new float[]{Position.x, Position.y, Position.z } },
{nameof(TilemapName), TilemapName },
{nameof(ILevelObject.ObjectType), nameof(ILevelObject.ObjectType.Tile) }
};
}
public virtual void LoadDictionary(Dictionary<string, object> dict)
{
Name = dict[nameof(Name)].ToString();
Position = dict[nameof(Position)].ToVector3();
var tilemapName = dict[nameof(TilemapName)].ToString();
_tilemap = FindObjectOfType<Grid>().GetComponentInChildren<Tilemap>(tilemapName);
}
public void AddToLevel()
{
if (!_tilemap) return;
_tilemap.SetTile(Vector3Int.RoundToInt(Position), this);
}
public void RemoveFromLevel()
{
if (!_tilemap) return;
_tilemap.SetTile(Vector3Int.RoundToInt(Position), null);
}
}

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@ -0,0 +1,11 @@
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@ -29,8 +29,8 @@ public class Opponent : Entity
void AttackEnemy() {
//Attack Cooldown
if(AttackSpeed < AttackSpeedWait) {
if(AttackSpeed < AttackSpeedWait)
{
Enemy.Hp-=AttackDamage;
Debug.Log("Ally Hp = " + Enemy.Hp);

View File

@ -1,34 +1,57 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
using static Extensions;
[CreateAssetMenu(menuName = "Gather And Defend/Resource Tile")]
public class ResourceTile : TileBase, ILevelObject
public class ResourceTile : LevelTile
{
[SerializeField]
[Tooltip("the prefab of the currency that will be spawned when mining this resource")]
private GameObject _yieldPrefab;
private string YieldPrefabName => _yieldPrefab.name;
[SerializeField]
private Sprite _sprite;
public Vector3 Position { get; private set; }
private float _yieldSpeed = 1; //resource per second
private float _yieldCounter = 0;
public bool Occupied { get; set; }
public Sprite Sprite { get => _sprite; set => _sprite = value; }
public override bool StartUp(Vector3Int position, ITilemap tilemap, GameObject go)
public override void LevelUpdate()
{
if (!Application.isPlaying) return base.StartUp(position, tilemap, go);
if (!Occupied) return;
//need to create an instance of the tile, otherwise the position will change for all tiles instead of only this one.
var instance = Instantiate(this);
instance.Position = position;
LevelManager.Instance.Add(instance);
return base.StartUp(position, tilemap, go);
_yieldCounter += Time.deltaTime * _yieldSpeed;
if (_yieldCounter < 1) return;
_yieldCounter = 0;
var yielded = Instantiate(_yieldPrefab, Position, Quaternion.identity);
yielded.transform.SetParent(LevelManager.Instance.LevelTransform);
}
public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)
public override bool Equals(ILevelObject other)
{
tileData.sprite = _sprite;
tileData.transform.SetTRS(Vector3.zero, Quaternion.identity, Vector3.one);
tileData.color = Color.white;
return other is ResourceTile otherRes
&& base.Equals(otherRes)
&& _yieldPrefab == otherRes._yieldPrefab
&& _yieldSpeed == otherRes._yieldSpeed
&& Occupied == otherRes.Occupied;
}
public override Dictionary<string, object> ToDictionary()
{
var dict = base.ToDictionary();
dict[nameof(YieldPrefabName)] = YieldPrefabName;
dict[nameof(_yieldSpeed)] = _yieldSpeed;
dict[nameof(Occupied)] = Occupied;
return dict;
}
public override void LoadDictionary(Dictionary<string, object> dict)
{
base.LoadDictionary(dict);
var prefabName = dict[nameof(YieldPrefabName)].ToString();
_yieldPrefab = Database.Instance.Prefabs[prefabName];
_yieldSpeed = dict[nameof(_yieldSpeed)].ToFloat();
_yieldCounter = dict[nameof(_yieldCounter)].ToFloat();
Occupied = dict[nameof(Occupied)].ToBool();
}
}

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@ -0,0 +1,64 @@
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "Gather And Defend/Spawner Tile")]
public class SpawnerTile : LevelTile
{
[SerializeField]
private GameObject _prefab;
[SerializeField]
private bool _spawnOnStart;
private float _lifetime;
[SerializeField]
private float _spawnSpeed = 0;
[SerializeField, Range(0, 1.001f)]
private float _spawnCounter = 0;
public override void LevelStart()
{
if (_spawnOnStart && _lifetime <= 0)
{
_prefab.Create(Position, parent: LevelManager.Instance.LevelTransform);
}
}
public override void LevelUpdate()
{
_lifetime += Time.deltaTime;
_spawnCounter += Time.deltaTime * _spawnSpeed;
if (_spawnCounter < 1) return;
_spawnCounter = 0;
_prefab.Create(Position, parent: LevelManager.Instance.LevelTransform);
}
public override bool Equals(ILevelObject other)
{
return other is SpawnerTile spawner
&& base.Equals(spawner)
&& spawner._prefab == _prefab
&& spawner._spawnSpeed == _spawnSpeed;
}
public override Dictionary<string, object> ToDictionary()
{
var dict = base.ToDictionary();
dict[nameof(_prefab)] = _prefab.name;
dict[nameof(_spawnSpeed)] = _spawnSpeed;
dict[nameof(_spawnCounter)] = _spawnCounter;
dict[nameof(_lifetime)] = _lifetime;
dict[nameof(_spawnOnStart)] = _spawnOnStart;
return dict;
}
public override void LoadDictionary(Dictionary<string, object> dict)
{
base.LoadDictionary(dict);
var prefabName = dict[nameof(_prefab)].ToString();
_prefab = Database.Instance.Prefabs[prefabName];
_spawnSpeed = dict[nameof(_spawnSpeed)].ToFloat();
_spawnCounter = dict[nameof(_spawnCounter)].ToFloat();
_lifetime = dict[nameof(_lifetime)].ToFloat();
_spawnOnStart = dict[nameof(_spawnOnStart)].ToBool();
}
}

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@ -16,6 +16,7 @@ public class TestLevelManager
[SetUp]
public void SetUp()
{
new GameObject("LevelManager").AddComponent<LevelManagerScript>();
_farm = ScriptableObject.CreateInstance<ResourceTile>();
_farm.name = nameof(_farm);

View File

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