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Question by joewoodjoewood · Dec 06, 2017 at 12:42 PM · gameobjectserializationclass

Best practice custom class with GameObject

Hi all

Conceptual question


I’m trying to get to grips with a custom class(es) to create different types of placeable tiles w$$anonymous$$ch I can then save the transform information of and the type of tile it is to then be able to reconstruct a level


So far I have a class with properties as

Serializae fields

  • Tiletype string(UNDER REVIEW)

  • location x float

  • Location y float

  • rotation y float


and non serializeable

  • GameObject


There’s also function that updates the game objects transform into the transform properties properties and saves to a static list in my SaveLoad class


My question is, how would you go about dealing with the tile type. Shall I extend t$$anonymous$$s class? Ideally I’d like to be able to construct a tile by passing in the type. Am I on the right lines?


Also, is there a better way to deal with storing the transform information of the GameObject w$$anonymous$$lst still being able to use serialisation?


I’ve set up the binary format method for the serialisation by the way.


Would really appreciate some thoughts on t$$anonymous$$s

Thanks

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avatar image PizzaPie · Dec 06, 2017 at 04:05 PM 0
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Use an enum for the tile type instead of string and then create a Tile class to hold any data associated with given tile type, the association can be direct as the TileInfo class has a TileType field and create a List of TileInfo or through a dictionary(Key:TileType, Value:TileInfo), you ll have to serialize this data so you could use a ScriptableObject (which will use Unity's serialization system) or some external method as is c# serializer or some database solution. Cheers.

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