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@@ -8,24 +8,67 @@ public class GridBuildingSystem : MonoBehaviour
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public static GridBuildingSystem instance;
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public Grid<GridObject> buildingGrid;
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public int gridWidth;
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public int gridHeight;
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public float cellSize;
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PlacedObjectTypeSO selectedPlacedObjectTypeSO;
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Transform selectedGameObjectTransform;
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void Start()
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public class GridObject
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{
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int x, y;
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bool isAccessable;
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Grid<GridObject> grid;
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PlacedObject placedObject;
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public GridObject(Grid<GridObject> _grid, int _x, int _y, bool _isAccessable = true) // FOR DEBUG TRUE
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{
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grid = _grid;
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x = _x;
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y = _y;
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isAccessable = _isAccessable;
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}
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public void SetPlacedObject(PlacedObject _placedObject) => placedObject = _placedObject;
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public PlacedObject GetPlacedObject() => placedObject;
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public void ClearPlacedObject() => placedObject = null;
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public void SetIsAccessable(bool _isAccessable) => isAccessable = _isAccessable;
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public void SwitchIsAccessable() => isAccessable = !isAccessable;
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public bool IsAccessable() => isAccessable;
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public bool CanBuild()
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{
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return placedObject == null && isAccessable;
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}
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}
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void Awake()
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{
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if (instance == null)
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instance = this;
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int gridWidth = GridInfo.instance.gridWidth;
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int gridHeight = GridInfo.instance.gridHeight;
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float cellSize = GridInfo.instance.cellSize;
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buildingGrid = new Grid<GridObject>(gridWidth, gridHeight, cellSize, Vector3.zero, (Grid<GridObject> g, int x, int y) => new GridObject(g, x, y));
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}
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void Update()
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{
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if(selectedGameObjectTransform != null)
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UpdateSelectedGameObject();
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// DEBUG
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if (Input.GetKeyDown(KeyCode.U))
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{
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buildingGrid.GetGridObject(Camera.main.ScreenToWorldPoint(Input.mousePosition)).SwitchIsAccessable();
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}
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if (Input.GetKeyDown(KeyCode.F))
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{
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buildingGrid.GetGridObject(Camera.main.ScreenToWorldPoint(Input.mousePosition)).GetPlacedObject();
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}
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}
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void UpdateSelectedGameObject()
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{
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if (selectedGameObjectTransform != null)
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{
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Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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@@ -33,7 +76,7 @@ public class GridBuildingSystem : MonoBehaviour
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selectedGameObjectTransform.position = buildingGrid.GetWorldPosition(x, y);
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List<Vector2Int> gridPositionList = selectedPlacedObjectTypeSO.GetGridPositionList(new Vector2Int(x, y), PlacedObjectTypeSO.Dir.Down);
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List<Vector2Int> gridPositionList = selectedPlacedObjectTypeSO.GetGridPositionList(new Vector2Int(x, y));
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if (!CanBuild(gridPositionList))
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{
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selectedGameObjectTransform.gameObject.GetComponent<SpriteRenderer>().color = Color.red;
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@@ -46,34 +89,13 @@ public class GridBuildingSystem : MonoBehaviour
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if (Input.GetMouseButtonDown(0))
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{
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PlaceBuilding();
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}else if (Input.GetMouseButtonDown(1) || Input.GetKeyDown(KeyCode.Escape))
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}
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else if (Input.GetMouseButtonDown(1) || Input.GetKeyDown(KeyCode.Escape))
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{
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DeselectBuilding();
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}
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}
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}
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public class GridObject
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{
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int x, y;
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Grid<GridObject> grid;
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PlacedObject placedObject;
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public GridObject(Grid<GridObject> _grid, int _x, int _y)
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{
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grid = _grid;
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x = _x;
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y = _y;
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}
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public void SetPlacedObject(PlacedObject _placedObject) => placedObject = _placedObject;
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public PlacedObject GetPlacedObject() => placedObject;
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public void ClearPlacedObject() => placedObject = null;
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public bool CanBuild()
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{
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return placedObject == null;
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}
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}
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public void DemolishBuilding(Vector3 position)
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{
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GridObject gridObject = buildingGrid.GetGridObject(position); // Camera.main.ScreenToWorldPoint(Input.mousePosition)
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@@ -114,13 +136,13 @@ public class GridBuildingSystem : MonoBehaviour
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Vector3 mousePosition = new Vector3(position.x, position.y);
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buildingGrid.GetXY(mousePosition, out int x, out int y);
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List<Vector2Int> gridPositionList = selectedPlacedObjectTypeSO.GetGridPositionList(new Vector2Int(x, y), PlacedObjectTypeSO.Dir.Down);
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List<Vector2Int> gridPositionList = selectedPlacedObjectTypeSO.GetGridPositionList(new Vector2Int(x, y));
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if (CanBuild(gridPositionList))
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{
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PlacedObject placedObject = PlacedObject.Create(buildingGrid.GetWorldPosition(x, y), new Vector2Int(x, y), PlacedObjectTypeSO.Dir.Down, selectedPlacedObjectTypeSO);
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PlacedObject placedObject = PlacedObject.Create(buildingGrid.GetWorldPosition(x, y), new Vector2Int(x, y), selectedPlacedObjectTypeSO);
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foreach (Vector2Int gridPosition in gridPositionList)
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{
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