mirror of
https://github.com/DerTyp7/industrialize-unity.git
synced 2025-10-29 12:32:12 +01:00
122 lines
3.4 KiB
C#
122 lines
3.4 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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public class Grid<TGridObject>
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{
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int width, height;
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float cellSize;
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Vector3 originPosition;
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public TGridObject[,] gridArray;
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bool showDebug = true;
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public int GetWidth() => width;
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public int GetHeight() => height;
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public float GetCellSize() => cellSize;
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public Grid(int _width, int _height, float _cellSize, Vector3 _originPosition, Func<Grid<TGridObject>, int, int, TGridObject> createGridObject)
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{
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width = _width;
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height = _height;
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cellSize = _cellSize;
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originPosition = _originPosition;
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gridArray = new TGridObject[width, height];
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for (int x = 0; x < gridArray.GetLength(0); x++)
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{
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for (int y = 0; y < gridArray.GetLength(1); y++)
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{
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gridArray[x, y] = createGridObject(this, x, y);
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}
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}
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if (showDebug)
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{
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for (int x = 0; x < gridArray.GetLength(0); x++)
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{
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for (int y = 0; y < gridArray.GetLength(1); y++)
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{
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Debug.DrawLine(GetWorldPosition(x, y), GetWorldPosition(x, y + 1), Color.white, 100f);
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Debug.DrawLine(GetWorldPosition(x, y), GetWorldPosition(x + 1, y), Color.white, 100f);
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}
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}
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Debug.DrawLine(GetWorldPosition(0, height), GetWorldPosition(width, height), Color.white, 100f);
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Debug.DrawLine(GetWorldPosition(width, 0), GetWorldPosition(width, height), Color.white, 100f);
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}
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}
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public List<TGridObject> GetGridObjectsAround(Vector3 position)
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{
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List<TGridObject> gridObjects = new List<TGridObject>();
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GetXY(position, out int x, out int y);
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if (x - 1 >= 0)
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{
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gridObjects.Add(gridArray[x - 1, y]);
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}
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if (x + 1 < width)
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{
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gridObjects.Add(gridArray[x + 1, y]);
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}
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if (y - 1 >= 0)
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{
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gridObjects.Add(gridArray[x, y - 1]);
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}
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if (y + 1 < height)
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{
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gridObjects.Add(gridArray[x, y + 1]);
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}
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return gridObjects;
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}
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public Vector3 GetWorldPosition(int x, int y)
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{
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return new Vector3(x, y) * cellSize + originPosition;
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}
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public void GetXY(Vector3 worldPosition, out int x, out int y)
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{
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x = Mathf.FloorToInt((worldPosition - originPosition).x / cellSize);
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y = Mathf.FloorToInt((worldPosition - originPosition).y / cellSize);
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}
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public void SetGridObject(int x, int y, TGridObject value)
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{
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if (x >= 0 && y >= 0 && x < width && y < height)
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{
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gridArray[x, y] = value;
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Debug.Log(x.ToString() + " " + y.ToString() + " -> " + value.ToString());
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}
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}
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public void SetGridObject(Vector3 worldPosition, TGridObject value)
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{
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int x, y;
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GetXY(worldPosition, out x, out y);
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SetGridObject(x, y, value);
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}
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public TGridObject GetGridObject(int x, int y)
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{
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if (x >= 0 && y >= 0 && x < width && y < height)
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{
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return gridArray[x, y];
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}
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else
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{
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return default(TGridObject);
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}
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}
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public TGridObject GetGridObject(Vector3 worldPosition)
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{
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int x, y;
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GetXY(worldPosition, out x, out y);
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return GetGridObject(x, y);
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}
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} |