226 lines
7.1 KiB
C#
226 lines
7.1 KiB
C#
using GatherAndDefend.LevelEditor;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine.Tilemaps;
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using UnityEngine;
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using System.Linq;
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using Newtonsoft.Json;
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using System.IO;
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/// <summary>
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/// data class for containing everything level related
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/// </summary>
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public class LevelManager : Singleton<LevelManager>
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{
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string SavePath => Application.dataPath + "/save.txt";
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public delegate void LevelAction(ILevelObject levelObject);
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public delegate bool LevelPredicate<T>(T levelObject) where T : ILevelObject;
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private readonly List<ILevelObject> _toAdd;
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private readonly List<ILevelObject> _toRemove;
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private readonly List<ILevelObject> _levelObjects;
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private Level _currentLevel;
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public Level CurrentLevel => _currentLevel;
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public Transform LevelTransform
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{
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get;
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set;
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}
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public LevelManager()
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{
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_toAdd = new List<ILevelObject>();
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_toRemove = new List<ILevelObject>();
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_levelObjects = new List<ILevelObject>();
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}
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#region [~CRUD~]
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public void Add(ILevelObject levelObject)
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{
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_toAdd.Add(levelObject);
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}
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public void Remove(ILevelObject levelObject)
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{
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_toRemove.Add(levelObject);
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}
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public void Clear()
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{
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_toAdd.Clear();
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_toRemove.Clear();
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_levelObjects.Clear();
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}
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public T Get<T>(LevelPredicate<T> predicate = null) where T : ILevelObject
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{
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if (predicate == null) predicate = (generic) => true;
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return (T)_levelObjects.Find(levelObject => levelObject is T generic && predicate(generic));
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}
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public List<T> GetAll<T>(LevelPredicate<T> predicate = null) where T : ILevelObject
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{
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if (predicate == null) predicate = (generic) => true;
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List<T> ret = new();
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foreach (var levelObject in _levelObjects) if (levelObject is T generic && predicate(generic)) ret.Add(generic);
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return ret;
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}
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public int Count<T>(LevelPredicate<T> predicate = null) where T : ILevelObject
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{
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return GetAll(predicate).Count;
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}
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public bool Has<T>(LevelPredicate<T> predicate = null) where T : ILevelObject
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{
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if (predicate == null) predicate = (generic) => true;
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return _levelObjects.Exists(levelObject => levelObject is T generic && predicate(generic));
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}
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#endregion
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#region [Level management]
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public void UpdateLevel()
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{
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_levelObjects.ForEach(levelObject => levelObject.LevelUpdate());
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var toAdd = new List<ILevelObject>(_toAdd);
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toAdd.ForEach(addedObject =>
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{
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_toAdd.Remove(addedObject);
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_levelObjects.Add(addedObject);
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addedObject.LevelStart();
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});
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var toRemove = new List<ILevelObject>(_toRemove);
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toRemove.ForEach(removedObject =>
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{
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_toRemove.Remove(removedObject);
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_levelObjects.Remove(removedObject);
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removedObject.LevelDestroy();
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});
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toRemove.Clear();
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}
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public void ClearLevel()
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{
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foreach (var obj in _levelObjects)
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{
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obj.RemoveFromLevel();
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}
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Clear();
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}
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/// <summary>
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/// permet de loader un scriptable object de niveau
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/// </summary>
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/// <param name="level">le niveau à loader</param>
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/// <param name="shouldClear">est ce qu'on veut effacer ce qui est déjà là?</param>
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public void LoadLevel(Level level, bool shouldClear = false)
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{
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if (shouldClear)
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{
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ClearLevel();
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}
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_currentLevel = level;
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Grid grid = Object.FindObjectOfType<Grid>();
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//create new grid if there is none
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if (!grid)
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{
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grid = new GameObject("Grid").AddComponent<Grid>();
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}
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//remove all tilemaps if there is a grid
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else
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{
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foreach (Transform child in grid.transform)
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{
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Object.Destroy(child.gameObject);
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}
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}
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//generate all tilemaps
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foreach (TilemapData tilemapData in _currentLevel)
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{
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var tilemap = new GameObject(tilemapData.Key).AddComponent<Tilemap>();
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tilemap.gameObject.AddComponent<TilemapRenderer>();
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tilemapData.LoadToTilemap(tilemap);
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tilemap.transform.SetParent(grid.transform);
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}
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Debug.Log("level loaded successfully");
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}
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/// <summary>
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/// permet de loader un scriptable object de niveau
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/// </summary>
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/// <param name="levelName">le nom du niveau à loader</param>
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/// <param name="shouldClear">est ce qu'on veut effacer ce qui est déjà là?</param>
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public void LoadLevel(string levelName, bool shouldClear = false)
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{
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if (shouldClear)
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{
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ClearLevel();
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}
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//fetch level from database
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_currentLevel = Database.Instance.ScriptableObjects[levelName] as Level;
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LoadLevel(_currentLevel, shouldClear);
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}
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public void SaveFile()
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{
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var list = _levelObjects.Select(obj => obj.ToDictionary()).ToList();
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foreach (var tilemapData in _currentLevel)
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{
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var levelConfig = tilemapData.ToDictionary();
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levelConfig[nameof(ILevelObject.ObjectType)] = nameof(ILevelObject.ObjectType.Tilemap);
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list.Add(levelConfig);
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}
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string saved = JsonConvert.SerializeObject(list);
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File.WriteAllText(SavePath, saved, Encoding.UTF8);
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Debug.Log("game saved successfully");
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}
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public void LoadFile()
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{
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string saved = File.ReadAllText(SavePath, Encoding.UTF8);
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var dicts = JsonConvert.DeserializeObject<List<Dictionary<string, object>>>(saved);
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ClearLevel();
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var tilemapDicts = dicts.FindAll(x => x[nameof(ILevelObject.ObjectType)].ToString() == nameof(ILevelObject.ObjectType.Tilemap));
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foreach (var tilemapDict in tilemapDicts) CreateTilemap(tilemapDict);
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var prefabDicts = dicts.FindAll(x => x[nameof(ILevelObject.ObjectType)].ToString() == nameof(ILevelObject.ObjectType.Prefab));
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foreach (var prefabDict in prefabDicts) CreatePrefab(prefabDict);
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var tileDicts = dicts.FindAll(x => x[nameof(ILevelObject.ObjectType)].ToString() == nameof(ILevelObject.ObjectType.Tile));
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foreach (var tileDict in tileDicts) CreateTile(tileDict);
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Debug.Log("game loaded successfully");
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}
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private void CreatePrefab(Dictionary<string, object> dict)
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{
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var name = dict["Name"].ToString();
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var prefab = Database.Instance.Prefabs[name];
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var instance = prefab.Create(Vector3.zero, parent: LevelTransform);
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var comp = instance.GetComponent<LevelObject>();
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comp.LoadDictionary(dict);
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}
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private void CreateTile(Dictionary<string, object> dict)
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{
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var name = dict["Name"].ToString();
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var tile = Object.Instantiate(Database.Instance.ScriptableObjects[name]) as LevelTile;
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tile.Instantiated = true;
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tile.LoadDictionary(dict);
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tile.AddToLevel();
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}
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private void CreateTilemap(Dictionary<string, object> dict)
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{
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TilemapData.FromDictionary(dict);
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}
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#endregion
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} |