WUT_Computer_Science/theProject/Assets/Scripts/Managers/TilemapManager.cs
2022-05-17 22:22:04 +02:00

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;
}
}