dynamic loading of gate prefabs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using UnityEngine;
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using UntitledLogicGame.Workspace;
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using UntitledLogicGame.Workspace.Gates;
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using YamlDotNet.Serialization;
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using YamlDotNet.Serialization.NamingConventions;
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namespace UntitledLogicGame.Workspace
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{
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public class GatePrefabFactory : MonoBehaviour
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{
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#region Public Properties
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#endregion
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#region Private Properties
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private Gate _gatePrefab;
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private Anchor _anchorPrefab;
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private Anchor _bigAnchorPrefab;
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private List<Sprite> _gateSprites;
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#endregion
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#region Public Methods
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public void Init(Gate gatePrefab, Anchor anchorPrefab, Anchor bigAnchorPrefab, List<Sprite> gateSprites)
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{
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_gatePrefab = gatePrefab;
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_anchorPrefab = anchorPrefab;
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_bigAnchorPrefab = bigAnchorPrefab;
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_gateSprites = gateSprites;
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}
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public List<Gate> GeneratePrefabs(TextAsset gateBook)
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{
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Debug.Log("Loading gates");
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var deserializer = new DeserializerBuilder()
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.WithNamingConvention(UnderscoredNamingConvention.Instance)
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.Build();
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var book = deserializer.Deserialize<GateBook>(gateBook.ToString());
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return book.List.Select(kp => NewPrefab(kp.Key, kp.Value)).ToList();
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}
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private Gate NewPrefab(int key, GateBookItem item)
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{
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var gate = Instantiate(_gatePrefab);
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var prefab = gate.gameObject;
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prefab.SetActive(false);
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prefab.name = $"prefab_{key}";
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prefab.hideFlags = HideFlags.HideInHierarchy;
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if (!string.IsNullOrEmpty(item.Class))
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{
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var newClass = System.Type.GetType($"{typeof(GatePrefabFactory).Namespace}.{item.Class}", true);
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Destroy(gate);
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gate = (Gate)prefab.AddComponent(newClass);
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}
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gate.GateType = (GateType)key;
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var sprite = _gateSprites.First(s => s.name == $"{item.Skin}Sprite");
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gate.Sprite.Renderer.sprite = sprite;
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gate.Sprite.ResetCollider();
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if(item.Input != null && item.Input.Count > 0)
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{
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foreach(var inputAnchor in item.InputAnchors)
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{
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var anchor = Instantiate(inputAnchor.Big ? _bigAnchorPrefab : _anchorPrefab);
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anchor.transform.parent = prefab.transform;
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inputAnchor.ConfigAnchor(anchor);
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anchor.IsInput = true;
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}
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}
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if(item.Output != null && item.Output.Count > 0)
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{
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foreach(var outputAnchor in item.OutputAnchors)
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{
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var anchor = Instantiate(outputAnchor.Big ? _bigAnchorPrefab : _anchorPrefab);
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anchor.transform.parent = prefab.transform;
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outputAnchor.ConfigAnchor(anchor);
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}
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}
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gate.Box.transform.position = new Vector3(
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item.Width / 2f,
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-item.Height / 2f,
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gate.Box.transform.position.z
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);
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gate.Box.transform.localScale = new Vector3(
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item.Width - 0.5f,
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item.Height - 0.5f,
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1f
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);
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Debug.Log($"Loaded gate {gate.Definition.Name}");
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return gate;
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}
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#endregion
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#region Private Methods
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#endregion
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#region Classes
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public class GateBook
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{
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public Dictionary<int, GateBookItem> List { get; set; }
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}
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public class GateBookItem
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{
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public string Skin { get; set; }
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public int Width { get; set; }
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public int Height { get; set; }
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public string Class { get; set; }
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public List<string> Input { get; set; }
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public List<string> Output { get; set; }
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public List<GateBookItemAnchor> InputAnchors => Input.Select(i => i.Split(new char[0])).Select(GateBookItemAnchor.Get).ToList();
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public List<GateBookItemAnchor> OutputAnchors => Output.Select(i => i.Split(new char[0])).Select(GateBookItemAnchor.Get).ToList();
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}
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public class GateBookItemAnchor
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{
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public string Name { get; set; }
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public float X { get; set; }
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public float Y { get; set; }
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public string Orientation { get; set; }
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public bool Big { get; set; }
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public Vector2 OrientationV => new Vector2(
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Orientation == "W" ? 1 : (Orientation == "E" ? -1 : 0),
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Orientation == "N" ? 1 : (Orientation == "S" ? -1 : 0)
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);
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public static GateBookItemAnchor Get(string[] i)
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{
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return new GateBookItemAnchor
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{
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Name = i[0],
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X = float.Parse(i[1], CultureInfo.InvariantCulture.NumberFormat),
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Y = float.Parse(i[2], CultureInfo.InvariantCulture.NumberFormat),
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Orientation = i[3],
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Big = i.Length > 4 && i[4].Equals("big"),
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};
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}
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public void ConfigAnchor(Anchor anchor)
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{
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anchor.Name = Name;
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anchor.transform.position = new Vector3(
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X,
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-Y,
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anchor.transform.position.z
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);
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anchor.Orientation = OrientationV;
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}
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}
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#endregion
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}
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}
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