problème : au moment de load une save, les tiles qui spawnaient des GameObjects au start les spawnaient malgré qu'ils l'avait déjà spawné dans la dernière session de jeu + problèmes de sérialisation divers solution : spawner le GameObject seulement si le lifetime de la tile est de zéro. correction des différents problèmes de sérialisation. note : les tiles ne semblent vraiment pas être faites pour avoir une update loop. mais bon, maintenant ça marche.
246 lines
7.1 KiB
C#
246 lines
7.1 KiB
C#
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using Unity.Plastic.Newtonsoft.Json;
|
|
using UnityEngine;
|
|
using UnityEngine.Tilemaps;
|
|
using GatherAndDefend.LevelEditor;
|
|
using Unity.VisualScripting.YamlDotNet.Core.Tokens;
|
|
|
|
#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.SaveFile();
|
|
}
|
|
if (GUILayout.Button("Load"))
|
|
{
|
|
LevelManager.Instance.LoadFile();
|
|
}
|
|
}
|
|
}
|
|
#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 SaveFile()
|
|
{
|
|
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(Level level, bool clear = false)
|
|
{
|
|
if (clear)
|
|
{
|
|
ClearLevel();
|
|
}
|
|
|
|
_currentLevel = 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 LoadLevel(string levelName, bool clear = false)
|
|
{
|
|
if (clear)
|
|
{
|
|
ClearLevel();
|
|
}
|
|
|
|
//fetch level from database
|
|
_currentLevel = Database.Instance.ScriptableObjects[levelName] as Level;
|
|
|
|
LoadLevel(_currentLevel, clear);
|
|
}
|
|
public void LoadFile()
|
|
{
|
|
ClearLevel();
|
|
|
|
var dicts = JsonConvert.DeserializeObject<List<Dictionary<string, object>>>(saved);
|
|
|
|
var prefabDicts = dicts.FindAll(x => x[Database.TYPE].ToString() == nameof(Database.Prefabs));
|
|
foreach (var prefabDict in prefabDicts) CreatePrefab(prefabDict);
|
|
|
|
var tileDicts = dicts.FindAll(x => x[Database.TYPE].ToString() == nameof(Database.ScriptableObjects));
|
|
foreach (var tileDict in tileDicts) CreateTile(tileDict);
|
|
|
|
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 = prefab.Create(Vector3.zero, parent: LevelTransform);
|
|
var comp = instance.GetComponent<LevelObject>();
|
|
comp.LoadDictionary(dict);
|
|
}
|
|
private void CreateTile(Dictionary<string, object> dict)
|
|
{
|
|
var name = dict["Name"].ToString();
|
|
|
|
var tile = Object.Instantiate(Database.Instance.ScriptableObjects[name]) as LevelTile;
|
|
tile.Instantiated = true;
|
|
tile.LoadDictionary(dict);
|
|
tile.AddToLevel();
|
|
}
|
|
#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 |