problems : - there were no test scene - units would appear weird over some tiles - units would not recognize some tiles when trying to know if it could place itself on it solution : - added test scene - tweaked sorting layers in units - added IsCollidable parameter in ILevelObject
61 lines
1.7 KiB
C#
61 lines
1.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// can be inherited by MonoBehaviours in order to be added to the level manager
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/// </summary>
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public abstract class LevelObject : MonoBehaviour, ILevelObject
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{
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public Vector3 Position { get => transform.position; protected set => transform.position = value; }
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public string Name { get => name; protected set => name = value; }
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public bool IsCollidable => GetComponent<Collider2D>();
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void Awake()
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{
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if (LevelManager.Instance.Has<LevelObject>(obj => obj.Equals(this))) return;
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LevelManager.Instance.Add(this);
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}
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void OnDestroy()
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{
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LevelManager.Instance.Remove(this);
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}
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public virtual void LevelStart()
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{
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}
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public virtual void LevelDestroy()
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{
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}
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public virtual void LevelUpdate()
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{
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}
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public virtual bool Equals(ILevelObject other)
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{
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return other is LevelObject otherObject
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&& otherObject.Name == Name
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&& otherObject.Position == Position;
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}
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public virtual Dictionary<string, object> ToDictionary()
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{
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return new Dictionary<string, object>()
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{
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{nameof(Name), Name },
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{nameof(Position), new float[]{Position.x, Position.y, Position.z } },
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{nameof(ILevelObject.ObjectType), nameof(ILevelObject.ObjectType.Prefab) }
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};
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}
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public virtual void LoadDictionary(Dictionary<string, object> dict)
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{
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Name = dict[nameof(Name)].ToString();
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Position = dict[nameof(Position)].ToVector3();
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}
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public void RemoveFromLevel()
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{
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//checks if go is still in scene before removing it
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if (!this) return;
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Destroy(gameObject);
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}
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} |