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

232 lines
6.7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Unity.Plastic.Newtonsoft.Json;
using UnityEngine;
using UnityEngine.Tilemaps;
using GatherAndDefend.LevelEditor;
#region [custom inspector]
#if UNITY_EDITOR
using UnityEditor;
[CustomEditor(typeof(LevelManagerScript))]
public class LevelManagerEditor : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
if (GUILayout.Button("Save"))
{
LevelManager.Instance.SaveLevel();
}
if (GUILayout.Button("Load"))
{
LevelManager.Instance.LoadSave();
}
}
}
#endif
#endregion
#region [singleton level manager]
public class LevelManager : Singleton<LevelManager>
{
public delegate void LevelAction(ILevelObject levelObject);
public delegate bool LevelPredicate<T>(T levelObject) where T : ILevelObject;
public event LevelAction Added;
public event LevelAction Removed;
private readonly List<ILevelObject> _toAdd;
private readonly List<ILevelObject> _toRemove;
private readonly List<ILevelObject> _levelObjects;
public Level _currentLevel;
public Transform LevelTransform
{
get;private set;
}
public LevelManager()
{
_toAdd = new List<ILevelObject>();
_toRemove = new List<ILevelObject>();
_levelObjects = new List<ILevelObject>();
var mgrScript = Object.FindObjectOfType<LevelManagerScript>();
if (!mgrScript) mgrScript = new GameObject(nameof(LevelManager)).AddComponent<LevelManagerScript>();
LevelTransform = mgrScript.transform;
}
#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]
public void UpdateLevel()
{
_levelObjects.ForEach(levelObject => levelObject.LevelUpdate());
var toAdd = new List<ILevelObject>(this._toAdd);
toAdd.ForEach(addedObject =>
{
this._toAdd.Remove(addedObject);
_levelObjects.Add(addedObject);
Added?.Invoke(addedObject);
addedObject.LevelStart();
});
var toRemove = new List<ILevelObject>(this._toRemove);
toRemove.ForEach(removedObject =>
{
this._toRemove.Remove(removedObject);
_levelObjects.Remove(removedObject);
Removed?.Invoke(removedObject);
removedObject.LevelDestroy();
});
toRemove.Clear();
}
private string saved;
public void ClearLevel()
{
foreach (var obj in _levelObjects)
{
obj.RemoveFromLevel();
}
Clear();
}
public void SaveLevel()
{
var list = _levelObjects.Select(obj => obj.ToDictionary()).ToList();
list.Add(new Dictionary<string, object>()
{
{Database.TYPE, "Level" },
{"Name", _currentLevel.name }
});
saved = JsonConvert.SerializeObject(list);
Debug.Log("game saved successfully");
}
public void LoadLevel(string levelName, bool clear = false)
{
if (clear)
{
ClearLevel();
}
//fetch level from database
_currentLevel = Database.Instance.ScriptableObjects[levelName] as Level;
Grid grid = Object.FindObjectOfType<Grid>();
//create new grid if there is none
if (!grid)
{
grid = new GameObject("Grid").AddComponent<Grid>();
}
//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>();
tilemap.gameObject.AddComponent<TilemapRenderer>();
tilemapData.LoadToTilemap(tilemap);
tilemap.transform.SetParent(grid.transform);
}
Debug.Log("level loaded successfully");
}
public void LoadSave()
{
ClearLevel();
var dicts = JsonConvert.DeserializeObject<List<Dictionary<string, object>>>(saved);
//instantiate all prefabs
foreach (var dict in JsonConvert.DeserializeObject<List<Dictionary<string, object>>>(saved))
{
switch (dict[Database.TYPE].ToString())
{
case nameof(Database.Prefabs):
CreatePrefab(dict);
break;
case nameof(Level):
LoadLevel(dict["Name"].ToString());
break;
}
}
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 = Object.Instantiate(prefab, LevelTransform);
var comp = instance.GetComponent<LevelObject>();
comp.LoadDictionary(dict);
}
#endregion
}
#endregion
#region [mono behaviour]
public class LevelManagerScript : MonoBehaviour
{
public Level firstLevel;
private static LevelManagerScript _instance;
void Awake()
{
if (!_instance) _instance = this;
else Destroy(gameObject);
DontDestroyOnLoad(gameObject);
LevelManager.Instance.LoadLevel(firstLevel.name, true);
}
void Update()
{
LevelManager.Instance.UpdateLevel();
}
}
#endregion