Difference between revisions of "LevelEditor"

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[[Category:Feature]]
 
[[Category:Feature]]
<blockquote>STILL NEED BETTER EXPLENATION
+
[[File:LayoutLevelEdit.png|thumb|751x751px]]
  
=> HOW DO I ADD NEW OBJECTS, etc</blockquote>
+
== How do I build a new Level? ==
  
=== How to use the Level Editor? (Is to general) ===
+
=== Placing Objects ===
 +
Select the Object Type from the left Sidebar.
  
==== Placing Objects: ====
+
Select the Variant and Rotation as well.
  
# Aim the cursor at the place you want to place the object
+
Press [Leftclick], when the crosshair is green to place the object.
# Check that the outline is green
 
# Click the left mouse button
 
  
==== Removing Objects: ====
+
=== Editing Objects ===
 +
Press [Leftclick], when the crosshair is red to select the object.
  
# Aim the cursor at the place you want to remove the object
+
The Inspector in the right Sidebar should now show all variables you can edit.
# Check that the outline is red
 
# Click the right mouse button
 
  
==== Saving Levels: ====
+
Use the Sliders, Inputfields, etc. to edit the object.
  
# Click the 'Save Level' button
+
=== Removing Objects ===
 +
Press [Rightclick], when the crosshair is red, to remove the object.
  
==== Loading Levels: ====
+
=== Saving Levels (Needs Edit once Naming System exists) ===
 +
Use the Save Button on the left sidebar.
  
# Click the 'Load Level' button
+
== How do I edit an existing Level? ==
  
=== How do I build a new Level? ===
+
=== Loading Levels (Needs Edit once Naming System exists) ===
Description here
+
Use the Load Button on the left sidebar.
  
=== How can I test a Level? ===
+
== How can I test a Level? ==
Description here
+
In the current state, you can move the maincharacter with the usual inputs while in Edit Mode, instantly testing while you build.
  
=== How do I edit an existing Level? ===
+
It's recommended to SAVE before testing out, and LOAD after you're done testing, else it could potentially cause problems.
Description here
 
  
=== How do I add new Variants to the Leveleditor? ===
+
Soon there will be a dedicated test feature utilizing the "Play Mode"
Description here
 
  
=== How do I add new Objects to the Leveleditor? ===
+
== How do I add new Variants to the Leveleditor? ==
Description here
+
[[File:ObjectTemplate.png|thumb|404x404px|The Editor Template]]
 +
Variants here mean mostly visual variants to an already existing template object, for example a green version of a Sentry.
  
=== FAQ ===
+
=== Creating the Variant ===
 +
Currently, in Assets/Prefabs/Interactables/Templates, there is a template Prefab with only the code-relevant part.
  
==== What does the Colour of the crosshair mean? ====
+
Add the Visual Change below the "Model" child object.
 +
 
 +
After you're done with the changes, save the prefab as a variant.
 +
 
 +
=== Adding the Variant ===
 +
Currently, in Assets/Scripts/Leveleditor there is a file called "Editor Template"
 +
 
 +
It contains mulitple list of Variant-Prefabs.
 +
 
 +
Add the Variant-Prefab you created to the list, to automatically add it to the Leveleditor system.
 +
 
 +
== How do I add new Objects to the Leveleditor? ==
 +
This is not nearly as easy as adding new Variants to the Leveleditor, so this should only be done by a programmer.
 +
 
 +
=== LevelData.cs ===
 +
Add constructor to tell the system what that object even needs to be saved
 +
 
 +
=== ObjectTemplate.cs ===
 +
Add them, so their variants can be found be the savesystem
 +
 
 +
=== Savesytem.cs ===
 +
Add instructions on how to build those objects into the level
 +
 
 +
=== EditorUIManager.cs ===
 +
Add the Menu Instructions for Inspector, if needed.
 +
 
 +
== FAQ ==
 +
 
 +
=== What does the Colour of the crosshair mean? ===
 
'''- Green:''' Grid is Empty
 
'''- Green:''' Grid is Empty
  
Line 50: Line 78:
 
'''- Purple:''' Object is Selected
 
'''- Purple:''' Object is Selected
  
=== How does the Level Editor work? (Maybe Remove this?) ===
+
=== Can I lick the Leveleditor? ===
 +
Maybe, but please don't.
  
==== Placing Objects: ====
+
==== More added when Questions occur ====
 +
== How does the Level Editor work? ==
 +
This is just to give a bit of a look behind the curtain, it's more to be seen as a rough reference. Musnt be totally accurate at all times.
 +
 
 +
=== Placing Objects: ===
  
 
# Checking the world position of the cursor
 
# Checking the world position of the cursor
Line 58: Line 91:
 
# Instantiating the selected object as child of the "Parent" tagged object
 
# Instantiating the selected object as child of the "Parent" tagged object
  
==== Removing Objects: ====
+
=== Removing Objects: ===
  
 
# Checking the world position of the cursor
 
# Checking the world position of the cursor
Line 64: Line 97:
 
# Destroy object in selected grid  
 
# Destroy object in selected grid  
  
==== Saving Levels: ====
+
=== Saving Levels: ===
  
 
# Find all categorised objects using tags (Wall, Sentry, etc.)
 
# Find all categorised objects using tags (Wall, Sentry, etc.)
Line 73: Line 106:
 
# Save the encrypted data to file
 
# Save the encrypted data to file
  
==== Loadng Levels: ====
+
=== Loadng Levels: ===
  
 
# Read the data from file
 
# Read the data from file
Line 79: Line 112:
 
# Clearing the level by destroying all objects of the "Parent" tagged object
 
# Clearing the level by destroying all objects of the "Parent" tagged object
 
# Building the level by instantiating every object from LevelData as child of the "Parent" tagged object according to the list of prefabs given by the ObjectTemplate
 
# Building the level by instantiating every object from LevelData as child of the "Parent" tagged object according to the list of prefabs given by the ObjectTemplate
 
+
[[Category:Done]]
[[Category:InProgress]]
 

Latest revision as of 13:58, 3 June 2021

LayoutLevelEdit.png

How do I build a new Level?

Placing Objects

Select the Object Type from the left Sidebar.

Select the Variant and Rotation as well.

Press [Leftclick], when the crosshair is green to place the object.

Editing Objects

Press [Leftclick], when the crosshair is red to select the object.

The Inspector in the right Sidebar should now show all variables you can edit.

Use the Sliders, Inputfields, etc. to edit the object.

Removing Objects

Press [Rightclick], when the crosshair is red, to remove the object.

Saving Levels (Needs Edit once Naming System exists)

Use the Save Button on the left sidebar.

How do I edit an existing Level?

Loading Levels (Needs Edit once Naming System exists)

Use the Load Button on the left sidebar.

How can I test a Level?

In the current state, you can move the maincharacter with the usual inputs while in Edit Mode, instantly testing while you build.

It's recommended to SAVE before testing out, and LOAD after you're done testing, else it could potentially cause problems.

Soon there will be a dedicated test feature utilizing the "Play Mode"

How do I add new Variants to the Leveleditor?

The Editor Template

Variants here mean mostly visual variants to an already existing template object, for example a green version of a Sentry.

Creating the Variant

Currently, in Assets/Prefabs/Interactables/Templates, there is a template Prefab with only the code-relevant part.

Add the Visual Change below the "Model" child object.

After you're done with the changes, save the prefab as a variant.

Adding the Variant

Currently, in Assets/Scripts/Leveleditor there is a file called "Editor Template"

It contains mulitple list of Variant-Prefabs.

Add the Variant-Prefab you created to the list, to automatically add it to the Leveleditor system.

How do I add new Objects to the Leveleditor?

This is not nearly as easy as adding new Variants to the Leveleditor, so this should only be done by a programmer.

LevelData.cs

Add constructor to tell the system what that object even needs to be saved

ObjectTemplate.cs

Add them, so their variants can be found be the savesystem

Savesytem.cs

Add instructions on how to build those objects into the level

EditorUIManager.cs

Add the Menu Instructions for Inspector, if needed.

FAQ

What does the Colour of the crosshair mean?

- Green: Grid is Empty

- Red: Grid is not Empty

- Purple: Object is Selected

Can I lick the Leveleditor?

Maybe, but please don't.

More added when Questions occur

How does the Level Editor work?

This is just to give a bit of a look behind the curtain, it's more to be seen as a rough reference. Musnt be totally accurate at all times.

Placing Objects:

  1. Checking the world position of the cursor
  2. Checking if the grid is empty or not
  3. Instantiating the selected object as child of the "Parent" tagged object

Removing Objects:

  1. Checking the world position of the cursor
  2. Checking if the grid is empty or not
  3. Destroy object in selected grid

Saving Levels:

  1. Find all categorised objects using tags (Wall, Sentry, etc.)
  2. Convert them all into a stripped down serializable datatype
  3. Insert the stripped down data into an array
  4. Create a LevelData from all of the data arrays
  5. Use a binary formatter to encrypt the level data
  6. Save the encrypted data to file

Loadng Levels:

  1. Read the data from file
  2. Use a binary formatter to decrypt the data into a LevelData
  3. Clearing the level by destroying all objects of the "Parent" tagged object
  4. Building the level by instantiating every object from LevelData as child of the "Parent" tagged object according to the list of prefabs given by the ObjectTemplate