using UnityEngine;
using UnityEngine.Tilemaps;
///
/// can be inherited by tiles in order to be added to the level manager
///
public abstract class LevelTile : TileBase, ILevelObject
{
[SerializeField]
private Sprite _sprite;
public Vector3 Position { get; protected set; }
public Tilemap Tilemap { get; private set; }
public abstract void LevelStart();
public abstract void LevelDestroy();
public abstract void LevelUpdate();
public abstract bool Equals(ILevelObject other);
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.Position = position;
instance.Tilemap = comp;
//lambda expression to be used to check if the tile already exists
bool isSameTile(LevelTile tile) => tile.Equals(instance);
//if tile is exactly the same as before, don't add.
if (LevelManager.Instance.Has(isSameTile)) 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;
}
}