Felix Boucher 8b5d0370dc tidied up + addressed issue with non-LevelTiles
problèmes :
- mon code et l'arrangement des fichiers avait besoin d'un peu de tidy up
- les tiles qui n'étaient pas des LevelTile ne loadaient pas

solution :
- rangé un peu + respecté structure une classe - un fichier
- tenté un build pour voir si tout roulait comme il faut, ce qui m'a porté à ajouter des directives de preprocessing et à bouger les custom inspectors dans le dossier Editor.
- ajouté une représentation simple des tuiles non-LevelTile dans la sauvegarde.
2023-05-28 22:00:47 -04:00

104 lines
3.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
/// <summary>
/// can be inherited by tiles in order to be added to the level manager
/// </summary>
public abstract class LevelTile : TileBase, ILevelObject
{
[SerializeField]
private Sprite _sprite;
public bool Instantiated { get; set; }
public Vector3 Position { get; protected set; }
private Tilemap _tilemap;
public string Tilemap
{
get => _tilemap.name;
}
public string Name { get => name; protected set => name = value; }
public virtual void LevelStart() { }
public virtual void LevelDestroy() { }
public virtual void LevelUpdate() { }
public virtual bool Equals(ILevelObject other)
{
return other is LevelTile otherTile
&& Name == otherTile.Name
&& Position == otherTile.Position
&& Tilemap == otherTile.Tilemap;
}
public override bool StartUp(Vector3Int position, ITilemap tilemap, GameObject go)
{
//only execute if application is in play mode
if (!Application.isPlaying)
{
return base.StartUp(position, tilemap, go);
}
//if it was created from the level manager, then it is already instantiated, and we shouldn't do it again
if (Instantiated)
{
return base.StartUp(position, tilemap, go);
}
var comp = tilemap.GetComponent<Tilemap>();
//need to create an instance of the tile, otherwise the position will change for all tiles instead of only this one.
var instance = Instantiate(this);
instance.name = name;
instance.Position = position;
instance._tilemap = comp;
//if tile already exists, dont add to level manager
if (LevelManager.Instance.Has<LevelTile>(tile => tile.Equals(instance)))
{
return base.StartUp(position, tilemap, go);
}
LevelManager.Instance.Add(instance);
return base.StartUp(position, tilemap, go);
}
public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)
{
tileData.sprite = _sprite;
tileData.transform.SetTRS(Vector3.zero, Quaternion.identity, Vector3.one);
tileData.color = Color.white;
}
public virtual Dictionary<string, object> ToDictionary()
{
return new Dictionary<string, object>()
{
{nameof(Name), Name },
{nameof(Position), new float[]{Position.x, Position.y, Position.z } },
{nameof(Tilemap), Tilemap },
{nameof(ILevelObject.ObjectType), nameof(ILevelObject.ObjectType.Tile) }
};
}
public virtual void LoadDictionary(Dictionary<string, object> dict)
{
Name = dict[nameof(Name)].ToString();
Position = dict[nameof(Position)].ToVector3();
var tilemapName = dict[nameof(Tilemap)].ToString();
_tilemap = FindObjectOfType<Grid>().GetComponentInChildren<Tilemap>(tilemapName);
}
public void AddToLevel()
{
if (!_tilemap) return;
_tilemap.SetTile(Vector3Int.RoundToInt(Position), this);
}
public void RemoveFromLevel()
{
if (!_tilemap) return;
_tilemap.SetTile(Vector3Int.RoundToInt(Position), null);
}
}