Files
industrialize-unity/Assets/Scripts/GridSystem/GridBuildingSystem.cs
2022-05-29 14:20:17 +02:00

238 lines
6.7 KiB
C#

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<GridObject> buildingGrid;
public int gridWidth;
public int gridHeight;
public float cellSize;
PlacedObjectTypeSO selectedPlacedObjectTypeSO;
Transform selectedGameObjectTransform;
public List<PlacedObjectTypeSO> DEBUG_OBJS = new List<PlacedObjectTypeSO>();
public class GridObject
{
int x, y;
bool isAccessable; // if true, can be placed on -> To limit the building area in the future
Grid<GridObject> grid;
PlacedObject placedObject;
public GridObject(Grid<GridObject> _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<GridObject>(gridWidth, gridHeight, cellSize, Vector3.zero, (Grid<GridObject> 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<Vector2Int> gridPositionList = selectedPlacedObjectTypeSO.GetGridPositionList(new Vector2Int(x, y));
if (CanBuild(gridPositionList))
{
selectedGameObjectTransform.gameObject.GetComponent<SpriteRenderer>().color = Color.white;
}
else
{
selectedGameObjectTransform.gameObject.GetComponent<SpriteRenderer>().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<Vector2Int> gridPositionList = placedObject.GetGridPositionList();
foreach (Vector2Int gridPosition in gridPositionList)
{
buildingGrid.GetGridObject(gridPosition.x, gridPosition.y).ClearPlacedObject();
}
}
}
bool CanBuild(List<Vector2Int> 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<Vector2Int> 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<PlacedObject>().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;
}
}