using System; using UnityEngine; using Object = UnityEngine.Object; namespace Grid { public class GridSystemHex { private const float hexVerticalOffsetMultiplier = .75f; private readonly float cellSize; private readonly TGridObject[,] gridObjectArray; public GridSystemHex(int width, int height, float cellSize, Func, GridPosition, TGridObject> createGridObject) { Width = width; Height = height; this.cellSize = cellSize; gridObjectArray = new TGridObject[width, height]; for (int x = 0; x < width; x++) { for (int z = 0; z < height; z++) { gridObjectArray[x, z] = createGridObject(this, new(x, z)); } } } public int Height { get; } public int Width { get; } public Vector3 GetWorldPosition(GridPosition gridPosition) { return new Vector3(gridPosition.X, 0, 0) * cellSize + cellSize * hexVerticalOffsetMultiplier * new Vector3(0, 0, gridPosition.Z) + (gridPosition.Z % 2 == 1 ? cellSize * .5f * Vector3.right : Vector3.zero); } public GridPosition GetGridPosition(Vector3 worldPosition) { int x = Mathf.RoundToInt(worldPosition.x / cellSize); int z = Mathf.RoundToInt(worldPosition.z / cellSize); return new(x, z); } public void CreateDebugObjects(Transform debugPrefab) { for (int x = 0; x < Width; x++) { for (int z = 0; z < Height; z++) { GridPosition gridPosition = new(x, z); Transform debugTransform = Object.Instantiate(debugPrefab, GetWorldPosition(gridPosition), Quaternion.identity); GridDebugObject gridDebugObject = debugTransform.GetComponent(); gridDebugObject.SetGridObject(GetGridObject(gridPosition)); } } } public TGridObject GetGridObject(GridPosition gridPosition) => gridObjectArray[gridPosition.X, gridPosition.Z]; public bool IsValidGridPosition(GridPosition gridPosition) => gridPosition is { X: >= 0, Z: >= 0 } && gridPosition.X < Width && gridPosition.Z < Height; } }