Files
grow-ai-unity/Assets/Scripts/Grid/Grid.cs
j.mei7 7c0586867b Grid
2022-03-07 18:41:03 +01:00

79 lines
2.1 KiB
C#

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);
}
}