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

59 lines
1.9 KiB
C#

using System.Collections.Generic;
using Unity.Plastic.Newtonsoft.Json.Linq;
using UnityEngine;
[CreateAssetMenu(menuName = "Gather And Defend/Spawner Tile")]
public class SpawnerTile : LevelTile
{
[SerializeField]
private GameObject _prefab;
[SerializeField]
private bool _spawnOnStart = true;
[SerializeField]
private float _spawnSpeed = 0;
private float _spawnCounter = 0;
public override void LevelStart()
{
if (!_spawnOnStart) return;
var instance = Instantiate(_prefab, Position, Quaternion.identity);
instance.transform.SetParent(LevelManager.Instance.LevelTransform);
}
public override void LevelUpdate()
{
_spawnCounter += Time.deltaTime * _spawnSpeed;
if (_spawnCounter < 1) return;
_spawnCounter = 0;
var instance = Instantiate(_prefab, Position, Quaternion.identity);
instance.transform.SetParent(LevelManager.Instance.LevelTransform);
}
public override bool Equals(ILevelObject other)
{
return other is SpawnerTile spawner
&& base.Equals(spawner)
&& spawner._prefab == _prefab
&& spawner._spawnOnStart == _spawnOnStart
&& spawner._spawnSpeed == _spawnSpeed;
}
public override Dictionary<string, object> ToDictionary()
{
var dict = base.ToDictionary();
dict[nameof(_prefab)] = _prefab.name;
dict[nameof(_spawnOnStart)] = _spawnOnStart;
dict[nameof(_spawnSpeed)] = _spawnSpeed;
return dict;
}
public override void LoadDictionary(Dictionary<string, object> dict)
{
base.LoadDictionary(dict);
var prefabName = dict[nameof(_prefab)].ToString();
_prefab = Database.Instance.Prefabs[prefabName];
_spawnOnStart = (bool)dict[nameof(_spawnOnStart)];
_spawnSpeed = (float)dict[nameof(_spawnSpeed)];
}
}