placing ways

This commit is contained in:
j.mei7
2022-03-08 20:02:28 +01:00
parent 512f5a3e42
commit 6097819465
5 changed files with 128 additions and 13 deletions

View File

@@ -4,7 +4,7 @@ using UnityEngine;
public class GridBuildingSystem : MonoBehaviour
{
[SerializeField] Transform testTransform;
[SerializeField] PlacedObjectTypeSO placedObjectTypeSO;
Grid<GridObject> grid;
void Awake()
@@ -42,11 +42,28 @@ public class GridBuildingSystem : MonoBehaviour
Vector3 mousePosition = new Vector3(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y);
grid.GetXY(mousePosition, out int x, out int y);
GridObject gridObject = grid.GetGridObject(x, y);
if (gridObject.CanBuild())
List<Vector2Int> gridPositionList = placedObjectTypeSO.GetGridPositionList(new Vector2Int(x, y), PlacedObjectTypeSO.Dir.Down);
bool canBuild = true;
foreach (Vector2Int gridPosition in gridPositionList)
{
Transform builtTransform = Instantiate(testTransform, grid.GetWorldPosition(x, y), Quaternion.identity);
gridObject.SetTransform(builtTransform);
if(!grid.GetGridObject(gridPosition.x, gridPosition.y).CanBuild())
{
// Cannot build here
canBuild = false;
break;
}
}
if (canBuild)
{
Transform builtTransform = Instantiate(placedObjectTypeSO.prefab, grid.GetWorldPosition(x, y), Quaternion.identity);
foreach(Vector2Int gridPosition in gridPositionList)
{
grid.GetGridObject(gridPosition.x, gridPosition.y).SetTransform(builtTransform);
}
}
else
{

View File

@@ -2,17 +2,89 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlacedObjectTypeSO : MonoBehaviour
[CreateAssetMenu()]
public class PlacedObjectTypeSO : ScriptableObject
{
// Start is called before the first frame update
void Start()
public static Dir GetNextDir(Dir dir)
{
switch (dir)
{
default:
case Dir.Down: return Dir.Left;
case Dir.Left: return Dir.Up;
case Dir.Up: return Dir.Right;
case Dir.Right: return Dir.Down;
}
}
// Update is called once per frame
void Update()
public enum Dir
{
Down,
Left,
Up,
Right,
}
public string nameString;
public Transform prefab;
//public Transform visual;
public int width;
public int height;
public int GetRotationAngle(Dir dir)
{
switch (dir)
{
default:
case Dir.Down: return 0;
case Dir.Left: return 90;
case Dir.Up: return 180;
case Dir.Right: return 270;
}
}
public Vector2Int GetRotationOffset(Dir dir)
{
switch (dir)
{
default:
case Dir.Down: return new Vector2Int(0, 0);
case Dir.Left: return new Vector2Int(0, width);
case Dir.Up: return new Vector2Int(width, height);
case Dir.Right: return new Vector2Int(height, 0);
}
}
public List<Vector2Int> GetGridPositionList(Vector2Int offset, Dir dir)
{
List<Vector2Int> gridPositionList = new List<Vector2Int>();
switch (dir)
{
default:
case Dir.Down:
case Dir.Up:
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
gridPositionList.Add(offset + new Vector2Int(x, y));
}
}
break;
case Dir.Left:
case Dir.Right:
for (int x = 0; x < height; x++)
{
for (int y = 0; y < width; y++)
{
gridPositionList.Add(offset + new Vector2Int(x, y));
}
}
break;
}
return gridPositionList;
}
}