From 6451c901fdad2bc084104cbd93cb8fad22a161b6 Mon Sep 17 00:00:00 2001 From: Simon O'Shea Date: Mon, 31 Jul 2023 19:34:53 -0400 Subject: [PATCH] basic grid class implemented can set / un-set values on each cell. concrete foundation implemented --- .../Assets/Scenes/MainScene.unity | 2 +- .../Assets/Scripts/LogicGrid.cs | 72 ++++++++++++++++--- .../Assets/Scripts/TestingScript.cs | 20 +++++- 3 files changed, 83 insertions(+), 11 deletions(-) diff --git a/Pathfinding Visualizer/Assets/Scenes/MainScene.unity b/Pathfinding Visualizer/Assets/Scenes/MainScene.unity index cedc8ad..2be1b50 100644 --- a/Pathfinding Visualizer/Assets/Scenes/MainScene.unity +++ b/Pathfinding Visualizer/Assets/Scenes/MainScene.unity @@ -228,7 +228,7 @@ Camera: far clip plane: 1000 field of view: 60 orthographic: 1 - orthographic size: 20 + orthographic size: 60 m_Depth: -1 m_CullingMask: serializedVersion: 2 diff --git a/Pathfinding Visualizer/Assets/Scripts/LogicGrid.cs b/Pathfinding Visualizer/Assets/Scripts/LogicGrid.cs index 92eb7b8..e9dc790 100644 --- a/Pathfinding Visualizer/Assets/Scripts/LogicGrid.cs +++ b/Pathfinding Visualizer/Assets/Scripts/LogicGrid.cs @@ -10,15 +10,26 @@ public class LogicGrid private int height; private float cellSize; + private Vector3 originPosition; + + // Actual Grid Array private int[,] gridArray; - public LogicGrid(int width, int height, float cellSize) + // Debug Grid Array used for updating the text-objects + private TextMesh[,] debugTextArray; + + + + public LogicGrid(int width, int height, float cellSize, Vector3 originPosition) { this.width = width; this.height = height; this.cellSize = cellSize; + this.originPosition = originPosition; + gridArray = new int[width, height]; + debugTextArray = new TextMesh[width, height]; // Used to place cell values in middle of cell Vector3 textOffset = new Vector3(cellSize/2, cellSize/2); @@ -27,25 +38,70 @@ public class LogicGrid for(int x = 0; x < gridArray.GetLength(0); x++) for(int y = 0; y < gridArray.GetLength(1); y++) { - // Create text that shows the value of the number in the given cell. - CodeMonkey.Utils.UtilsClass.CreateWorldText(gridArray[x, y].ToString(), null, GetWorldPosition(x, y) + textOffset, 20, Color.white, TextAnchor.MiddleCenter); + // Create text that prints the value of a given cell inside of that cell. + debugTextArray[x, y] = CodeMonkey.Utils.UtilsClass.CreateWorldText(gridArray[x, y].ToString(), null, GetWorldPosition(x, y) + textOffset, 20, Color.white, TextAnchor.MiddleCenter); // Give the cells a visual representation (must enable gizmos to see) Debug.DrawLine(GetWorldPosition(x, y), GetWorldPosition(x + 1, y), Color.white, 100f); Debug.DrawLine(GetWorldPosition(x, y), GetWorldPosition(x, y + 1), Color.white, 100f); } - // Draw top-line for whole grid + // Draw top-line for whole grid, draw right-line for whole grid Debug.DrawLine(GetWorldPosition(0, height), GetWorldPosition(width, height), Color.white, 100f); - // Draw right-line for whole grid Debug.DrawLine(GetWorldPosition(width, 0), GetWorldPosition(width, height), Color.white, 100f); - } - // enables us to scale grid. cells would otherwise be 1x1 (very small) + + // Enables us to convert the array's (x,y) pair into the user's world-space (also used to scale grid in constructor) private Vector3 GetWorldPosition(int x, int y) { - return new Vector3(x, y) * this.cellSize; + return new Vector3(x, y) * this.cellSize + originPosition; + } + + private void getXY(Vector3 worldPosition, out int x, out int y) + { + x = Mathf.FloorToInt((worldPosition - originPosition).x / cellSize); + y = Mathf.FloorToInt((worldPosition - originPosition).y / cellSize); + } + + + // Set cell value based on world-location (enables user interaction) + public void SetValue(Vector3 worldPosition, int value) + { + int x, y; + getXY(worldPosition, out x, out y); + SetValue(x, y, value); + } + + // Set cell value based on array index + public void SetValue(int x, int y, int value) + { + if((x >= 0 && x < width) && (y >= 0 && y < height)) + { + // Set the value in the real grid + gridArray[x, y] = value; + + // Set the value in our debug mesh so that our Text on-screen gets updated + debugTextArray[x, y].text = gridArray[x, y].ToString(); + } + } + + // Get cell's value based on array index + public int GetValue(int x, int y) + { + if ((x >= 0 && x < width) && (y >= 0 && y < height)) + { + return gridArray[x, y]; + } + return 0; + } + + // Takes a world position, converts to array index, returns value held + public int GetValue(Vector3 worldPosition) + { + int x, y; + getXY(worldPosition, out x, out y); + return GetValue(x, y); } } diff --git a/Pathfinding Visualizer/Assets/Scripts/TestingScript.cs b/Pathfinding Visualizer/Assets/Scripts/TestingScript.cs index 51ee102..ec5517c 100644 --- a/Pathfinding Visualizer/Assets/Scripts/TestingScript.cs +++ b/Pathfinding Visualizer/Assets/Scripts/TestingScript.cs @@ -4,12 +4,28 @@ using UnityEngine; public class TestingScript : MonoBehaviour { + private LogicGrid grid; // Start is called before the first frame update private void Start() { - LogicGrid grid = new LogicGrid(4, 2, 10f); - + //Vector3 origin = new Vector3(0, 0); + grid = new LogicGrid(4, 2, 10f, new Vector3(0, 0)); } + private void Update() + { + if(Input.GetMouseButtonDown(0)) + { + grid.SetValue(CodeMonkey.Utils.UtilsClass.GetMouseWorldPosition(), 1); + } + if (Input.GetMouseButtonDown(1)) + { + grid.SetValue(CodeMonkey.Utils.UtilsClass.GetMouseWorldPosition(), 0); + } + if (Input.GetMouseButtonDown(2)) + { + Debug.Log(grid.GetValue(CodeMonkey.Utils.UtilsClass.GetMouseWorldPosition()).ToString()); + } + } }