TurnBasedStrategyCourse/Assets/Scripts/Grid/GridSystem.cs

43 lines
1.8 KiB
C#

using UnityEngine;
namespace Grid {
public class GridSystem {
private readonly float cellSize;
private readonly GridObject[,] gridObjectArray;
public GridSystem(int width, int height, float cellSize) {
this.Width = width;
this.Height = height;
this.cellSize = cellSize;
gridObjectArray = new GridObject[width, height];
for (int x = 0; x < width; x++) {
for (int z = 0; z < height; z++) {
gridObjectArray[x, z] = new(this, new(x, z));
}
}
}
public int Height { get; }
public int Width { get; }
public Vector3 GetWorldPosition(GridPosition gridPosition) => new Vector3(gridPosition.X, 0, gridPosition.Z) * cellSize;
public GridPosition GetGridPosition(Vector3 worldPosition) => new(Mathf.RoundToInt(worldPosition.x / cellSize), Mathf.RoundToInt(worldPosition.z / cellSize));
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>();
gridDebugObject.SetGridObject(GetGridObject(gridPosition));
}
}
}
public GridObject 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;
}
}