Added saving of buildings

This commit is contained in:
2026-04-13 19:11:21 +01:00
parent d8253bd275
commit 498343a50c
9 changed files with 176 additions and 38 deletions

View File

@@ -1,10 +1,17 @@
using System.Collections.Generic;
using JetBrains.Annotations;
using UnityEngine.Scripting;
using UnityEngine;
using System;
using System.IO;
using System.Linq;
namespace Fruitomation.Game
{
public class BuildingManager : MonoBehaviour
{
[SerializeField] private BuildingRegistry Registry;
private class BuildingInfo
{
public BuildingInfo(Building b, RectTransform rt)
@@ -17,33 +24,108 @@ namespace Fruitomation.Game
public RectTransform Rect { get; }
}
[Serializable] private class SerializedBuilding
{
[SerializeField, Preserve, UsedImplicitly] public Vector2Int GridPosition;
[SerializeField, Preserve, UsedImplicitly] public Vector2Int Position;
[SerializeField, Preserve, UsedImplicitly] public string PrefabName;
[SerializeField, Preserve, UsedImplicitly] public bool IsFlipped;
public SerializedBuilding(Vector2Int gridPosition, Vector2Int pos, string name, bool flipped)
{
GridPosition = gridPosition;
IsFlipped = flipped;
PrefabName = name;
Position = pos;
}
}
[Serializable] private class SerializedBuildings
{
[SerializeField, Preserve, UsedImplicitly] private SerializedBuilding[] Buildings;
public SerializedBuilding[] Get() => Buildings;
public SerializedBuildings(List<SerializedBuilding> buildings) =>
Buildings = buildings.ToArray();
}
private static string Filepath => Path.Combine(Application.persistentDataPath, "buildings.json");
private bool[,] InhabitedCells { get; } = new bool[96, 49];
private List<Building> Buildings { get; } = new();
private void Start()
{
if (!File.Exists(Filepath))
{
return;
}
string json = File.ReadAllText(Filepath);
SerializedBuilding[] buildings = JsonUtility.FromJson<SerializedBuildings>(json).Get();
foreach (SerializedBuilding building in buildings)
{
GameObject prefab = Registry.GetBuildingOf(building.PrefabName);
GameObject go = Instantiate(prefab, transform);
BuildingInfo info = new
(
go.GetComponent<Building>(),
go.GetComponent<RectTransform>()
);
info.Rect.transform.localScale = new Vector3(building.IsFlipped ? -1f : 1f, 1f, 1f);
info.Rect.sizeDelta = info.Building.SizeOnGrid * 40;
info.Rect.anchoredPosition = building.Position;
go.name = $"{building.PrefabName}";
info.Building.Init(this, building.GridPosition, building.Position, building.IsFlipped);
Buildings.Add(info.Building);
}
}
private void OnDestroy()
{
Debug.Log($"Buildings: [{Buildings.Count}]");
List<SerializedBuilding> serialized = Buildings.Select(building => new SerializedBuilding
(
building.GridPosition,
building.Position,
building.name,
building.IsFlipped
)
).ToList();
string json = JsonUtility.ToJson(new SerializedBuildings(serialized), false);
File.WriteAllText(Filepath, json);
}
public void RemoveBuilding(Building building) => Buildings.Remove(building);
public bool AddBuildingAt(Vector2Int position, GameObject prefab, bool isFlipped)
public bool AddBuildingAt(Vector2Int position, BuildingRegistry.BuildingInfo building, bool isFlipped)
{
//
GameObject go = Instantiate(prefab, transform);
GameObject go = Instantiate(building.Prefab, transform);
BuildingInfo info = new
(
go.GetComponent<Building>(),
go.GetComponent<RectTransform>()
);
info.Building.SetManager(this);
go.name = $"{building.Name}";
Vector2Int p0 = position * 40;
Vector2Int p1 = p0 + new Vector2Int(20, 100);
Vector2Int g0 = position + new Vector2Int(48, 24);
Vector2 off0 = info.Building.SizeOnGrid - Vector2.one;
Vector2 off1 = off0 * 20;
Vector2Int off0 = info.Building.SizeOnGrid - Vector2Int.one;
Vector2Int off1 = off0 * 20;
Vector2Int p2 = p1 + off1;
info.Rect.sizeDelta = info.Building.SizeOnGrid * 40;
info.Rect.anchoredPosition = p1 + off1;
info.Rect.anchoredPosition = p2;
info.Rect.transform.localScale = new Vector3(isFlipped ? -1f : 1f, 1f, 1f);
@@ -65,7 +147,9 @@ namespace Fruitomation.Game
InhabitedCells[x, y] = true;
}
info.Building.Init(this, g0, p2, isFlipped);
Buildings.Add(info.Building);
return true;
}
}