Files
grow-ai-unity/Assets/Scripts/Grid/PlacedObject.cs
Janis M 429920d083 a
2022-03-18 12:03:36 +01:00

53 lines
1.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
public abstract class PlacedObject : MonoBehaviour
{
public static PlacedObject Create(Vector3 worldPosition, Vector2Int origin, PlacedObjectTypeSO placedObjectTypeSO)
{
Transform placeObjectTransform = Instantiate(placedObjectTypeSO.prefab, worldPosition, Quaternion.identity);
PlacedObject placedObject = placeObjectTransform.GetComponent<PlacedObject>();
placedObject.placedObjectTypeSO = placedObjectTypeSO;
placedObject.origin = origin;
placedObject.OnPlace();
placedObject.isBlueprint = false;
if (placedObjectTypeSO.isWalkable)
{
foreach(Vector2Int position in placedObject.GetGridPositionList())
{
Pathfinding.Instance.GetNode(position.x, position.y).SetIsWalkable(true);
}
}
return placedObject;
}
PlacedObjectTypeSO placedObjectTypeSO;
Vector2Int origin;
public bool isBlueprint = true;
public abstract void OnPlace();
public List<Vector2Int> GetGridPositionList()
{
return placedObjectTypeSO.GetGridPositionList(origin);
}
public void DestroySelf()
{
if (placedObjectTypeSO.isWalkable)
{
foreach (Vector2Int position in GetGridPositionList())
{
Pathfinding.Instance.GetNode(position.x, position.y).SetIsWalkable(false);
}
}
Destroy(gameObject);
}
}