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.
103 lines
3.3 KiB
C#
103 lines
3.3 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using Unity.Plastic.Newtonsoft.Json.Linq;
|
|
using UnityEngine;
|
|
using UnityEngine.Tilemaps;
|
|
using static Extensions;
|
|
/// <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 },
|
|
{Database.TYPE, nameof(Database.ScriptableObjects) }
|
|
};
|
|
}
|
|
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()
|
|
{
|
|
_tilemap.SetTile(Vector3Int.RoundToInt(Position), this);
|
|
}
|
|
|
|
public void RemoveFromLevel()
|
|
{
|
|
_tilemap.SetTile(Vector3Int.RoundToInt(Position), null);
|
|
}
|
|
} |