mirror of
https://github.com/DerTyp7/industrialize-unity.git
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335 lines
10 KiB
C#
335 lines
10 KiB
C#
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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public static GridBuildingSystem instance;
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public Grid<GridObject> buildingGrid;
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public int gridWidth;
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public int gridHeight;
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public float cellSize;
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PlacedObjectTypeSO selectedPlacedObjectTypeSO;
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Transform selectedGameObjectTransform;
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Vector3 conveyorStartPosition;
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List<GameObject> placingConveyorBlueprints = new List<GameObject>();
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bool isPlacingConveyor = false;
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public Color cannotBuildColor; // Maybe put this into every single PlacedObjectTypeSO for better customized use
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// Debug
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public List<PlacedObjectTypeSO> DEBUG_OBJS = new List<PlacedObjectTypeSO>();
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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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PlacedObject placedObject;
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public GridObject(Grid<GridObject> _grid, int _x, int _y) // FOR DEBUG TRUE
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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 SetPlacedObject(PlacedObject newPlacedObject)
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{
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placedObject = newPlacedObject;
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Debug.Log("SetPlacedObject");
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}
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public PlacedObject GetPlacedObject() => placedObject;
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public void ClearPlacedObject() => placedObject = null;
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public bool CanBuild()
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{
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return placedObject == null;
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}
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}
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void Awake()
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{
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if (instance == null)
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instance = this;
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else
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Destroy(gameObject);
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buildingGrid = 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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void Update()
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{
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if (selectedGameObjectTransform != null)
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{
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if (selectedPlacedObjectTypeSO.placedObjectCategory == PlacedObjectTypeSO.PlacedObjectCategory.BUILDING)
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{
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UpdateSelectedBuilding();
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}
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if (selectedPlacedObjectTypeSO.placedObjectCategory == PlacedObjectTypeSO.PlacedObjectCategory.CONVEYOR)
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{
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UpdateSelectedConveyor();
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}
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}
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#region debug
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// DEBUG
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if (Input.GetKeyDown(KeyCode.Alpha1))
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{
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SelectPlacedObjectTypeSO(DEBUG_OBJS[0]);
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}
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if (Input.GetKeyDown(KeyCode.Alpha2))
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{
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SelectPlacedObjectTypeSO(DEBUG_OBJS[1]);
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}
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if (Input.GetKeyDown(KeyCode.Alpha3))
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{
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SelectPlacedObjectTypeSO(DEBUG_OBJS[2]);
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}
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if (Input.GetKeyDown(KeyCode.Alpha4))
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{
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SelectPlacedObjectTypeSO(DEBUG_OBJS[3]);
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}
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if (Input.GetKeyDown(KeyCode.Alpha5))
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{
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SelectPlacedObjectTypeSO(DEBUG_OBJS[4]);
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}
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#endregion
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}
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void UpdateSelectedBuilding()
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{
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Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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buildingGrid.GetXY(mousePosition, out int x, out int y);
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selectedGameObjectTransform.position = buildingGrid.GetWorldPosition(x, y);
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List<Vector2Int> gridPositionList = selectedPlacedObjectTypeSO.GetGridPositionList(new Vector2Int(x, y));
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if (CanBuild(gridPositionList))
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{
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selectedGameObjectTransform.gameObject.GetComponent<SpriteRenderer>().color = Color.white;
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}
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else
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{
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selectedGameObjectTransform.gameObject.GetComponent<SpriteRenderer>().color = Color.red;
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}
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if (Input.GetMouseButtonDown(0))
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{
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PlacePlacedObjectTypeSO(selectedGameObjectTransform.position, selectedPlacedObjectTypeSO);
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}
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if (Input.GetMouseButtonDown(1) || Input.GetKeyDown(KeyCode.Escape))
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{
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DeselectPlacedObjectTypeSO();
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}
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}
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#region ConveyorPlacing
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void UpdateSelectedConveyor()
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{
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Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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buildingGrid.GetXY(mousePosition, out int x, out int y);
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selectedGameObjectTransform.position = buildingGrid.GetWorldPosition(x, y);
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if (Input.GetMouseButtonDown(0))
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{
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if (isPlacingConveyor == false)
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{
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conveyorStartPosition = buildingGrid.GetWorldPosition(x, y);
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isPlacingConveyor = true;
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}
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else
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{
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if (ConveyorCanBuild())
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{
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PlaceConveyorPath();
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isPlacingConveyor = false;
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}
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}
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}
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DrawConveyorPath();
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if (ConveyorCanBuild())
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{
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RecolorConveyorPath(Color.white);
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}
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else
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{
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RecolorConveyorPath(cannotBuildColor);
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}
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if (Input.GetMouseButtonDown(1) || Input.GetKeyDown(KeyCode.Escape))
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{
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ClearConveyorPath();
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DeselectPlacedObjectTypeSO();
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}
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}
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void PlaceConveyorPath()
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{
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if (placingConveyorBlueprints.Count > 0)
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{
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foreach (GameObject blueprint in placingConveyorBlueprints)
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{
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PlacePlacedObjectTypeSO(blueprint.transform.position, blueprint.gameObject.GetComponent<PlacedObject>().placedObjectTypeSO);
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}
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ClearConveyorPath();
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}
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}
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void ClearConveyorPath()
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{
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if (placingConveyorBlueprints.Count > 0)
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{
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foreach (GameObject blueprint in placingConveyorBlueprints)
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{
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Destroy(blueprint);
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}
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placingConveyorBlueprints.Clear();
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}
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}
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void DrawConveyorPath()
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{
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if (isPlacingConveyor == true)
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{
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Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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buildingGrid.GetXY(mousePosition, out int x, out int y);
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Vector3 endPosition = buildingGrid.GetWorldPosition(x, y);
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ClearConveyorPath();
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foreach (Vector3 position in Pathfinding.instance.FindPath(conveyorStartPosition, endPosition, true))
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{
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buildingGrid.GetXY(position, out x, out y);
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GameObject conveyorBlueprint = Instantiate(selectedPlacedObjectTypeSO.prefab.gameObject, new Vector3(x, y), Quaternion.identity);
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placingConveyorBlueprints.Add(conveyorBlueprint);
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}
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}
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}
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void RecolorConveyorPath(Color color)
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{
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foreach (GameObject blueprint in placingConveyorBlueprints)
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{
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blueprint.GetComponent<SpriteRenderer>().color = color;
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}
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}
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bool ConveyorCanBuild()
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{
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bool canBuild = true;
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foreach (GameObject blueprint in placingConveyorBlueprints)
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{
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buildingGrid.GetXY(blueprint.transform.position, out int x, out int y);
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List<Vector2Int> gridPositionList = blueprint.GetComponent<PlacedObject>().placedObjectTypeSO.GetGridPositionList(new Vector2Int(x, y));
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if (CanBuild(gridPositionList) == false)
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{
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canBuild = false;
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Debug.Log("Cannot build conveyor here");
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}
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}
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return canBuild;
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}
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#endregion
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public void DemolishBuilding(Vector3 position)
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{
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GridObject gridObject = buildingGrid.GetGridObject(position); // Camera.main.ScreenToWorldPoint(Input.mousePosition)
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PlacedObject placedObject = gridObject.GetPlacedObject();
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if (placedObject != null)
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{
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placedObject.DestroySelf();
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List<Vector2Int> gridPositionList = placedObject.GetGridPositionList();
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foreach (Vector2Int gridPosition in gridPositionList)
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{
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buildingGrid.GetGridObject(gridPosition.x, gridPosition.y).ClearPlacedObject();
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}
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}
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}
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bool CanBuild(List<Vector2Int> gridPositionList)
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{
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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 (!buildingGrid.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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return canBuild;
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}
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public GameObject PlacePlacedObjectTypeSO(Vector3 position, PlacedObjectTypeSO placedObjectTypeSO)
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{
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position = new Vector3(position.x, position.y);
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buildingGrid.GetXY(position, out int x, out int y);
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List<Vector2Int> gridPositionList = placedObjectTypeSO.GetGridPositionList(new Vector2Int(x, y));
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// DEBUG
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foreach (Vector2Int gridPosition in gridPositionList)
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{
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Debug.Log(gridPosition);
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}
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if (CanBuild(gridPositionList))
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{
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PlacedObject placedObject = PlacedObject.Create(buildingGrid.GetWorldPosition(x, y), new Vector2Int(x, y), placedObjectTypeSO);
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foreach (Vector2Int gridPosition in gridPositionList)
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{
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buildingGrid.GetGridObject(gridPosition.x, gridPosition.y).SetPlacedObject(placedObject);
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}
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return placedObject.gameObject;
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}
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else
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{
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Debug.Log("Cannot build here!" + " " + position);
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}
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return null;
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}
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public void SelectPlacedObjectTypeSO(PlacedObjectTypeSO placedObjectTypeSO)
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{
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// Delete all previous blueprints
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foreach (GameObject o in GameObject.FindGameObjectsWithTag("PlacedObject"))
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{
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if (o.GetComponent<PlacedObject>().GetIsBlueprint())
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{
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Destroy(o);
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}
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}
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Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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selectedGameObjectTransform = Instantiate(placedObjectTypeSO.prefab, mousePosition, Quaternion.identity);
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selectedPlacedObjectTypeSO = placedObjectTypeSO;
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}
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public void DeselectPlacedObjectTypeSO()
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{
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Destroy(selectedGameObjectTransform.gameObject);
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selectedPlacedObjectTypeSO = null;
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selectedGameObjectTransform = null;
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isPlacingConveyor = false;
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placingConveyorBlueprints.Clear();
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}
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}
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