Files
grow-ai-unity/Assets/Scripts/Grid/GridBuildingSystem.cs
j.mei7 6279eb3adb a
2022-03-20 00:25:18 +01:00

237 lines
7.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Written with https://www.youtube.com/watch?v=dulosHPl82A
public class GridBuildingSystem : MonoBehaviour
{
public static GridBuildingSystem instance;
public Grid<GridObject> buildingGrid;
public int gridWidth;
public int gridHeight;
public float cellSize;
PlacedObjectTypeSO selectedPlacedObjectTypeSO;
Transform selectedGameObjectTransform;
Vector3 selectedWayStart;
public List<GameObject> blueprintWayList = new List<GameObject>();
bool isPlacingWay = false;
public class GridObject
{
int x, y;
bool isAccessable;
Grid<GridObject> grid;
PlacedObject placedObject;
public GridObject(Grid<GridObject> _grid, int _x, int _y, bool _isAccessable = true) // FOR DEBUG TRUE
{
grid = _grid;
x = _x;
y = _y;
isAccessable = _isAccessable;
}
public void SetPlacedObject(PlacedObject _placedObject) => placedObject = _placedObject;
public PlacedObject GetPlacedObject() => placedObject;
public void ClearPlacedObject() => placedObject = null;
public void SetIsAccessable(bool _isAccessable) => isAccessable = _isAccessable;
public void SwitchIsAccessable() => isAccessable = !isAccessable;
public bool IsAccessable() => isAccessable;
public bool CanBuild()
{
return placedObject == null && isAccessable;
}
}
void Awake()
{
if (instance == null)
instance = this;
buildingGrid = new Grid<GridObject>(gridWidth, gridHeight, cellSize, Vector3.zero, (Grid<GridObject> g, int x, int y) => new GridObject(g, x, y));
}
void Update()
{
if (selectedGameObjectTransform != null)
{
if (selectedPlacedObjectTypeSO.placedObjectType == PlacedObjectTypeSO.PlacedObjectType.WAY)
{
UpdateWayDrawing();
}
else
{
UpdateSelectedGameObject();
}
}
}
void UpdateWayDrawing()
{
Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
List<GameObject> dontDeleteBlueprintList = new List<GameObject>();
if (isPlacingWay)
{
foreach (Vector3 position in Pathfinding.Instance.FindPath(selectedWayStart, mousePosition, true))
{
GameObject placedBuilding = PlaceBuilding(position);
if (placedBuilding != null)
{
placedBuilding.GetComponent<PlacedObject>().isBlueprint = true;
dontDeleteBlueprintList.Add(placedBuilding);
blueprintWayList.Add(placedBuilding);
}
else
{
buildingGrid.GetXY(position, out int x, out int y);
PlacedObject tempPlacedObject = buildingGrid.GetGridObject(x, y).GetPlacedObject();
if (tempPlacedObject.isBlueprint)
{
dontDeleteBlueprintList.Add(tempPlacedObject.gameObject);
}
}
}
}
foreach(GameObject blueprint in blueprintWayList)
{
if (!dontDeleteBlueprintList.Contains(blueprint))
{
Destroy(blueprint);
}
}
if (Input.GetMouseButtonDown(0))
{
if (isPlacingWay)
{
// PLACE EVERYTHING
foreach (GameObject blueprint in blueprintWayList)
{
blueprint.GetComponent<PlacedObject>().isBlueprint = false;
blueprintWayList.Remove(blueprint);
}
isPlacingWay = false;
}
else
{
isPlacingWay = true;
selectedWayStart = mousePosition;
}
}
}
void UpdateSelectedGameObject()
{
Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
buildingGrid.GetXY(mousePosition, out int x, out int y);
selectedGameObjectTransform.position = buildingGrid.GetWorldPosition(x, y);
List<Vector2Int> gridPositionList = selectedPlacedObjectTypeSO.GetGridPositionList(new Vector2Int(x, y));
if (!CanBuild(gridPositionList))
{
selectedGameObjectTransform.gameObject.GetComponent<SpriteRenderer>().color = Color.red;
}
else if (selectedPlacedObjectTypeSO.placedObjectType != PlacedObjectTypeSO.PlacedObjectType.WAY)
{
selectedGameObjectTransform.gameObject.GetComponent<SpriteRenderer>().color = Color.white;
}
if (Input.GetMouseButtonDown(0))
{
PlaceBuilding(selectedGameObjectTransform.position);
}
if (Input.GetMouseButtonDown(1) || Input.GetKeyDown(KeyCode.Escape))
{
DeselectBuilding();
}
}
public void DemolishBuilding(Vector3 position)
{
GridObject gridObject = buildingGrid.GetGridObject(position); // Camera.main.ScreenToWorldPoint(Input.mousePosition)
PlacedObject placedObject = gridObject.GetPlacedObject();
if (placedObject != null)
{
placedObject.DestroySelf();
List<Vector2Int> gridPositionList = placedObject.GetGridPositionList();
foreach (Vector2Int gridPosition in gridPositionList)
{
buildingGrid.GetGridObject(gridPosition.x, gridPosition.y).ClearPlacedObject();
}
}
}
bool CanBuild(List<Vector2Int> gridPositionList)
{
bool canBuild = true;
foreach (Vector2Int gridPosition in gridPositionList)
{
if (!buildingGrid.GetGridObject(gridPosition.x, gridPosition.y).CanBuild())
{
// Cannot build here
canBuild = false;
break;
}
}
return canBuild;
}
public GameObject PlaceBuilding(Vector3 position)
{
position = new Vector3(position.x, position.y);
buildingGrid.GetXY(position, out int x, out int y);
List<Vector2Int> gridPositionList = selectedPlacedObjectTypeSO.GetGridPositionList(new Vector2Int(x, y));
if (CanBuild(gridPositionList))
{
PlacedObject placedObject = PlacedObject.Create(buildingGrid.GetWorldPosition(x, y), new Vector2Int(x, y), selectedPlacedObjectTypeSO);
foreach (Vector2Int gridPosition in gridPositionList)
{
buildingGrid.GetGridObject(gridPosition.x, gridPosition.y).SetPlacedObject(placedObject);
}
return placedObject.gameObject;
}
else
{
//Debug.Log("Cannot build here!" + " " + position);
}
return null;
}
public void SelectBuilding(PlacedObjectTypeSO placedObjectTypeSO)
{
Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
selectedGameObjectTransform = Instantiate(placedObjectTypeSO.prefab, mousePosition, Quaternion.identity);
selectedPlacedObjectTypeSO = placedObjectTypeSO;
}
public void DeselectBuilding()
{
Destroy(selectedGameObjectTransform.gameObject);
selectedPlacedObjectTypeSO = null;
selectedGameObjectTransform = null;
isPlacingWay = false;
}
}