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https://github.com/DerTyp7/grow-ai-unity.git
synced 2025-10-29 20:42:08 +01:00
placing ways
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18
Assets/Objects/way_normal.asset
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18
Assets/Objects/way_normal.asset
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@@ -0,0 +1,18 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: ed4c766e9f0dd454da548c672fa99b65, type: 3}
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m_Name: way_normal
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m_EditorClassIdentifier:
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nameString: Way
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prefab: {fileID: 3420327930372171566, guid: 1b0d9211d89253549b71b121b268c59b, type: 3}
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width: 1
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height: 1
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8
Assets/Objects/way_normal.asset.meta
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8
Assets/Objects/way_normal.asset.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: b08e32832db84ca489b3dd705df7eff7
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -223,7 +223,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: a9e8b2a885476754e9652c90137f91bc, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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testTransform: {fileID: 3420327930372171566, guid: 1b0d9211d89253549b71b121b268c59b, type: 3}
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placedObjectTypeSO: {fileID: 11400000, guid: b08e32832db84ca489b3dd705df7eff7, type: 2}
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--- !u!4 &1522634446
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Transform:
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m_ObjectHideFlags: 0
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@@ -4,7 +4,7 @@ using UnityEngine;
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public class GridBuildingSystem : MonoBehaviour
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{
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[SerializeField] Transform testTransform;
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[SerializeField] PlacedObjectTypeSO placedObjectTypeSO;
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Grid<GridObject> grid;
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void Awake()
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@@ -42,11 +42,28 @@ public class GridBuildingSystem : MonoBehaviour
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Vector3 mousePosition = new Vector3(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y);
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grid.GetXY(mousePosition, out int x, out int y);
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GridObject gridObject = grid.GetGridObject(x, y);
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if (gridObject.CanBuild())
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List<Vector2Int> gridPositionList = placedObjectTypeSO.GetGridPositionList(new Vector2Int(x, y), PlacedObjectTypeSO.Dir.Down);
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bool canBuild = true;
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foreach (Vector2Int gridPosition in gridPositionList)
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{
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Transform builtTransform = Instantiate(testTransform, grid.GetWorldPosition(x, y), Quaternion.identity);
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gridObject.SetTransform(builtTransform);
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if(!grid.GetGridObject(gridPosition.x, gridPosition.y).CanBuild())
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{
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// Cannot build here
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canBuild = false;
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break;
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}
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}
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if (canBuild)
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{
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Transform builtTransform = Instantiate(placedObjectTypeSO.prefab, grid.GetWorldPosition(x, y), Quaternion.identity);
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foreach(Vector2Int gridPosition in gridPositionList)
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{
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grid.GetGridObject(gridPosition.x, gridPosition.y).SetTransform(builtTransform);
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}
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}
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else
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{
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@@ -2,17 +2,89 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlacedObjectTypeSO : MonoBehaviour
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[CreateAssetMenu()]
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public class PlacedObjectTypeSO : ScriptableObject
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{
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// Start is called before the first frame update
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void Start()
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public static Dir GetNextDir(Dir dir)
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{
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switch (dir)
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{
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default:
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case Dir.Down: return Dir.Left;
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case Dir.Left: return Dir.Up;
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case Dir.Up: return Dir.Right;
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case Dir.Right: return Dir.Down;
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}
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}
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// Update is called once per frame
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void Update()
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public enum Dir
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{
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Down,
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Left,
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Up,
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Right,
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}
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public string nameString;
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public Transform prefab;
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//public Transform visual;
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public int width;
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public int height;
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public int GetRotationAngle(Dir dir)
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{
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switch (dir)
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{
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default:
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case Dir.Down: return 0;
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case Dir.Left: return 90;
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case Dir.Up: return 180;
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case Dir.Right: return 270;
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}
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}
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public Vector2Int GetRotationOffset(Dir dir)
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{
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switch (dir)
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{
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default:
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case Dir.Down: return new Vector2Int(0, 0);
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case Dir.Left: return new Vector2Int(0, width);
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case Dir.Up: return new Vector2Int(width, height);
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case Dir.Right: return new Vector2Int(height, 0);
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}
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}
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public List<Vector2Int> GetGridPositionList(Vector2Int offset, Dir dir)
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{
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List<Vector2Int> gridPositionList = new List<Vector2Int>();
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switch (dir)
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{
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default:
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case Dir.Down:
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case Dir.Up:
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for (int x = 0; x < width; x++)
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{
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for (int y = 0; y < height; y++)
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{
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gridPositionList.Add(offset + new Vector2Int(x, y));
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}
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}
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break;
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case Dir.Left:
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case Dir.Right:
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for (int x = 0; x < height; x++)
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{
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for (int y = 0; y < width; y++)
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{
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gridPositionList.Add(offset + new Vector2Int(x, y));
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}
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}
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break;
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}
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return gridPositionList;
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}
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}
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