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https://github.com/DerTyp7/grow-ai-unity.git
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placing ways
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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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