using GatherAndDefend.LevelEditor;
using System.Collections.Generic;
using System.Text;
using UnityEngine.Tilemaps;
using UnityEngine;
using System.Linq;
using Newtonsoft.Json;
using System.IO;
///
/// data class for containing everything level related
///
public class LevelManager : Singleton
{
string SavePath => Application.dataPath + "/save.txt";
public delegate void LevelAction(ILevelObject levelObject);
public delegate bool LevelPredicate(T levelObject) where T : ILevelObject;
private readonly List _toAdd;
private readonly List _toRemove;
private readonly List _levelObjects;
private WaveObserver _waveObserver;
private Tilemap _dynamicTilemap;
public Tilemap DynamicTilemap
{
get
{
if (!_dynamicTilemap)
{
var grid = Object.FindObjectOfType();
_dynamicTilemap = new GameObject("Dynamic").AddComponent();
_dynamicTilemap.gameObject.AddComponent().sortingOrder = 3;
_dynamicTilemap.transform.SetParent(grid.transform);
_dynamicTilemap.tileAnchor = Vector3.zero;
}
return _dynamicTilemap;
}
}
private Level _currentLevel;
public Level CurrentLevel => _currentLevel;
public Transform LevelTransform
{
get;
set;
}
public LevelManager()
{
_toAdd = new List();
_toRemove = new List();
_levelObjects = new List();
}
#region [~CRUD~]
public void Add(ILevelObject levelObject)
{
_toAdd.Add(levelObject);
}
public void Remove(ILevelObject levelObject)
{
_toRemove.Add(levelObject);
}
public void Clear()
{
_toAdd.Clear();
_toRemove.Clear();
_levelObjects.Clear();
}
public T Get(LevelPredicate predicate = null) where T : ILevelObject
{
if (predicate == null) predicate = (generic) => true;
return (T)_levelObjects.Find(levelObject => levelObject is T generic && predicate(generic));
}
public List GetAll(LevelPredicate predicate = null) where T : ILevelObject
{
if (predicate == null) predicate = (generic) => true;
List ret = new();
foreach (var levelObject in _levelObjects) if (levelObject is T generic && predicate(generic)) ret.Add(generic);
return ret;
}
public int Count(LevelPredicate predicate = null) where T : ILevelObject
{
return GetAll(predicate).Count;
}
public bool Has(LevelPredicate predicate = null) where T : ILevelObject
{
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(_toAdd);
toAdd.ForEach(addedObject =>
{
_toAdd.Remove(addedObject);
_levelObjects.Add(addedObject);
addedObject.LevelStart();
});
var toRemove = new List(_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();
}
///
/// permet de loader un scriptable object de niveau
///
/// le niveau à loader
/// est ce qu'on veut effacer ce qui est déjà là?
public void LoadLevel(Level level, bool shouldClear = false)
{
if (shouldClear)
{
ClearLevel();
}
_currentLevel = level;
Grid grid = Object.FindObjectOfType();
//create new grid if there is none
if (!grid)
{
grid = new GameObject("Grid").AddComponent();
}
//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.tileAnchor = Vector3.zero;
tilemap.gameObject.AddComponent();
tilemapData.LoadToTilemap(tilemap);
tilemap.transform.SetParent(grid.transform);
}
Debug.Log("level loaded successfully");
Debug.Log("Decompte = " + _currentLevel.WaveConfig.GameDuration);
_waveObserver = WaveObserver.Instance;
_waveObserver.LevelConfig = _currentLevel.WaveConfig;
}
///
/// permet de loader un scriptable object de niveau
///
/// le nom du niveau à loader
/// est ce qu'on veut effacer ce qui est déjà là?
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>>(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 dict)
{
var name = dict["Name"].ToString();
var prefab = Database.Instance.Prefabs[name];
var instance = prefab.Create(Vector3.zero, parent: LevelTransform);
var comp = instance.GetComponent();
comp.LoadDictionary(dict);
}
private void CreateTile(Dictionary 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 dict)
{
TilemapData.FromDictionary(dict);
}
#endregion
}