problème : le save et le load fonctionnait avec un string en mémoire solution : créer un fichier save.txt dans les assets quand on sauvegarde, et lire de ce fichier quand on load.
269 lines
8.1 KiB
C#
269 lines
8.1 KiB
C#
using System.Collections.Generic;
|
||
using System.Linq;
|
||
using Unity.Plastic.Newtonsoft.Json;
|
||
using UnityEngine;
|
||
using UnityEngine.Tilemaps;
|
||
using GatherAndDefend.LevelEditor;
|
||
using Unity.VisualScripting.YamlDotNet.Core.Tokens;
|
||
using System.Text;
|
||
using System.IO;
|
||
|
||
#region [custom inspector]
|
||
#if UNITY_EDITOR
|
||
using UnityEditor;
|
||
|
||
[CustomEditor(typeof(LevelManagerScript))]
|
||
public class LevelManagerEditor : Editor
|
||
{
|
||
public override void OnInspectorGUI()
|
||
{
|
||
DrawDefaultInspector();
|
||
if (GUILayout.Button("Save"))
|
||
{
|
||
LevelManager.Instance.SaveFile();
|
||
}
|
||
if (GUILayout.Button("Load"))
|
||
{
|
||
LevelManager.Instance.LoadFile();
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
#endregion
|
||
|
||
#region [singleton level manager]
|
||
public class LevelManager : Singleton<LevelManager>
|
||
{
|
||
string SavePath => Application.dataPath + "/save.txt";
|
||
public delegate void LevelAction(ILevelObject levelObject);
|
||
public delegate bool LevelPredicate<T>(T levelObject) where T : ILevelObject;
|
||
public event LevelAction Added;
|
||
public event LevelAction Removed;
|
||
|
||
private readonly List<ILevelObject> _toAdd;
|
||
private readonly List<ILevelObject> _toRemove;
|
||
private readonly List<ILevelObject> _levelObjects;
|
||
|
||
public Level _currentLevel;
|
||
|
||
public Transform LevelTransform
|
||
{
|
||
get;private set;
|
||
}
|
||
public LevelManager()
|
||
{
|
||
_toAdd = new List<ILevelObject>();
|
||
_toRemove = new List<ILevelObject>();
|
||
_levelObjects = new List<ILevelObject>();
|
||
|
||
var mgrScript = Object.FindObjectOfType<LevelManagerScript>();
|
||
if (!mgrScript) mgrScript = new GameObject(nameof(LevelManager)).AddComponent<LevelManagerScript>();
|
||
LevelTransform = mgrScript.transform;
|
||
}
|
||
|
||
#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>(this._toAdd);
|
||
toAdd.ForEach(addedObject =>
|
||
{
|
||
this._toAdd.Remove(addedObject);
|
||
_levelObjects.Add(addedObject);
|
||
Added?.Invoke(addedObject);
|
||
addedObject.LevelStart();
|
||
});
|
||
|
||
var toRemove = new List<ILevelObject>(this._toRemove);
|
||
toRemove.ForEach(removedObject =>
|
||
{
|
||
this._toRemove.Remove(removedObject);
|
||
_levelObjects.Remove(removedObject);
|
||
Removed?.Invoke(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 <20> loader</param>
|
||
/// <param name="shouldClear">est ce qu'on veut effacer ce qui est d<>j<EFBFBD> l<>?</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.gameObject.AddComponent<TilemapRenderer>();
|
||
tilemapData.LoadToTilemap(tilemap);
|
||
tilemap.transform.SetParent(grid.transform);
|
||
}
|
||
Debug.Log("level loaded successfully");
|
||
}
|
||
|
||
/// <summary>
|
||
/// permet de loader un scriptable object de niveau
|
||
/// </summary>
|
||
/// <param name="levelName">le nom du niveau <20> loader</param>
|
||
/// <param name="shouldClear">est ce qu'on veut effacer ce qui est d<>j<EFBFBD> l<>?</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();
|
||
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 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);
|
||
|
||
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();
|
||
}
|
||
#endregion
|
||
}
|
||
#endregion
|
||
|
||
#region [mono behaviour]
|
||
public class LevelManagerScript : MonoBehaviour
|
||
{
|
||
public Level firstLevel;
|
||
private static LevelManagerScript _instance;
|
||
|
||
void Awake()
|
||
{
|
||
//we don't want to ever have two LevelManagerScript at the same time in the game.
|
||
//We prevent that by erasing any instances that are not registered as our main instance.
|
||
if (!_instance)
|
||
{
|
||
_instance = this;
|
||
}
|
||
else
|
||
{
|
||
Destroy(gameObject);
|
||
return;
|
||
}
|
||
|
||
DontDestroyOnLoad(gameObject);
|
||
if (!firstLevel) throw new System.Exception("there is no first level set in the level manager script");
|
||
LevelManager.Instance.LoadLevel(firstLevel, true);
|
||
}
|
||
void Update()
|
||
{
|
||
LevelManager.Instance.UpdateLevel();
|
||
}
|
||
}
|
||
#endregion |