public FromInstructionsBuilder(string layerEnumStr, TilemapEditor tE, TilemapSerialization tS)
        {
            tE.SetActiveLayer(layerEnumStr);
            tilemapSerialization = tS;
            tilemapEditor        = tE;


            tilemap = tE.currentTilemap;
            charmap = tS.tilemapToCharMapDict[tilemap];
        }
Beispiel #2
0
    public void Import(string content)
    {
        tilemapBuilder        = null;
        startedEditingTilemap = false;

        // destroy all entites except player and level_exit
        for (int iii = 0; iii < entities.shootingEnemies.Count; iii++)
        {
            entities.Destroy(entities.shootingEnemies[iii]);
        }
        entities.shootingEnemies.Clear();

        for (int iii = 0; iii < entities.walkingEnemies.Count; iii++)
        {
            entities.Destroy(entities.walkingEnemies[iii]);
        }
        entities.walkingEnemies.Clear();

        for (int iii = 0; iii < entities.checkpoints.Count; iii++)
        {
            entities.Destroy(entities.checkpoints[iii]);
        }
        entities.checkpoints.Clear();

        for (int iii = 0; iii < checkpointTextParent.childCount; iii++)
        {
            Destroy(checkpointTextParent.GetChild(iii).gameObject);
        }

        string[] lines = content.Split('\n');
        for (int iii = 0; iii < lines.Length; iii++)
        {
            /*try
             * {*/
            string line = lines[iii].Trim('\n', '\r');

            if (line == "" || line.StartsWith(SavingSystem.saveFileCommentStr))
            {
                continue;
            }

            // need to check this before trying to build the row! Otherwise it'll think this is also an instruction
            else if (IsATilemapLayerId(line) != null)
            {
                string layerEnumStr = tilemapSerialization.GetLayerEnumStrFromSaveSysId(line);

                // from now on, all instructions on tile placement are for this layer
                tilemapBuilder        = new TilemapEditor.FromInstructionsBuilder(layerEnumStr, tilemapEditor, tilemapSerialization);
                startedEditingTilemap = true;
            }

            else if (startedEditingTilemap)
            {
                tilemapBuilder.BuildRowFromLine(line);
                Debug.Log("set line");
            }

            else if (line == entities.player.saveSystemId)
            {
                entities.player.transform.position = ParseVec3(lines[iii + 1], errVec);
                iii++;     // skip next line
                entities.player.UpdateTransform();
            }
            else if (line == entities.levelExit.saveSystemId)
            {
                entities.levelExit.transform.position = ParseVec3(lines[iii + 1], errVec); // next line's the coords
                iii++;                                                                     // skip next line
                entities.levelExit.UpdateTransform();
            }
            else if (line == entities.strToEEDict["Shooting_Enemy"].saveSystemId)
            {
                currentMassPlacedEntity = "Shooting_Enemy";     // map directly to the switch statement in Entites
            }
            else if (line == entities.strToEEDict["Walking_Enemy"].saveSystemId)
            {
                currentMassPlacedEntity = "Walking_Enemy";     // map directly to the switch statement in Entites
            }
            else if (line == entities.strToEEDict["Checkpoint"].saveSystemId)
            {
                currentMassPlacedEntity = "Checkpoint";     // map directly to the switch statement in Entites
            }
            // if this line is a valid vector & currently mass-placing something
            else if (ParseVec3(line, errVec) != errVec && currentMassPlacedEntity != null)
            {
                var entity = entities.CreateAndAdd(currentMassPlacedEntity);
                if (entity != null)
                {
                    entity.transform.position = ParseVec3(line, errVec);
                    entity.UpdateTransform();
                }
            }
            //}

            /*catch (Exception e)
             * {
             *  Debug.Log($"exception :( {e.Message}");
             *
             * }*/
        }
        tilemapEditor.SetActiveLayer("Foreground"); // don't leave it at the damage layer, that's not user-friendly
    }