Felix Boucher 4fbce56853 travail sur le save et le load
problème : pas de moyen de sauvegarder et de charger les niveaux entamés

solution : fonctions save et load dans le LevelManager
2023-05-27 20:38:43 -04:00

112 lines
3.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using System.IO;
using System;
#if UNITY_EDITOR
using UnityEditor;
[CustomEditor(typeof(Database))]
public class DatabaseEditor : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
if (GUILayout.Button("fetch assets"))
{
var targ = target as Database;
foreach (var folder in targ.Folders)
{
var path = AssetDatabase.GetAssetPath(folder);
foreach (var file in GetAllPaths(path))
{
var scriptableObject = AssetDatabase.LoadAssetAtPath<ScriptableObject>(file);
if (scriptableObject && !Database.Instance.ScriptableObjects.Contains(scriptableObject))
{
Database.Instance.ScriptableObjects.Add(scriptableObject);
}
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(file);
if (prefab && !Database.Instance.Prefabs.Contains(prefab))
{
Database.Instance.Prefabs.Add(prefab);
}
}
}
}
}
string[] GetAllPaths(string target)
{
var files = Directory.GetFiles(target).ToList();
foreach (var dir in Directory.GetDirectories(target))
{
files.AddRange(GetAllPaths(dir));
}
return files.ToArray();
}
}
#endif
[CreateAssetMenu(menuName = "Gather And Defend/Database")]
public class Database : ScriptableObject
{
public static Database Instance
{
get;
private set;
}
public const string TYPE = nameof(TYPE);
[Serializable]
public class DataList<T> : IEnumerable<T> where T : UnityEngine.Object
{
[SerializeField]
private List<T> elements;
public DataList() => elements = new List<T>();
public T this[string key] => elements.Find(x => x.name == key);
public void Add(T element) => elements.Add(element);
public IEnumerator<T> GetEnumerator()
{
return elements.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return elements.GetEnumerator();
}
public static implicit operator DataList<T>(List<T> list) => new DataList<T>() { elements = list };
}
[SerializeField]
private List<GameObject> _prefabs;
[SerializeField]
private List<ScriptableObject> _scriptableObjects;
public DataList<GameObject> Prefabs => _prefabs;
public DataList<ScriptableObject> ScriptableObjects => _scriptableObjects;
public Database()
{
if (!Instance) Instance = this;
_prefabs = new List<GameObject>();
_scriptableObjects = new List<ScriptableObject>();
}
[Header("Editor section")]
[SerializeField]
private List<DefaultAsset> _folders;
public List<DefaultAsset> Folders => _folders;
}