using System.Collections; using System.Collections.Generic; using UnityEngine; public class Grid { int width, height; float cellSize; Vector3 originPosition; int[,] gridArray; public Grid(int _width, int _height, float _cellSize, Vector3 _originPosition) { width = _width; height = _height; cellSize = _cellSize; originPosition = _originPosition; gridArray = new int[width, height]; for(int x = 0; x < gridArray.GetLength(0); x++) { for (int y = 0; y < gridArray.GetLength(1); y++) { Debug.DrawLine(GetWorldPosition(x, y), GetWorldPosition(x, y+1), Color.white, 100f); Debug.DrawLine(GetWorldPosition(x, y), GetWorldPosition(x+1,y), Color.white, 100f); } } Debug.DrawLine(GetWorldPosition(0, height), GetWorldPosition(width, height), Color.white, 100f); Debug.DrawLine(GetWorldPosition(width, 0), GetWorldPosition(width, height), Color.white, 100f); } Vector3 GetWorldPosition(int x, int y) { return new Vector3(x, y) * cellSize + originPosition; } void GetXY(Vector3 worldPosition, out int x, out int y) { x = Mathf.FloorToInt((worldPosition - originPosition).x / cellSize); y = Mathf.FloorToInt((worldPosition - originPosition).y / cellSize); } public void SetValue(int x, int y, int value) { if(x >= 0 && y >= 0 && x < width && y < height) { gridArray[x, y] = value; Debug.Log(x.ToString() + " " + y.ToString() + " -> " + value.ToString()); } } public void SetValue(Vector3 worldPosition, int value) { int x, y; GetXY(worldPosition, out x, out y); SetValue(x, y, value); } public int GetValue(int x, int y) { if (x >= 0 && y >= 0 && x < width && y < height) { return gridArray[x, y]; } else { return 0; } } public int GetValue(Vector3 worldPosition) { int x, y; GetXY(worldPosition, out x, out y); return GetValue(x, y); } }