mirror of
https://github.com/kuhyx/WUT_Computer_Science.git
synced 2026-07-04 19:23:03 +02:00
185 lines
5.1 KiB
C#
185 lines
5.1 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.Tilemaps;
|
|
|
|
public class TilemapManager : MonoBehaviour
|
|
{
|
|
public enum TileState
|
|
{
|
|
free,
|
|
taken,
|
|
outOfBounds
|
|
}
|
|
|
|
public struct Tile
|
|
{
|
|
public Soldier standingSoldier;
|
|
}
|
|
|
|
[Header("Common Values")]
|
|
|
|
[SerializeField] private Vector2Int mapSize = new Vector2Int(5,5);
|
|
[SerializeField] private Vector3 WORLD_SPACE_OFFSET = new Vector3(0.5f, 1f, 0.5f);
|
|
|
|
[Header("Soldiers values")]
|
|
|
|
[SerializeField] private Vector2Int[] soldierStartingPositions = null;
|
|
|
|
[Header("Enemies values")]
|
|
|
|
[SerializeField] private Vector2Int[] enemyStartingPositions = null;
|
|
|
|
[Header("References")]
|
|
|
|
[SerializeField] private Tilemap tilemap = null;
|
|
[SerializeField] private GameObject soldierPrefab = null;
|
|
|
|
// private (do not edit) variables
|
|
|
|
[Header("Debug (do not change)")]
|
|
|
|
private Tile[,] tiles = null;
|
|
|
|
// ---------- Unity messages
|
|
|
|
private void Awake()
|
|
{
|
|
tiles = new Tile[mapSize.x, mapSize.y];
|
|
}
|
|
|
|
private void Start()
|
|
{
|
|
foreach (Vector2Int vec in soldierStartingPositions)
|
|
SpawnSoldier(vec.x, vec.y, true);
|
|
foreach (Vector2Int vec in enemyStartingPositions)
|
|
SpawnSoldier(vec.x, vec.y, false);
|
|
}
|
|
|
|
private void OnValidate()
|
|
{
|
|
for (int i=0; i< soldierStartingPositions.Length; i++)
|
|
{
|
|
if (soldierStartingPositions[i].x < 0)
|
|
soldierStartingPositions[i].x = 0;
|
|
if (soldierStartingPositions[i].y < 0)
|
|
soldierStartingPositions[i].y = 0;
|
|
if (soldierStartingPositions[i].x >= mapSize.x)
|
|
soldierStartingPositions[i].x = mapSize.x - 1;
|
|
if (soldierStartingPositions[i].y >= mapSize.y)
|
|
soldierStartingPositions[i].y = mapSize.y - 1;
|
|
}
|
|
|
|
for (int i = 0; i < enemyStartingPositions.Length; i++)
|
|
{
|
|
if (enemyStartingPositions[i].x < 0)
|
|
enemyStartingPositions[i].x = 0;
|
|
if (enemyStartingPositions[i].y < 0)
|
|
enemyStartingPositions[i].y = 0;
|
|
if (enemyStartingPositions[i].x >= mapSize.x)
|
|
enemyStartingPositions[i].x = mapSize.x - 1;
|
|
if (enemyStartingPositions[i].y >= mapSize.y)
|
|
enemyStartingPositions[i].y = mapSize.y - 1;
|
|
}
|
|
}
|
|
|
|
// ---------- public functions
|
|
|
|
public bool SpawnSoldier(int x, int y, bool isAlly)
|
|
{
|
|
if (GetTileState(x, y) != TileState.free)
|
|
return false;
|
|
|
|
tiles[x, y].standingSoldier = Instantiate(soldierPrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, Quaternion.identity).GetComponent<Soldier>();
|
|
|
|
if (isAlly)
|
|
tiles[x, y].standingSoldier.setOwnTag(Soldier.SoldierType.Ally);
|
|
else
|
|
tiles[x, y].standingSoldier.setOwnTag(Soldier.SoldierType.Enemy);
|
|
|
|
if (tiles[x, y].standingSoldier != null)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
public bool DespawnSoldier(int x, int y)
|
|
{
|
|
if (GetTileState(x, y) != TileState.taken)
|
|
return false;
|
|
|
|
Destroy(tiles[x, y].standingSoldier.gameObject);
|
|
tiles[x, y].standingSoldier = null;
|
|
Debug.Log("Despaned a soldier");
|
|
|
|
return true;
|
|
}
|
|
|
|
public Soldier GetSoldier(int x, int y)
|
|
{
|
|
if (GetTileState(x, y) != TileState.taken)
|
|
return null;
|
|
|
|
return tiles[x,y].standingSoldier;
|
|
}
|
|
|
|
public Soldier[] GetAllSoldiers()
|
|
{
|
|
List<Soldier> list = new List<Soldier>();
|
|
|
|
foreach (Tile obj in tiles)
|
|
{
|
|
if (obj.standingSoldier != null)
|
|
list.Add(obj.standingSoldier);
|
|
}
|
|
|
|
return list.ToArray();
|
|
}
|
|
|
|
public bool MoveSoldier(int x1, int y1, int x2, int y2)
|
|
{
|
|
if (GetTileState(x1, y1) == TileState.taken && GetTileState(x2, y2) == TileState.free)
|
|
{
|
|
tiles[x2, y2].standingSoldier = tiles[x1, y1].standingSoldier;
|
|
tiles[x1, y1].standingSoldier = null;
|
|
|
|
tiles[x2, y2].standingSoldier.transform.position = tilemap.CellToWorld(new Vector3Int(x2, y2, 0));
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// ---------- private methods
|
|
|
|
private TileState GetTileState(int x, int y)
|
|
{
|
|
if (x < 0 || y < 0 || x >= mapSize.x || y >= mapSize.y)
|
|
return TileState.outOfBounds;
|
|
|
|
if (tiles[x, y].standingSoldier == null)
|
|
return TileState.free;
|
|
|
|
return TileState.taken;
|
|
}
|
|
|
|
public TileState GetTileFromWorldCoords(Vector3 worldCoords, out Tile selectedTile, out int x, out int y)
|
|
{
|
|
Vector3Int tilemapCoords = tilemap.WorldToCell(worldCoords);
|
|
TileState tileState = GetTileState(tilemapCoords.x, tilemapCoords.y);
|
|
x = tilemapCoords.x;
|
|
y = tilemapCoords.y;
|
|
|
|
if (tileState == TileState.outOfBounds)
|
|
{
|
|
selectedTile = new Tile();
|
|
return TileState.outOfBounds;
|
|
}
|
|
// valid tile selected
|
|
selectedTile = tiles[tilemapCoords.x, tilemapCoords.y];
|
|
return tileState;
|
|
|
|
}
|
|
}
|