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.
62 lines
2.1 KiB
C#
62 lines
2.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using Unity.Plastic.Newtonsoft.Json.Linq;
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using UnityEngine;
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using UnityEngine.Tilemaps;
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using static Extensions;
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/// <summary>
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/// can be inherited by tiles in order to be added to the level manager
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/// </summary>
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public abstract class LevelTile : TileBase, ILevelObject
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{
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[SerializeField]
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private Sprite _sprite;
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[LevelSerialize]
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public Vector3 Position { get; protected set; }
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[LevelSerialize]
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public string Tilemap { get; protected set; }
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[LevelSerialize]
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public string Name => name;
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public abstract void LevelStart();
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public abstract void LevelDestroy();
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public abstract void LevelUpdate();
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public abstract bool Equals(ILevelObject other);
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public override bool StartUp(Vector3Int position, ITilemap tilemap, GameObject go)
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{
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//only execute if application is in play mode
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if (!Application.isPlaying)
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{
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return base.StartUp(position, tilemap, go);
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}
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var comp = tilemap.GetComponent<Tilemap>();
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//need to create an instance of the tile, otherwise the position will change for all tiles instead of only this one.
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var instance = Instantiate(this);
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instance.name = name;
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instance.Position = position;
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instance.Tilemap = comp.name;
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//lambda expression to be used to check if the tile already exists
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bool isSameTile(LevelTile tile) => tile.Equals(instance);
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//if tile is exactly the same as before, don't add.
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if (LevelManager.Instance.Has<LevelTile>(isSameTile))
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{
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return base.StartUp(position, tilemap, go);
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}
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LevelManager.Instance.Add(instance);
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return base.StartUp(position, tilemap, go);
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}
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public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)
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{
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tileData.sprite = _sprite;
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tileData.transform.SetTRS(Vector3.zero, Quaternion.identity, Vector3.one);
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tileData.color = Color.white;
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}
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public abstract Dictionary<string, object> ToDictionary();
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} |