312 lines
10 KiB
C#

using GatherAndDefend.LevelEditor;
using System.Collections.Generic;
using System.Text;
using UnityEngine.Tilemaps;
using UnityEngine;
using System.Linq;
using Newtonsoft.Json;
using System.IO;
using System.Collections;
using System.Threading.Tasks;
using GatherAndDefend.Events;
/// <summary>
/// data class for containing everything level related
/// </summary>
public class LevelManager : Singleton<LevelManager>
{
string SavePath => Application.dataPath + "/save.txt";
public delegate void OnLevelLoaded(Level level);
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;
private WaveObserver _waveObserver;
private bool _isLoading = true;
private bool _shouldKillTask = false;
private Tilemap _dynamicTilemap;
public Tilemap DynamicTilemap
{
get
{
if (!_dynamicTilemap)
{
var grid = Object.FindObjectOfType<Grid>();
_dynamicTilemap = new GameObject("Dynamic").AddComponent<Tilemap>();
_dynamicTilemap.gameObject.AddComponent<TilemapRenderer>().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 bool Loading { get; private set; } = false;
public LevelManager()
{
_toAdd = new List<ILevelObject>();
_toRemove = new List<ILevelObject>();
_levelObjects = new List<ILevelObject>();
}
#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<T>(LevelPredicate<T> predicate = null) where T : ILevelObject
{
if (predicate == null) predicate = (generic) => true;
return (T)_levelObjects.Find(levelObject => levelObject is T generic && predicate(generic));
}
public List<T> GetAll<T>(LevelPredicate<T> predicate = null) where T : ILevelObject
{
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>(LevelPredicate<T> predicate = null) where T : ILevelObject
{
return GetAll(predicate).Count;
}
public bool Has<T>(LevelPredicate<T> 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]
void AddAndRemoveObjects()
{
//add and remove
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();
});
}
public void UpdateLevel()
{
if (_isLoading) return;
AddAndRemoveObjects();
_levelObjects.ForEach(levelObject =>
{
levelObject.LevelUpdate();
});
AddAndRemoveObjects();
}
public void ClearLevel()
{
foreach (var obj in _levelObjects)
{
obj.RemoveFromLevel();
}
Clear();
}
public void KillLoading()
{
_shouldKillTask = true;
}
/// <summary>
/// loads a Level scriptable object
/// </summary>
/// <param name="level">the level to load</param>
/// <param name="shouldClear">do we want to clear what's already there before loading?</param>
/// <param name="placementAnimation">the tiles falling from the top of the screen</param>
public async Task LoadLevel(Level level, PlacementAnimationHandler placementAnimation = null)
{
_isLoading = true;
_shouldKillTask = false;
float accelerationOfAcceleration = GlobalConfig.Instance.Current.tileSpawnAcceleration;
float tileCurrentAcceleration = 1;
float tileSpawnAccelerationFunc() => (tileCurrentAcceleration += accelerationOfAcceleration * Time.deltaTime);
ClearLevel();
_currentLevel = level;
_waveObserver = WaveObserver.Instance;
_waveObserver.Init(_currentLevel.WaveConfig);
Grid grid = Object.FindObjectOfType<Grid>();
//create new grid if there is none
if (!grid)
{
var levelMgrScript = Object.FindObjectOfType<LevelManagerScript>();
grid = new GameObject("Grid").AddComponent<Grid>();
grid.transform.SetParent(levelMgrScript.transform);
}
//remove all tilemaps if there is a grid
else
{
foreach (Transform child in grid.transform)
{
Object.Destroy(child.gameObject);
}
}
var tasks = new List<Task>();
//generate all tilemaps
foreach (TilemapData tilemapData in _currentLevel)
{
bool allTilesSpawned = false;
System.Action OnAllTilesSpawned = () => allTilesSpawned = true;
var tilemap = new GameObject(tilemapData.Key).AddComponent<Tilemap>();
tilemap.tileAnchor = Vector3.zero;
tilemap.gameObject.AddComponent<TilemapRenderer>();
tilemap.transform.SetParent(grid.transform);
tasks.Add(tilemapData.LoadToTilemap(tilemap, () => _shouldKillTask, placementAnimation, OnAllTilesSpawned, tileSpawnAccelerationFunc));
if (_shouldKillTask)
{
return;
}
await Extensions.WaitWhile(() => !allTilesSpawned);
}
if (_shouldKillTask)
{
return;
}
await Task.WhenAll(tasks);
EventAggregator.Instance.GetEvent<LevelLoadedEvent>().Invoke(level);
_isLoading = false;
Debug.Log("level loaded successfully");
}
/// <summary>
/// load a Level scriptable object using its name
/// </summary>
/// <param name="levelName">the name of the loaded Level</param>
/// <param name="shouldClear">should we clear what's already there?</param>
/// <param name="placementAnimation">the tiles falling animation</param>
public async Task LoadLevel(string levelName, PlacementAnimationHandler placementAnimation = null)
{
//fetch level from database
_currentLevel = Database.Instance.ScriptableObjects[levelName] as Level;
await LoadLevel(_currentLevel, placementAnimation).ConfigureAwait(false);
}
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);
}
list.Add(OtherValuesToDict());
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);
var otherDict = dicts.Find(x => x[nameof(ILevelObject.ObjectType)].ToString() == nameof(ILevelObject.ObjectType.Other));
DictToOtherValues(otherDict);
EventAggregator.Instance.GetEvent<LevelLoadedEvent>().Invoke(_currentLevel);
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);
}
private Dictionary<string, object> OtherValuesToDict()
{
return new Dictionary<string, object>()
{
[nameof(ILevelObject.ObjectType)] = nameof(ILevelObject.ObjectType.Other),
[nameof(_currentLevel)] = _currentLevel.name
};
}
private void DictToOtherValues(Dictionary<string, object> dict)
{
// fetch current level
var levelName = dict[nameof(_currentLevel)].ToString();
var level = Database.Instance.ScriptableObjects[levelName] as Level;
_currentLevel = level;
}
#endregion
}