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https://github.com/DerTyp7/grow-ai-unity.git
synced 2025-10-30 12:57:09 +01:00
started work on place obj
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@@ -1,47 +1,66 @@
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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 UnityEngine;
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public class Grid
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public class Grid<TGridObject>
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{
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int width, height;
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float cellSize;
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Vector3 originPosition;
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int[,] gridArray;
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TGridObject[,] gridArray;
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public Grid(int _width, int _height, float _cellSize, Vector3 _originPosition)
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bool showDebug = true;
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public int GetWidth() => width;
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public int GetHeight() => height;
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public float GetCellSize() => cellSize;
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public Grid(int _width, int _height, float _cellSize, Vector3 _originPosition, Func<Grid<TGridObject>, int, int, TGridObject> createGridObject)
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{
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width = _width;
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height = _height;
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cellSize = _cellSize;
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originPosition = _originPosition;
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gridArray = new int[width, height];
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gridArray = new TGridObject[width, height];
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for(int x = 0; x < gridArray.GetLength(0); x++)
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for (int x = 0; x < gridArray.GetLength(0); x++)
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{
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for (int y = 0; y < gridArray.GetLength(1); y++)
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{
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Debug.DrawLine(GetWorldPosition(x, y), GetWorldPosition(x, y+1), Color.white, 100f);
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Debug.DrawLine(GetWorldPosition(x, y), GetWorldPosition(x+1,y), Color.white, 100f);
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gridArray[x, y] = createGridObject(this, x, y);
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}
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}
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Debug.DrawLine(GetWorldPosition(0, height), GetWorldPosition(width, height), Color.white, 100f);
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Debug.DrawLine(GetWorldPosition(width, 0), GetWorldPosition(width, height), Color.white, 100f);
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if (showDebug)
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{
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for (int x = 0; x < gridArray.GetLength(0); x++)
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{
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for (int y = 0; y < gridArray.GetLength(1); y++)
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{
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Debug.DrawLine(GetWorldPosition(x, y), GetWorldPosition(x, y + 1), Color.white, 100f);
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Debug.DrawLine(GetWorldPosition(x, y), GetWorldPosition(x + 1, y), Color.white, 100f);
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}
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}
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Debug.DrawLine(GetWorldPosition(0, height), GetWorldPosition(width, height), Color.white, 100f);
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Debug.DrawLine(GetWorldPosition(width, 0), GetWorldPosition(width, height), Color.white, 100f);
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}
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}
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Vector3 GetWorldPosition(int x, int y)
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public Vector3 GetWorldPosition(int x, int y)
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{
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return new Vector3(x, y) * cellSize + originPosition;
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}
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void GetXY(Vector3 worldPosition, out int x, out int y)
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public void GetXY(Vector3 worldPosition, out int x, out int y)
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{
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x = Mathf.FloorToInt((worldPosition - originPosition).x / cellSize);
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y = Mathf.FloorToInt((worldPosition - originPosition).y / cellSize);
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}
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public void SetValue(int x, int y, int value)
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public void SetGridObject(int x, int y, TGridObject value)
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{
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if(x >= 0 && y >= 0 && x < width && y < height)
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{
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@@ -50,14 +69,14 @@ public class Grid
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}
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}
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public void SetValue(Vector3 worldPosition, int value)
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public void SetGridObject(Vector3 worldPosition, TGridObject value)
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{
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int x, y;
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GetXY(worldPosition, out x, out y);
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SetValue(x, y, value);
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SetGridObject(x, y, value);
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}
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public int GetValue(int x, int y)
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public TGridObject GetGridObject(int x, int y)
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{
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if (x >= 0 && y >= 0 && x < width && y < height)
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{
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@@ -65,14 +84,14 @@ public class Grid
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}
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else
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{
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return 0;
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return default(TGridObject);
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}
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}
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public int GetValue(Vector3 worldPosition)
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public TGridObject GetGridObject(Vector3 worldPosition)
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{
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int x, y;
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GetXY(worldPosition, out x, out y);
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return GetValue(x, y);
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return GetGridObject(x, y);
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}
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}
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