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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 which 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 this 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 whilst 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 this

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 ins$$anonymous$$d 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($$anonymous$$ey: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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