TurnBasedStrategyCourse/Assets/Scripts/Grid/GridSystemHex.cs

74 lines
3.3 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Grid {
public class GridSystemHex<TGridObject> {
private const float hexVerticalOffsetMultiplier = .75f;
private readonly float cellSize;
private readonly TGridObject[,] gridObjectArray;
public GridSystemHex(int width, int height, float cellSize, Func<GridSystemHex<TGridObject>, 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) {
//Get the rough GridPosition
GridPosition roughXZ = new(Mathf.RoundToInt(worldPosition.x / cellSize), Mathf.RoundToInt(worldPosition.z / cellSize / hexVerticalOffsetMultiplier));
//Get all neighbours
bool oddRow = roughXZ.Z % 2 == 1;
List<GridPosition> neighbourGridPositionList = new() {
roughXZ + new GridPosition(-1, 0),
roughXZ + new GridPosition(+1, 0),
roughXZ + new GridPosition(0, +1),
roughXZ + new GridPosition(0, -1),
roughXZ + new GridPosition(oddRow ? +1 : -1, +1),
roughXZ + new GridPosition(oddRow ? +1 : -1, -1),
};
//Find the closest neighbour
GridPosition closestGridPosition = roughXZ;
foreach (GridPosition neighbourGridPosition in neighbourGridPositionList) {
if (Vector3.Distance(worldPosition, GetWorldPosition(neighbourGridPosition)) < Vector3.Distance(worldPosition, GetWorldPosition(closestGridPosition)))
closestGridPosition = neighbourGridPosition;
}
return closestGridPosition;
}
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 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;
}
}