using System.Collections; using System.Collections.Generic; using UnityEngine; public class GridBuildingSystem : MonoBehaviour { [SerializeField] PlacedObjectTypeSO placedObjectTypeSO; Grid grid; void Awake() { int gridWidth = 20; int gridHeight = 20; float cellSize = 2f; grid = new Grid(gridWidth, gridHeight, cellSize, Vector3.zero, (Grid g, int x, int y) => new GridObject(g, x, y)); } public class GridObject { int x, y; Grid grid; Transform transform; public GridObject(Grid _grid, int _x, int _y) { grid = _grid; x = _x; y = _y; } public void SetTransform(Transform _transform) => transform = _transform; public Transform GetTransform() => transform; public void ClearTransform() => transform = null; public bool CanBuild() { return transform == null; } } void Update() { if (Input.GetMouseButtonDown(0)) { 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); List gridPositionList = placedObjectTypeSO.GetGridPositionList(new Vector2Int(x, y), PlacedObjectTypeSO.Dir.Down); bool canBuild = true; foreach (Vector2Int gridPosition in gridPositionList) { 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 { Debug.Log("Cannot build here!" + " " + mousePosition); } } } }