using System.Collections;
using System.Collections.Generic;
using Unity.Plastic.Newtonsoft.Json.Linq;
using UnityEngine;
using UnityEngine.Tilemaps;
using static Extensions;
///
/// can be inherited by tiles in order to be added to the level manager
///
public abstract class LevelTile : TileBase, ILevelObject
{
[SerializeField]
private Sprite _sprite;
[LevelSerialize]
public Vector3 Position { get; protected set; }
[LevelSerialize]
public string Tilemap { get; protected set; }
[LevelSerialize]
public string Name => name;
public virtual void LevelStart() { }
public virtual void LevelDestroy() { }
public virtual void LevelUpdate() { }
public virtual bool Equals(ILevelObject other)
{
if (!other.GetType().Equals(GetType())) return false;
var otherTile = other as LevelTile;
return Name == otherTile.Name
&& Position == otherTile.Position
&& Tilemap == otherTile.Tilemap;
}
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);
}
var comp = tilemap.GetComponent();
//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.name;
//if tile already exists, dont add to level manager
if (LevelManager.Instance.Has(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 abstract Dictionary ToDictionary();
}