43 lines
1.9 KiB
C#
43 lines
1.9 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace Grid {
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public class LevelGrid : MonoBehaviour {
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[SerializeField] private Transform GridDebugObjectPrefab;
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private GridSystem gridSystem;
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public static LevelGrid Instance { get; private set; }
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private void Awake() {
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if (Instance is not null) {
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Debug.LogError($"There is more than one LevelGrid! {transform} - {Instance}");
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Destroy(gameObject);
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return;
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}
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Instance = this;
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gridSystem = new(10, 10, 2f);
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gridSystem.CreateDebugObjects(GridDebugObjectPrefab);
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}
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public void AddUnitAtGridPosition(GridPosition gridPosition, Unit unit) => gridSystem.GetGridObject(gridPosition).UnitList.Add(unit);
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public List<Unit> GetUnitListAtGridPosition(GridPosition gridPosition) => gridSystem.GetGridObject(gridPosition).UnitList;
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private void RemoveUnitAtGridPosition(GridPosition gridPosition, Unit unit) => gridSystem.GetGridObject(gridPosition).UnitList.Remove(unit);
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public GridPosition GetGridPosition(Vector3 worldPosition) => gridSystem.GetGridPosition(worldPosition);
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public Vector3 GetWorldPosition(GridPosition gridPosition) => gridSystem.GetWorldPosition(gridPosition);
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public bool IsValidGridPosition(GridPosition gridPosition) => gridSystem.IsValidGridPosition(gridPosition);
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public int GetWidth() => gridSystem.Width;
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public int GetHeight() => gridSystem.Height;
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public void UnitMovedGridPosition(Unit unit, GridPosition fromGridPosition, GridPosition toGridPosition) {
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RemoveUnitAtGridPosition(fromGridPosition, unit);
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AddUnitAtGridPosition(toGridPosition, unit);
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}
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public bool HasAnyUnitOnGridPosition(GridPosition gridPosition) => gridSystem.GetGridObject(gridPosition).UnitList.Count > 0;
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}
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} |