basic grid class implemented

can set / un-set values on each cell. concrete foundation implemented
This commit is contained in:
Simon O'Shea
2023-07-31 19:34:53 -04:00
parent 5f9e8f979d
commit 6451c901fd
3 changed files with 83 additions and 11 deletions
@@ -228,7 +228,7 @@ Camera:
far clip plane: 1000 far clip plane: 1000
field of view: 60 field of view: 60
orthographic: 1 orthographic: 1
orthographic size: 20 orthographic size: 60
m_Depth: -1 m_Depth: -1
m_CullingMask: m_CullingMask:
serializedVersion: 2 serializedVersion: 2
@@ -10,15 +10,26 @@ public class LogicGrid
private int height; private int height;
private float cellSize; private float cellSize;
private Vector3 originPosition;
// Actual Grid Array
private int[,] gridArray; 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.width = width;
this.height = height; this.height = height;
this.cellSize = cellSize; this.cellSize = cellSize;
this.originPosition = originPosition;
gridArray = new int[width, height]; gridArray = new int[width, height];
debugTextArray = new TextMesh[width, height];
// Used to place cell values in middle of cell // Used to place cell values in middle of cell
Vector3 textOffset = new Vector3(cellSize/2, cellSize/2); 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 x = 0; x < gridArray.GetLength(0); x++)
for(int y = 0; y < gridArray.GetLength(1); y++) for(int y = 0; y < gridArray.GetLength(1); y++)
{ {
// Create text that shows the value of the number in the given cell. // Create text that prints the value of a given cell inside of that cell.
CodeMonkey.Utils.UtilsClass.CreateWorldText(gridArray[x, y].ToString(), null, GetWorldPosition(x, y) + textOffset, 20, Color.white, TextAnchor.MiddleCenter); 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) // 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 + 1, y), Color.white, 100f);
Debug.DrawLine(GetWorldPosition(x, y), GetWorldPosition(x, y + 1), 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); 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); 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) 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);
} }
} }
@@ -4,12 +4,28 @@ using UnityEngine;
public class TestingScript : MonoBehaviour public class TestingScript : MonoBehaviour
{ {
private LogicGrid grid;
// Start is called before the first frame update // Start is called before the first frame update
private void Start() 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());
}
}
} }