Felix Boucher e05cf77b75 work on game scene + fix bugs
problems :

- game scene was not as shown in the GDD
- problem when moving tilemap (the placeholders didn't follow)
- possible to place units outside the game area

solutions :

- try to make the game scene as close to the gdd as possible
- don't move the tilemap : move the camera instead (this keeps the world position of tilemap intact)
- there was a logic bug in the DraggablePlaceholder. It ain't anymore
2023-07-09 13:50:04 -04:00

276 lines
8.7 KiB
C#

using GatherAndDefend.LevelEditor;
using System.Collections.Generic;
using System.Text;
using UnityEngine.Tilemaps;
using UnityEngine;
using System.Linq;
using Newtonsoft.Json;
using System.IO;
/// <summary>
/// data class for containing everything level related
/// </summary>
public class LevelManager : Singleton<LevelManager>
{
string SavePath => Application.dataPath + "/save.txt";
public event OnLevelLoaded LevelLoaded;
public delegate void OnLevelLoaded(Level level);
public delegate void LevelAction(ILevelObject levelObject);
public delegate bool LevelPredicate<T>(T levelObject) where T : ILevelObject;
private readonly List<ILevelObject> _toAdd;
private readonly List<ILevelObject> _toRemove;
private readonly List<ILevelObject> _levelObjects;
private Tilemap _dynamicTilemap;
public Tilemap DynamicTilemap
{
get
{
if (!_dynamicTilemap)
{
var grid = Object.FindObjectOfType<Grid>();
_dynamicTilemap = new GameObject("Dynamic").AddComponent<Tilemap>();
_dynamicTilemap.gameObject.AddComponent<TilemapRenderer>().sortingOrder = 3;
_dynamicTilemap.transform.SetParent(grid.transform);
_dynamicTilemap.tileAnchor = Vector3.zero;
}
return _dynamicTilemap;
}
}
private Level _currentLevel;
public Level CurrentLevel => _currentLevel;
public Transform LevelTransform
{
get;
set;
}
public LevelManager()
{
_toAdd = new List<ILevelObject>();
_toRemove = new List<ILevelObject>();
_levelObjects = new List<ILevelObject>();
}
#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>(_toAdd);
toAdd.ForEach(addedObject =>
{
_toAdd.Remove(addedObject);
_levelObjects.Add(addedObject);
addedObject.LevelStart();
});
var toRemove = new List<ILevelObject>(_toRemove);
toRemove.ForEach(removedObject =>
{
_toRemove.Remove(removedObject);
_levelObjects.Remove(removedObject);
removedObject.LevelDestroy();
});
toRemove.Clear();
}
public void ClearLevel()
{
foreach (var obj in _levelObjects)
{
obj.RemoveFromLevel();
}
Clear();
}
/// <summary>
/// permet de loader un scriptable object de niveau
/// </summary>
/// <param name="level">le niveau à loader</param>
/// <param name="shouldClear">est ce qu'on veut effacer ce qui est déjà là?</param>
public void LoadLevel(Level level, bool shouldClear = false)
{
if (shouldClear)
{
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.tileAnchor = Vector3.zero;
tilemap.gameObject.AddComponent<TilemapRenderer>();
tilemapData.LoadToTilemap(tilemap);
tilemap.transform.SetParent(grid.transform);
}
LevelLoaded?.Invoke(level);
Debug.Log("level loaded successfully");
}
/// <summary>
/// permet de loader un scriptable object de niveau
/// </summary>
/// <param name="levelName">le nom du niveau à loader</param>
/// <param name="shouldClear">est ce qu'on veut effacer ce qui est déjà là?</param>
public void LoadLevel(string levelName, bool shouldClear = false)
{
if (shouldClear)
{
ClearLevel();
}
//fetch level from database
_currentLevel = Database.Instance.ScriptableObjects[levelName] as Level;
LoadLevel(_currentLevel, shouldClear);
}
public void SaveFile()
{
var list = _levelObjects.Select(obj => obj.ToDictionary()).ToList();
foreach (var tilemapData in _currentLevel)
{
var levelConfig = tilemapData.ToDictionary();
levelConfig[nameof(ILevelObject.ObjectType)] = nameof(ILevelObject.ObjectType.Tilemap);
list.Add(levelConfig);
}
list.Add(OtherValuesToDict());
string saved = JsonConvert.SerializeObject(list);
File.WriteAllText(SavePath, saved, Encoding.UTF8);
Debug.Log("game saved successfully");
}
public void LoadFile()
{
string saved = File.ReadAllText(SavePath, Encoding.UTF8);
var dicts = JsonConvert.DeserializeObject<List<Dictionary<string, object>>>(saved);
ClearLevel();
var tilemapDicts = dicts.FindAll(x => x[nameof(ILevelObject.ObjectType)].ToString() == nameof(ILevelObject.ObjectType.Tilemap));
foreach (var tilemapDict in tilemapDicts) CreateTilemap(tilemapDict);
var prefabDicts = dicts.FindAll(x => x[nameof(ILevelObject.ObjectType)].ToString() == nameof(ILevelObject.ObjectType.Prefab));
foreach (var prefabDict in prefabDicts) CreatePrefab(prefabDict);
var tileDicts = dicts.FindAll(x => x[nameof(ILevelObject.ObjectType)].ToString() == nameof(ILevelObject.ObjectType.Tile));
foreach (var tileDict in tileDicts) CreateTile(tileDict);
var otherDict = dicts.Find(x => x[nameof(ILevelObject.ObjectType)].ToString() == nameof(ILevelObject.ObjectType.Other));
DictToOtherValues(otherDict);
LevelLoaded?.Invoke(_currentLevel);
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();
}
private void CreateTilemap(Dictionary<string, object> dict)
{
TilemapData.FromDictionary(dict);
}
private Dictionary<string, object> OtherValuesToDict()
{
return new Dictionary<string, object>()
{
[nameof(ILevelObject.ObjectType)] = nameof(ILevelObject.ObjectType.Other),
[nameof(_currentLevel)] = _currentLevel.name
};
}
private void DictToOtherValues(Dictionary<string, object> dict)
{
// fetch current level
var levelName = dict[nameof(_currentLevel)].ToString();
var level = Database.Instance.ScriptableObjects[levelName] as Level;
_currentLevel = level;
}
/// <summary>
/// align camera to the rightmost tile of the tilemap
/// </summary>
#endregion
}