Example #1
0
    public static void DeserializeUnit(GameObject unit, UnitSerializeInfo info)
    {
        BattleUnit asBattleUnit = unit.GetComponent <BattleUnit>();

        asBattleUnit.InitialGridPosition = info.positionInGrid;
        asBattleUnit.team = info.team;

        /*
         * UnitAttributes unitAttributes = unit.GetComponent<UnitAttributes>();
         *
         * foreach(AttributeValuePair p in info.attributes)
         *  unitAttributes.AddAttribute(p);
         */
    }
Example #2
0
    public static UnitSerializeInfo SerializeUnit(GameObject unit)
    {
        UnitSerializeInfo toReturn = new UnitSerializeInfo();

        BattleUnit asBattleUnit = unit.GetComponent <BattleUnit>();

        toReturn.positionInGrid = asBattleUnit.CurrentTile.PositionInGrid;
        toReturn.team           = asBattleUnit.team;

        foreach (var a in unit.GetComponent <UnitAttributes>().Attributes)
        {
            toReturn.attributes.Add(a);
        }

        return(toReturn);
    }
Example #3
0
    protected override List <UnitSerializeInfo> GetUnitSerializeInfos()
    {
        List <UnitSerializeInfo> SerializedUnits = new List <UnitSerializeInfo>();

        if (!PlayerPrefs.HasKey("ChosenUnits"))
        {
            Debug.Log("nope ");
            UnitSerializeInfo unitInfo = new UnitSerializeInfo
            {
                prefab = stanPrefab,
                team   = UnitTeam.Player
            };
            unitInfo.positionInGrid.x = 0;
            unitInfo.positionInGrid.y = 0;
            SerializedUnits.Add(unitInfo);
        }
        else
        {
            ChosenUnits chosenUnits = JsonUtility.FromJson <ChosenUnits>(PlayerPrefs.GetString("ChosenUnits"));
            Debug.Log("figth");
            Debug.Log(PlayerPrefs.GetString("ChosenUnits"));
            Debug.Log(chosenUnits.units);
            for (int i = 0; i < chosenUnits.units.Count; i++)
            {
                GameObject nextPrefab = GetUnitPrefab(chosenUnits.units[i]);
                if (nextPrefab == null)
                {
                    Debug.LogError("Prefab not defined for : " + chosenUnits.units[i]);
                    continue;
                }
                UnitSerializeInfo unitInfo = new UnitSerializeInfo
                {
                    prefab = nextPrefab,
                    team   = team
                };
                unitInfo.positionInGrid.x = spawnColumn;
                unitInfo.positionInGrid.y = i;
                SerializedUnits.Add(unitInfo);
            }
        }

        return(SerializedUnits);
    }
Example #4
0
    private void SpawnUnits()
    {
        SerializedUnits = GetUnitSerializeInfos();

        foreach (UnitSerializeInfo info in SerializedUnits)
        {
            GameObject lastObject = Instantiate(info.prefab, transform.position, Quaternion.identity);
            Units.Add(lastObject);
            UnitSerializeInfo.DeserializeUnit(lastObject, info);
        }

        Units.ForEach((GameObject u) =>
        {
            u.GetComponent <BattleUnit>().MoveToStartPosition();
            u.GetComponent <BattleUnit>().OnDeath.AddListener((BattleUnit b, BattleUnit d, int a) =>
            {
                Units.Remove(b.gameObject);
                Destroy(b.gameObject);
            }
                                                              );
        });
    }