Files
industrialize-unity/Assets/Scripts/GridSystem/Grid.cs
2022-06-05 10:52:27 +02:00

122 lines
3.4 KiB
C#

using System;
using System.Collections.Generic;
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 List<TGridObject> GetGridObjectsAround(Vector3 position)
{
List<TGridObject> gridObjects = new List<TGridObject>();
GetXY(position, out int x, out int y);
if (x - 1 >= 0)
{
gridObjects.Add(gridArray[x - 1, y]);
}
if (x + 1 < width)
{
gridObjects.Add(gridArray[x + 1, y]);
}
if (y - 1 >= 0)
{
gridObjects.Add(gridArray[x, y - 1]);
}
if (y + 1 < height)
{
gridObjects.Add(gridArray[x, y + 1]);
}
return gridObjects;
}
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);
}
}