Exemplo n.º 1
0
        // Saving

        public static string GetSerializedDungeon(Transform floorsParent, EntitiesPanel entities, PlayerPanel player)
        {
            AddableTile[] addableTiles = entities.TileHolder.GetComponentsInChildren <AddableTile>(true);

            Addable[]      addables       = SerializeAddableTiles(addableTiles);
            Floor[]        floors         = GetSerializedFloors(addableTiles, floorsParent.GetComponentsInChildren <EditableFloor>(true));
            StartingValues startingValues = SerializeStartingValues(player);

            return(JsonUtility.ToJson(new Dungeon(addables, floors, startingValues)));
        }
Exemplo n.º 2
0
 public void Init(Scripts.LevelEditor.Serialization.StartingValues sv)
 {
     Stats.Init(sv.Life, sv.Power, sv.Defense, sv.Stars);
     Keys.Init(sv.GoldKeys, sv.BlueKeys, sv.RedKeys);
 }
Exemplo n.º 3
0
        // Loading into level editor
        public static void DeserializeDungeonToEditor(
            string json,
            EntitiesPanel entitiesPanel,
            GameObject boosterPrefab,
            GameObject enemyPrefab,
            PlayerPanel playerPanel,
            FloorPanel floorPanel,
            GameObject floorListingPrefab,
            GameObject floorPrefab,
            GameObject elementPrefab,
            GameObject upStairsPrefab,
            GameObject downStairsPrefab
            )
        {
            Dungeon dungeon = JsonUtility.FromJson <Dungeon>(json);

            // setup starting values
            StartingValues values = dungeon.StartingValues;

            playerPanel.Init(
                values.Life,
                values.Power,
                values.Defense,
                values.Stars,
                values.GoldKeys,
                values.BlueKeys,
                values.RedKeys);

            // setup entities
            Transform tileHolder = entitiesPanel.TileHolder;

            Addable[] addables = dungeon.Addables;
            foreach (Addable addable in addables)
            {
                GameObject  go;
                AddableTile at;
                switch (addable.AddableType)
                {
                case AddableType.BOOSTER:
                    BoosterData booster = addable.BoosterData;
                    go = GameObject.Instantiate(boosterPrefab, tileHolder);
                    at = go.GetComponent <AddableTile>();
                    at.ChooseBoostedStat(booster.StatToBoost);
                    at.BoostedAmount = booster.AmountBoosted;
                    at.SetSprite(booster.SpriteID, AddableType.BOOSTER);
                    break;

                case AddableType.ENEMY:
                    EnemyData enemy = addable.EnemyData;
                    go = GameObject.Instantiate(enemyPrefab, tileHolder);
                    at = go.GetComponent <AddableTile>();
                    at.SetSprite(enemy.SpriteID, AddableType.ENEMY);
                    at.InitEnemy(enemy.Life, enemy.Power, enemy.Defense, enemy.Stars);
                    break;
                }
            }

            AddableTile[] addableTiles      = tileHolder.GetComponentsInChildren <AddableTile>();
            FloorListing  firstFloorListing = null;

            // setup floors
            Floor[] floors = dungeon.Floors;
            for (int i = 0; i < floors.Length; i++)
            {
                Floor         floor          = floors[i];
                GameObject    floorGo        = GameObject.Instantiate(floorPrefab, floorPanel.FloorParent);
                GameObject    floorListingGo = GameObject.Instantiate(floorListingPrefab, floorPanel.FloorListingParent);
                FloorListing  floorListing   = floorListingGo.GetComponent <FloorListing>();
                EditableFloor editableFloor  = floorGo.GetComponent <EditableFloor>();
                floorListing.Init(i, editableFloor);

                if (i == 0)   // first floor
                {
                    firstFloorListing = floorListing;
                }

                EditableTile[] tiles   = floorGo.GetComponentsInChildren <EditableTile>(true);
                int[]          indices = floor.Indices;
                // same range as serialized array
                for (int j = 0; j < tiles.Length; j++)
                {
                    EditableTile tile  = tiles[j];
                    int          index = indices[j];
                    if (index != NO_ELEMENT)
                    {
                        AddableTile source       = addableTiles[index];
                        GameObject  chosenPrefab = null;

                        // up and down stairs use a special prefab
                        if (source.TileType == TileType.UP_STAIRS)
                        {
                            chosenPrefab = upStairsPrefab;
                        }
                        else if (source.TileType == TileType.DOWN_STAIRS)
                        {
                            chosenPrefab = downStairsPrefab;
                        }
                        else
                        {
                            chosenPrefab = elementPrefab;
                        }
                        GameObject elementGo = GameObject.Instantiate(chosenPrefab, tile.transform);
                        elementGo.GetComponent <Element>().Init(source);
                    }
                }
            }
            floorPanel.Selected = firstFloorListing; // do this last so the other floors are properly disabled
        }
Exemplo n.º 4
0
        // Loading into game
        public static void DeserializeDungeonToPlayable(
            Upload upload,
            string stage,
            int sceneOnVictory,
            int sceneOnExit,
            DungeonInfo infoTarget,
            GameObject floorsParent,
            GameObject floorPrefab,
            GameObject wallPrefab,
            GameObject upstairsPrefab,
            GameObject downstairsPrefab,
            GameObject goldKeyPrefab,
            GameObject blueKeyPrefab,
            GameObject redKeyPrefab,
            GameObject playerPrefab,
            GameObject exitPrefab,
            GameObject goldDoorPrefab,
            GameObject blueDoorPrefab,
            GameObject redDoorPrefab,
            GameObject enemyPrefab,
            GameObject boosterPrefab
            )
        {
            string  json    = upload.LevelJson.Replace("\\", "");
            Dungeon dungeon = JsonUtility.FromJson <Dungeon>(json);

            Addable[]      addables       = dungeon.Addables;
            Floor[]        floors         = dungeon.Floors;
            StartingValues startingValues = dungeon.StartingValues;

            infoTarget.Init(stage, upload.LevelName, sceneOnExit);

            for (int i = 0; i < floors.Length; i++)
            {
                GameObject floor = GameObject.Instantiate(floorPrefab, floorsParent.transform);
                floor.transform.localPosition = Vector3.zero;
                floor.SetActive(false);
                Tile[] tiles   = floor.GetComponentsInChildren <Tile>(true);
                int[]  indices = floors[i].Indices;
                for (int j = 0; j < indices.Length; j++)
                {
                    int  index   = indices[j];
                    Tile current = tiles[j];

                    if (index != NO_ELEMENT)
                    {
                        Addable    addable      = addables[index];
                        GameObject instantiated = null;

                        if (addable.AddableType == AddableType.STATIC)
                        {
                            StaticData data = addable.StaticData;
                            switch (data.TileType)
                            {
                            case TileType.WALL:
                                instantiated = GameObject.Instantiate(wallPrefab, current.transform);
                                break;

                            case TileType.UP_STAIRS:
                                instantiated = GameObject.Instantiate(upstairsPrefab, current.transform);
                                break;

                            case TileType.DOWN_STAIRS:
                                instantiated = GameObject.Instantiate(downstairsPrefab, current.transform);
                                break;

                            case TileType.GOLD_KEY:
                                instantiated = GameObject.Instantiate(goldKeyPrefab, current.transform);
                                break;

                            case TileType.BLUE_KEY:
                                instantiated = GameObject.Instantiate(blueKeyPrefab, current.transform);
                                break;

                            case TileType.RED_KEY:
                                instantiated = GameObject.Instantiate(redKeyPrefab, current.transform);
                                break;

                            case TileType.PLAYER:
                                instantiated = GameObject.Instantiate(playerPrefab, current.transform);
                                instantiated.GetComponent <Player>().Init(startingValues);
                                floor.SetActive(true);
                                break;

                            case TileType.EXIT:
                                instantiated = GameObject.Instantiate(exitPrefab, current.transform);
                                instantiated.GetComponent <Exit>().Init(sceneOnVictory);
                                break;

                            case TileType.GOLD_DOOR:
                                instantiated = GameObject.Instantiate(goldDoorPrefab, current.transform);
                                break;

                            case TileType.BLUE_DOOR:
                                instantiated = GameObject.Instantiate(blueDoorPrefab, current.transform);
                                break;

                            case TileType.RED_DOOR:
                                instantiated = GameObject.Instantiate(redDoorPrefab, current.transform);
                                break;

                            default:
                                Util.Assert(false, "Unhandled type: {0}", data.TileType);
                                break;
                            }
                        }
                        else if (addable.AddableType == AddableType.ENEMY)
                        {
                            EnemyData data = addable.EnemyData;
                            instantiated = GameObject.Instantiate(enemyPrefab, current.transform);
                            instantiated.GetComponent <Stats>().Init(data.Life, data.Power, data.Defense, data.Stars);
                            instantiated.GetComponentInChildren <SpriteRenderer>().sprite = SpriteList.GetEnemy(data.SpriteID);
                        }
                        else if (addable.AddableType == AddableType.BOOSTER)
                        {
                            BoosterData data = addable.BoosterData;
                            instantiated = GameObject.Instantiate(boosterPrefab, current.transform);
                            instantiated.GetComponent <Pickup>().Init(data.StatToBoost, data.AmountBoosted);
                            instantiated.GetComponentInChildren <SpriteRenderer>().sprite = SpriteList.GetBooster(data.SpriteID);
                        }
                        else
                        {
                            Util.Assert(false, "Unhandled type: {0}", addable.GetType());
                        }
                    }
                }
            }
        }
 public Dungeon(Addable[] addables, Floor[] floors, StartingValues startingValues)
 {
     Addables       = addables;
     Floors         = floors;
     StartingValues = startingValues;
 }