using System.Collections; using System.Collections.Generic; using UnityEngine; using System; // INSPIRED BY "CODE MONKEY" ON YOUTUBE public class LogicGrid { private int width; private int height; private float cellSize; private Vector3 originPosition; // Actual Grid Array private int[,] gridArray; // Debug Grid Array used for updating the text-objects private TextMesh[,] debugTextArray; public event EventHandler OnGridValueChanged; public class OnGridValueChangedEventArgs : EventArgs { public int x; public int y; } 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); // Visualize the grid for(int x = 0; x < gridArray.GetLength(0); x++) for(int y = 0; y < gridArray.GetLength(1); y++) { // 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 right-line for whole grid Debug.DrawLine(GetWorldPosition(0, height), GetWorldPosition(width, height), Color.white, 100f); Debug.DrawLine(GetWorldPosition(width, 0), GetWorldPosition(width, height), Color.white, 100f); } // Enables us to convert the array's (x,y) pair into the user's world-space (also used to scale grid in constructor) public Vector3 GetWorldPosition(int x, int y) { return new Vector3(x, y) * this.cellSize + this.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(); if (OnGridValueChanged != null) OnGridValueChanged(this, new OnGridValueChangedEventArgs { x = x, y = y }); } } // 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); } public int GetHeight() { return this.height; } public int GetWidth() { return this.width; } public float GetCellSize() { return this.cellSize; } public void reset() { gridArray = new int[width, height]; if (OnGridValueChanged != null) OnGridValueChanged(this, new OnGridValueChangedEventArgs { x = -1, y = -1 }); } }