Felix Boucher ef8a70aba4 finish to hijack update loop + serialization
problem : tiles dont have an update loop, neither do they have a start / destroy method

solution : finished working on a way to create a custom start/update/destroy pipeline for the projects custom tiles. it's using LevelManagerScript as to Update.

note : also created a database and a start of serialization system so we can save and load stuff.
2023-05-27 20:38:42 -04:00

51 lines
1.5 KiB
C#

using System.Collections.Generic;
using Unity.Plastic.Newtonsoft.Json.Linq;
using UnityEngine;
[CreateAssetMenu(menuName = "Gather And Defend/Spawner Tile")]
public class SpawnerTile : LevelTile
{
[SerializeField]
private GameObject _prefab;
[SerializeField]
private bool _spawnOnStart = true;
[SerializeField]
private float _spawnSpeed = 0;
private float _spawnCounter = 0;
public override bool Equals(ILevelObject other)
{
return other is SpawnerTile spawner
&& spawner.Position == Position
&& spawner.Tilemap == Tilemap
&& spawner._prefab == _prefab
&& spawner._spawnOnStart == _spawnOnStart
&& spawner._spawnSpeed == _spawnSpeed;
}
public override void LevelDestroy()
{
//nothing
}
public override void LevelStart()
{
if (!_spawnOnStart) return;
var instance = Instantiate(_prefab, Position, Quaternion.identity);
instance.transform.SetParent(LevelManager.Instance.LevelTransform);
}
public override void LevelUpdate()
{
_spawnCounter += Time.deltaTime * _spawnSpeed;
if (_spawnCounter < 1) return;
_spawnCounter = 0;
var instance = Instantiate(_prefab, Position, Quaternion.identity);
instance.transform.SetParent(LevelManager.Instance.LevelTransform);
}
public override Dictionary<string, object> ToDictionary()
{
return Extensions.ToDictionary(this);
}
}