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

58 lines
1.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
using static Extensions;
[CreateAssetMenu(menuName = "Gather And Defend/Resource Tile")]
public class ResourceTile : LevelTile
{
[SerializeField]
[Tooltip("the prefab of the currency that will be spawned when mining this resource")]
private GameObject _yieldPrefab;
[LevelSerialize]
private string YieldPrefabName => _yieldPrefab.name;
[SerializeField, LevelSerialize]
private float _yieldSpeed = 1; //resource per second
[LevelSerialize]
private float _yieldCounter = 0;
[LevelSerialize]
public bool Occupied { get; set; }
public override void LevelDestroy()
{
//nothing
}
public override void LevelStart()
{
//nothing
}
public override void LevelUpdate()
{
if (!Occupied) return;
_yieldCounter += Time.deltaTime * _yieldSpeed;
if (_yieldCounter < 1) return;
_yieldCounter = 0;
var yielded = Instantiate(_yieldPrefab, Position, Quaternion.identity);
yielded.transform.SetParent(LevelManager.Instance.LevelTransform);
}
public override bool Equals(ILevelObject other)
{
return other is ResourceTile otherRes &&
Position == otherRes.Position
&& Tilemap == otherRes.Tilemap
&& _yieldPrefab == otherRes._yieldPrefab
&& _yieldCounter == otherRes._yieldCounter;
}
public override Dictionary<string, object> ToDictionary()
{
return Extensions.ToDictionary(this);
}
}