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https://github.com/DerTyp7/grow-ai-unity.git
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76 lines
2.4 KiB
C#
76 lines
2.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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// Written with https://www.youtube.com/watch?v=dulosHPl82A
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public class GridBuildingSystem : MonoBehaviour
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{
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[SerializeField] PlacedObjectTypeSO placedObjectTypeSO;
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Grid<GridObject> grid;
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void Awake()
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{
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int gridWidth = 20;
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int gridHeight = 20;
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float cellSize = 2f;
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grid = new Grid<GridObject>(gridWidth, gridHeight, cellSize, Vector3.zero, (Grid<GridObject> g, int x, int y) => new GridObject(g, x, y));
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}
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public class GridObject
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{
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int x, y;
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Grid<GridObject> grid;
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Transform transform;
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public GridObject(Grid<GridObject> _grid, int _x, int _y)
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{
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grid = _grid;
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x = _x;
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y = _y;
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}
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public void SetTransform(Transform _transform) => transform = _transform;
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public Transform GetTransform() => transform;
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public void ClearTransform() => transform = null;
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public bool CanBuild()
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{
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return transform == null;
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}
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}
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void Update()
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{
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if (Input.GetMouseButtonDown(0))
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{
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Vector3 mousePosition = new Vector3(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y);
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grid.GetXY(mousePosition, out int x, out int y);
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List<Vector2Int> gridPositionList = placedObjectTypeSO.GetGridPositionList(new Vector2Int(x, y), PlacedObjectTypeSO.Dir.Down);
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bool canBuild = true;
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foreach (Vector2Int gridPosition in gridPositionList)
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{
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if(!grid.GetGridObject(gridPosition.x, gridPosition.y).CanBuild())
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{
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// Cannot build here
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canBuild = false;
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break;
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}
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}
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if (canBuild)
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{
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Transform builtTransform = Instantiate(placedObjectTypeSO.prefab, grid.GetWorldPosition(x, y), Quaternion.identity);
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foreach(Vector2Int gridPosition in gridPositionList)
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{
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grid.GetGridObject(gridPosition.x, gridPosition.y).SetTransform(builtTransform);
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}
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}
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else
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{
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Debug.Log("Cannot build here!" + " " + mousePosition);
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}
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}
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}
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}
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