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 buildingGrid; public int gridWidth; public int gridHeight; public float cellSize; PlacedObjectTypeSO selectedPlacedObjectTypeSO; Transform selectedGameObjectTransform; Vector3 conveyorStartPosition; List placingConveyorBlueprints = new List(); bool isPlacingConveyor = false; public Color cannotBuildColor; // Maybe put this into every single PlacedObjectTypeSO for better customized use // Debug public List DEBUG_OBJS = new List(); public class GridObject { int x, y; Grid grid; PlacedObject placedObject; public GridObject(Grid _grid, int _x, int _y) // FOR DEBUG TRUE { grid = _grid; x = _x; y = _y; } public void SetPlacedObject(PlacedObject newPlacedObject) { placedObject = newPlacedObject; Debug.Log("SetPlacedObject"); } public PlacedObject GetPlacedObject() => placedObject; public void ClearPlacedObject() => placedObject = null; public bool CanBuild() { return placedObject == null; } } void Awake() { if (instance == null) instance = this; else Destroy(gameObject); buildingGrid = new Grid(gridWidth, gridHeight, cellSize, Vector3.zero, (Grid g, int x, int y) => new GridObject(g, x, y)); } void Update() { if (selectedGameObjectTransform != null) { if (selectedPlacedObjectTypeSO.placedObjectCategory == PlacedObjectTypeSO.PlacedObjectCategory.BUILDING) { UpdateSelectedBuilding(); } if (selectedPlacedObjectTypeSO.placedObjectCategory == PlacedObjectTypeSO.PlacedObjectCategory.CONVEYOR) { UpdateSelectedConveyor(); } } #region debug // DEBUG if (Input.GetKeyDown(KeyCode.Alpha1)) { SelectPlacedObjectTypeSO(DEBUG_OBJS[0]); } if (Input.GetKeyDown(KeyCode.Alpha2)) { SelectPlacedObjectTypeSO(DEBUG_OBJS[1]); } if (Input.GetKeyDown(KeyCode.Alpha3)) { SelectPlacedObjectTypeSO(DEBUG_OBJS[2]); } if (Input.GetKeyDown(KeyCode.Alpha4)) { SelectPlacedObjectTypeSO(DEBUG_OBJS[3]); } if (Input.GetKeyDown(KeyCode.Alpha5)) { SelectPlacedObjectTypeSO(DEBUG_OBJS[4]); } #endregion } void UpdateSelectedBuilding() { Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); buildingGrid.GetXY(mousePosition, out int x, out int y); selectedGameObjectTransform.position = buildingGrid.GetWorldPosition(x, y); List gridPositionList = selectedPlacedObjectTypeSO.GetGridPositionList(new Vector2Int(x, y)); if (CanBuild(gridPositionList)) { selectedGameObjectTransform.gameObject.GetComponent().color = Color.white; } else { selectedGameObjectTransform.gameObject.GetComponent().color = Color.red; } if (Input.GetMouseButtonDown(0)) { PlacePlacedObjectTypeSO(selectedGameObjectTransform.position, selectedPlacedObjectTypeSO); } if (Input.GetMouseButtonDown(1) || Input.GetKeyDown(KeyCode.Escape)) { DeselectPlacedObjectTypeSO(); } } #region ConveyorPlacing void UpdateSelectedConveyor() { Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); buildingGrid.GetXY(mousePosition, out int x, out int y); selectedGameObjectTransform.position = buildingGrid.GetWorldPosition(x, y); if (Input.GetMouseButtonDown(0)) { if (isPlacingConveyor == false) { conveyorStartPosition = buildingGrid.GetWorldPosition(x, y); isPlacingConveyor = true; } else { if (ConveyorCanBuild()) { PlaceConveyorPath(); isPlacingConveyor = false; } } } DrawConveyorPath(); if (ConveyorCanBuild()) { RecolorConveyorPath(Color.white); } else { RecolorConveyorPath(cannotBuildColor); } if (Input.GetMouseButtonDown(1) || Input.GetKeyDown(KeyCode.Escape)) { ClearConveyorPath(); DeselectPlacedObjectTypeSO(); } } void PlaceConveyorPath() { if (placingConveyorBlueprints.Count > 0) { foreach (GameObject blueprint in placingConveyorBlueprints) { PlacePlacedObjectTypeSO(blueprint.transform.position, blueprint.gameObject.GetComponent().placedObjectTypeSO); } ClearConveyorPath(); } } void ClearConveyorPath() { if (placingConveyorBlueprints.Count > 0) { foreach (GameObject blueprint in placingConveyorBlueprints) { Destroy(blueprint); } placingConveyorBlueprints.Clear(); } } void DrawConveyorPath() { if (isPlacingConveyor == true) { Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); buildingGrid.GetXY(mousePosition, out int x, out int y); Vector3 endPosition = buildingGrid.GetWorldPosition(x, y); ClearConveyorPath(); foreach (Vector3 position in Pathfinding.instance.FindPath(conveyorStartPosition, endPosition, true)) { buildingGrid.GetXY(position, out x, out y); GameObject conveyorBlueprint = Instantiate(selectedPlacedObjectTypeSO.prefab.gameObject, new Vector3(x, y), Quaternion.identity); placingConveyorBlueprints.Add(conveyorBlueprint); } } } void RecolorConveyorPath(Color color) { foreach (GameObject blueprint in placingConveyorBlueprints) { blueprint.GetComponent().color = color; } } bool ConveyorCanBuild() { bool canBuild = true; foreach (GameObject blueprint in placingConveyorBlueprints) { buildingGrid.GetXY(blueprint.transform.position, out int x, out int y); List gridPositionList = blueprint.GetComponent().placedObjectTypeSO.GetGridPositionList(new Vector2Int(x, y)); if (CanBuild(gridPositionList) == false) { canBuild = false; Debug.Log("Cannot build conveyor here"); } } return canBuild; } #endregion 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 gridPositionList = placedObject.GetGridPositionList(); foreach (Vector2Int gridPosition in gridPositionList) { buildingGrid.GetGridObject(gridPosition.x, gridPosition.y).ClearPlacedObject(); } } } bool CanBuild(List 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 PlacePlacedObjectTypeSO(Vector3 position, PlacedObjectTypeSO placedObjectTypeSO) { position = new Vector3(position.x, position.y); buildingGrid.GetXY(position, out int x, out int y); List gridPositionList = placedObjectTypeSO.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), placedObjectTypeSO); 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 SelectPlacedObjectTypeSO(PlacedObjectTypeSO placedObjectTypeSO) { // Delete all previous blueprints foreach (GameObject o in GameObject.FindGameObjectsWithTag("PlacedObject")) { if (o.GetComponent().GetIsBlueprint()) { Destroy(o); } } Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); selectedGameObjectTransform = Instantiate(placedObjectTypeSO.prefab, mousePosition, Quaternion.identity); selectedPlacedObjectTypeSO = placedObjectTypeSO; } public void DeselectPlacedObjectTypeSO() { Destroy(selectedGameObjectTransform.gameObject); selectedPlacedObjectTypeSO = null; selectedGameObjectTransform = null; isPlacingConveyor = false; placingConveyorBlueprints.Clear(); } }