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; public List DEBUG_OBJS = new List(); public class GridObject { int x, y; bool isAccessable; // if true, can be placed on -> To limit the building area in the future Grid grid; PlacedObject placedObject; public GridObject(Grid _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(gridWidth, gridHeight, cellSize, Vector3.zero, (Grid 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 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)) { 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 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 PlaceBuilding(Vector3 position) { position = new Vector3(position.x, position.y); buildingGrid.GetXY(position, out int x, out int y); List 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().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; } }