コード例 #1
0
ファイル: LE_LogicLevel.cs プロジェクト: neople82/Lemon
 private void SaveLevel()
 {
     if (LE_EventInterface.OnSave != null)
     {
         // collect level meta data, which depends on the game's implementation
         LE_CollectMetaDataEvent collectMetaData = new LE_CollectMetaDataEvent();
         if (LE_EventInterface.OnCollectMetaDataBeforeSave != null)
         {
             LE_EventInterface.OnCollectMetaDataBeforeSave(this, collectMetaData);
         }
         // save
         int removedDuplicatesCount = 0;
         if (m_confL.IsRemoveDuplicatesOnSave)
         {
             removedDuplicatesCount = LE_SaveLoad.RemoveDuplicatesInCurrentLevel();
         }
         LE_SaveEvent saveEventArgs = new LE_SaveEvent(
             LE_SaveLoad.SaveCurrentLevelDataToByteArray(m_configTextures),
             LE_SaveLoad.SaveCurrentLevelMetaToByteArray(m_levelIcon, collectMetaData.GetCollectedMetaData()),
             removedDuplicatesCount);
         LE_EventInterface.OnSave(this, saveEventArgs);
     }
     else
     {
         Debug.LogError("LE_LogicLevel: OnLevelLoadBtn: you have to provide an event handler for 'LE_EventInterface.OnSave' to save a level!");
     }
 }
コード例 #2
0
        public static void SaveLevel(string p_levelDataFilePath, string p_levelIconFileName, byte[] p_levelData, byte[] p_levelMeta, int p_removedDuplicatesCount)
        {
            // info popup
            System.Action <string> infoPopup = (string p_infoText) =>
            {
                if (uMyGUI_PopupManager.Instance != null)
                {
                    if (p_removedDuplicatesCount > 0)
                    {
                        p_infoText += "\n'" + p_removedDuplicatesCount + "' duplicate object(s) removed before saving\n(duplicate = same: object, position, rotation, scale).";
                    }
                    ((uMyGUI_PopupText)uMyGUI_PopupManager.Instance.ShowPopup(POPUP_TEXT)).SetText("Level Saved", p_infoText).ShowButton("ok");
                }
            };

            // save level icon as png
            LE_SaveLoad.LevelMetaData loadedMeta = LE_SaveLoad.LoadLevelMetaFromByteArray(p_levelMeta, true);
            if (loadedMeta.Icon != null)
            {
                Texture2D downScaledIcon = LE_FileSelectionHelpers.DownscaleTexture(loadedMeta.Icon, 255, 128);
                // save to file
                string path = Path.Combine(Application.persistentDataPath, p_levelIconFileName);
                // need to use own implementation of SaveToFile to keep backwards compatibility with MRLE v1.31 (had no UtilityPlatformIO.SaveToFile(..., bytes[]))
                LE_FileSelectionHelpers.SaveToFile(path, downScaledIcon.EncodeToPNG());
                Object.Destroy(loadedMeta.Icon);
                Object.Destroy(downScaledIcon);
            }

            // save level
            infoPopup(ExampleGame_LoadSave.SaveByFilePath(p_levelDataFilePath, p_levelData, p_levelMeta));
        }
コード例 #3
0
        // load level delayed by a few frames so that the loading message is rendered first
        private IEnumerator LateLoad(LE_LoadEvent p_args, byte[][] p_data)
        {
            // wait a few frames until the loading diolog is rendered and start loading the level
            yield return(new WaitForSeconds(0.3f));

            // close loading popup (the rest of the loading mechanics will happen in this frame)
            uMyGUI_PopupManager.Instance.HidePopup(uMyGUI_PopupManager.POPUP_LOADING);

            // while the level is stored in a different file on all platforms except the webplayer, the webplayer can load a level created with the
            // full level editor example or the dungeon game example from the clipboard. The code below will identify such loading operations
            bool isLevelNotSupported = false;

#if UNITY_5_3_OR_NEWER
            if (SceneManager.GetActiveScene().name == "LE_ExampleEditorTerrainOnly")
#else
            if (Application.loadedLevelName == "LE_ExampleEditorTerrainOnly")
#endif
            {
                LE_TerrainTextureConfig confTerrain   = FindObjectOfType <LE_ConfigTerrain>().TerrainTextureConfig;
                LE_SaveLoadDataPeek     peekLevelData = LE_SaveLoad.PeekLevelDataFromByteArray(p_data[0], confTerrain.TERRAIN_TEXTURES, confTerrain.TERRAIN_TEXTURE_SIZES, confTerrain.TERRAIN_TEXTURE_OFFSETS);
                isLevelNotSupported =
                    // the terrain only level has no create terrain UI, because it has a default terrain, therefore all saved levels must have a terrain
                    peekLevelData.TerrainDataPreview == null ||
                    // in the terrain only example the terrain must have the width and length of 500 to fit into the level
                    peekLevelData.TerrainDataPreview.size.x != 500 || peekLevelData.TerrainDataPreview.size.z != 500 ||
                    // additionally, crashes are possible if a 9 patch terrain is used with different heightmap resolutions (see 'TT_Terrain9Patch.CrashCheck')
                    peekLevelData.TerrainDataPreview.heightmapResolution != 257 ||
                    // besides, there is no object editing supported in the terrain only example
                    peekLevelData.LevelObjectsCount > 0;
                Destroy(peekLevelData.TerrainDataPreview);
                if (isLevelNotSupported)
                {
                    ((uMyGUI_PopupText)uMyGUI_PopupManager.Instance.ShowPopup(uMyGUI_PopupManager.POPUP_TEXT)).SetText(
                        "Loading Failed", "It seems that you have a level saved in your clipboard that comes from the full " +
                        "level editor example or from the dungeon game example. However, this is a terrain only editor example that cannot load such levels...").ShowButton("ok");
                }
            }

            if (!isLevelNotSupported)
            {
                // load level
                p_args.LoadLevelDataFromBytesCallback(p_data[0]);
                p_args.LoadLevelMetaFromBytesCallback(p_data[1]);
                // wait until the old level is really destroyed
                yield return(new WaitForEndOfFrame());

                // look at player
                GameObject player = GameObject.Find("Objects/PlayerStartPosition");
                if (player != null)
                {
                    Camera.main.transform.LookAt(player.transform.position, Vector3.up);
                }
                // just loaded a level -> it has no changes
                m_lastSaveFrame = Time.frameCount + 1;               // plus one because LE_LevelEditorMain.LastChangeFrame is set to this frame
            }
        }
コード例 #4
0
        private void Start()
        {
            ExampleGame_LoadSave.Init();

            // load level
            LE_ExtensionInterface.Load.Delegate(this, (byte[][] p_levelData) =>
            {
                if (p_levelData != null && p_levelData.Length > 0 && p_levelData[0] != null)
                {
                    // load level data (we do not need p_levelData[1], since it contains only meta data for example the level icon)
                    // however, you might want to load it as well when you add other information to it for example the level time
                    LE_SaveLoadData level = LE_SaveLoad.LoadLevelDataFromByteArray(
                        p_levelData[0],
                        TERRAIN_LAYER,
                        TERRAIN_TEXTURE_CONFIG.TERRAIN_TEXTURES,
                        TERRAIN_TEXTURE_CONFIG.TERRAIN_TEXTURE_SIZES,
                        TERRAIN_TEXTURE_CONFIG.TERRAIN_TEXTURE_OFFSETS);
                    // call this function to destroy level editing scripts and improve performance
                    LE_SaveLoad.DisableLevelEditing(level);
                }
                else
                {
                    Debug.LogError("ExampleGame_Game: No saved level found!");
                }

                // hide loading popup shown after calling LE_ExtensionInterface.Load
                uMyGUI_PopupManager.Instance.HidePopup(uMyGUI_PopupManager.POPUP_LOADING);

                // find player start position

                /*	GameObject goPlayerStart = GameObject.Find("Objects/PlayerStartPosition");
                 *      if (goPlayerStart != null)
                 *      {
                 *              PLAYER.transform.position = goPlayerStart.transform.position + goPlayerStart.transform.up;
                 *              Destroy(goPlayerStart); // not needed any more
                 *      }
                 *      else
                 *      {
                 *              Debug.LogError("ExampleGame_Game: could not find a PlayerStartPosition GameObject!");
                 *      } */
            }, true);
        }
コード例 #5
0
ファイル: LE_LogicLevel.cs プロジェクト: neople82/Lemon
// LOGIC --------------------------------------------------------------------------------------------------------------------------

        /// <summary>
        /// Call to load a level into the level editor. Use the callbacks in the returned event args to start loading from byte arrays.
        /// Use if loading is needed without using the load button. Learn more:
        /// http://www.freebord-game.com/index.php/multiplatform-runtime-level-editor/documentation/load
        /// </summary>
        public LE_LoadEvent GetLoadEvent()
        {
            LE_LoadEvent loadEventArgs = new LE_LoadEvent((byte[] p_savedLevelData) =>
                                                          // LoadLevelDataFromBytes callback
            {
                Vector3 removedOffset = new Vector3(99999f, -99999f, 99999f);
                // clean up level (remove all LE_Objects)
                LE_Object[] objs = Object.FindObjectsOfType <LE_Object>();
                for (int i = 0; i < objs.Length; i++)
                {
                    objs[i].transform.position += removedOffset;
                    Object.Destroy(objs[i].gameObject);
                }
                // load level data
                LE_SaveLoadData level = LE_SaveLoad.LoadLevelDataFromByteArray(p_savedLevelData, m_GUI3dTerrain != null?m_GUI3dTerrain.TERRAIN_LAYER:0, m_configTextures, m_configTextureSizes, m_configTextureOffsets);
                // process all level objects as if they were new
                for (int i = 0; i < level.LevelObjects.Length; i++)
                {
                    LE_SaveLoadData.ObjectData obj = level.LevelObjects[i];
                    if (obj.Result == LE_SaveLoadData.ObjectData.EResult.INSTANCE)
                    {
                        // add snapping if needed
                        if (m_GUI3dObject != null)
                        {
                            LE_LogicObjects.AddSnappingScripts(m_GUI3dObject, obj.Instance);
                        }
                    }
                    else if (obj.Result == LE_SaveLoadData.ObjectData.EResult.STREAMED)
                    {
                        // add snapping if needed once spawned
                        LS_ManagedObjectBase managedObj = LS_LevelStreamingSceneManager.Instance.GetManagedObject(obj.StreamedLevelObjectID);
                        if (managedObj != null)
                        {
                            // add snapping if needed
                            if (m_GUI3dObject != null)
                            {
                                managedObj.m_onShow += (object p_object, System.EventArgs p_args) =>
                                {
                                    if (m_GUI3dObject != null && p_object is LS_ManagedObjectInstantiateDestroy)
                                    {
                                        LE_LogicObjects.AddSnappingScripts(m_GUI3dObject, ((LS_ManagedObjectInstantiateDestroy)p_object).Instance.GetComponent <LE_Object>());
                                    }
                                };
                            }
                        }
                    }
                }
                // inform listeners that the level is now fully loaded
                if (LE_EventInterface.OnLoadedLevelInEditor != null)
                {
                    LE_EventInterface.OnLoadedLevelInEditor(this, System.EventArgs.Empty);
                }
            }, (byte[] p_savedLevelMeta) =>
                                                          // LoadLevelMetaFromBytes callback
            {
                // load level meta
                LE_SaveLoad.LevelMetaData meta = LE_SaveLoad.LoadLevelMetaFromByteArray(p_savedLevelMeta, true);
                m_levelIcon = meta.Icon;
                if (LE_GUIInterface.Instance.delegates.SetLevelIcon != null)
                {
                    LE_GUIInterface.Instance.delegates.SetLevelIcon(meta.Icon);
                }
                else if (meta.Icon != null)
                {
                    Debug.LogError("LE_LogicLevel: GetLoadEvent: LE_LoadEvent: LoadLevelMetaFromBytes: you level meta seems to contain an icon, but you have not provided the LE_GUIInterface.delegates.SetLevelIcon delegate. Level icon will not be shown!");
                }
            });

            return(loadEventArgs);
        }