CameraMovement

This commit is contained in:
Janis
2022-05-29 14:20:17 +02:00
parent d28ba6f81b
commit cc60b43815
22 changed files with 982 additions and 0 deletions

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using System;
using UnityEngine;
public class Grid<TGridObject>
{
int width, height;
float cellSize;
Vector3 originPosition;
public TGridObject[,] gridArray;
bool showDebug = true;
public int GetWidth() => width;
public int GetHeight() => height;
public float GetCellSize() => cellSize;
public Grid(int _width, int _height, float _cellSize, Vector3 _originPosition, Func<Grid<TGridObject>, int, int, TGridObject> createGridObject)
{
width = _width;
height = _height;
cellSize = _cellSize;
originPosition = _originPosition;
gridArray = new TGridObject[width, height];
for (int x = 0; x < gridArray.GetLength(0); x++)
{
for (int y = 0; y < gridArray.GetLength(1); y++)
{
gridArray[x, y] = createGridObject(this, x, y);
}
}
if (showDebug)
{
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);
}
}
public Vector3 GetWorldPosition(int x, int y)
{
return new Vector3(x, y) * cellSize + originPosition;
}
public 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 SetGridObject(int x, int y, TGridObject value)
{
if (x >= 0 && y >= 0 && x < width && y < height)
{
gridArray[x, y] = value;
Debug.Log(x.ToString() + " " + y.ToString() + " -> " + value.ToString());
}
}
public void SetGridObject(Vector3 worldPosition, TGridObject value)
{
int x, y;
GetXY(worldPosition, out x, out y);
SetGridObject(x, y, value);
}
public TGridObject GetGridObject(int x, int y)
{
if (x >= 0 && y >= 0 && x < width && y < height)
{
return gridArray[x, y];
}
else
{
return default(TGridObject);
}
}
public TGridObject GetGridObject(Vector3 worldPosition)
{
int x, y;
GetXY(worldPosition, out x, out y);
return GetGridObject(x, y);
}
}

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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;
public List<PlacedObjectTypeSO> DEBUG_OBJS = new List<PlacedObjectTypeSO>();
public class GridObject
{
int x, y;
bool isAccessable; // if true, can be placed on -> To limit the building area in the future
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 newPlacedObject)
{
placedObject = newPlacedObject;
Debug.Log("SetPlacedObject");
}
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;
else
Destroy(gameObject);
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)
{
UpdateSelectedGameObject();
}
// DEBUG
if (Input.GetKeyDown(KeyCode.Alpha1))
{
SelectBuilding(DEBUG_OBJS[0]);
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
SelectBuilding(DEBUG_OBJS[1]);
}
if (Input.GetKeyDown(KeyCode.Alpha3))
{
SelectBuilding(DEBUG_OBJS[2]);
}
if (Input.GetKeyDown(KeyCode.Alpha4))
{
SelectBuilding(DEBUG_OBJS[3]);
}
if (Input.GetKeyDown(KeyCode.Alpha5))
{
SelectBuilding(DEBUG_OBJS[4]);
}
if (Input.GetKeyDown(KeyCode.Alpha6))
{
SelectBuilding(DEBUG_OBJS[5]);
}
if (Input.GetKeyDown(KeyCode.Alpha7))
{
SelectBuilding(DEBUG_OBJS[6]);
}
if (Input.GetKeyDown(KeyCode.Alpha8))
{
SelectBuilding(DEBUG_OBJS[7]);
}
if (Input.GetKeyDown(KeyCode.Alpha9))
{
SelectBuilding(DEBUG_OBJS[8]);
}
}
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.white;
}
else
{
selectedGameObjectTransform.gameObject.GetComponent<SpriteRenderer>().color = Color.red;
}
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));
// DEBUG
foreach (Vector2Int gridPosition in gridPositionList)
{
Debug.Log(gridPosition);
}
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)
{
// Delete all previous blueprints
foreach (GameObject o in GameObject.FindGameObjectsWithTag("PlacedObject"))
{
if (o.GetComponent<PlacedObject>().GetIsBlueprint())
{
Destroy(o);
}
}
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;
}
}

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using UnityEngine;
public class PathfindingSystem : MonoBehaviour
{
public static PathfindingSystem instance { get; private set; }
public Pathfinding pathfinding;
void Start()
{
instance = this;
int gridWidth = GridBuildingSystem.instance.gridWidth;
int gridHeight = GridBuildingSystem.instance.gridHeight;
float cellSize = GridBuildingSystem.instance.cellSize;
pathfinding = new Pathfinding(gridWidth, gridHeight, cellSize);
}
void Update()
{
}
}

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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.SetIsBlueprint(false);
if (placedObjectTypeSO.isWalkable)
{
foreach(Vector2Int position in placedObject.GetGridPositionList())
{
Pathfinding.Instance.GetNode(position.x, position.y).SetIsWalkable(true);
}
}
return placedObject;
}
public PlacedObjectTypeSO placedObjectTypeSO;
Vector2Int origin;
[SerializeField] private bool isBlueprint = true;
public bool GetIsBlueprint() => isBlueprint;
public void SetIsBlueprint(bool newIsBlueprint)
{
if (GetComponent<Collider2D>() != null)
{
if (newIsBlueprint)
{
GetComponent<Collider2D>().enabled = false;
}
else
{
GetComponent<Collider2D>().enabled = true;
}
}
isBlueprint = newIsBlueprint;
}
private void Awake()
{
SetIsBlueprint(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);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "ScriptableObjects/PlacedObjectTypeSO")]
public class PlacedObjectTypeSO : ScriptableObject
{
public string placedObjectID;
public string nameString;
public Transform prefab;
public int width;
public int height;
public bool isWalkable = false;
public Sprite iconSprite;
public List<Vector2Int> GetGridPositionList(Vector2Int offset)
{
List<Vector2Int> gridPositionList = new List<Vector2Int>();
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
gridPositionList.Add(offset + new Vector2Int(x, y));
}
}
return gridPositionList;
}
}

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