using System.Collections; using System.Collections.Generic; using UnityEngine; namespace BuildSystem { public class Grid { public int x { get; } public int y { get; } public int z { get; } public Vector3Int logicPos; public Grid up; public Grid down; public Grid left; public Grid right; public IsHave[] isHaves = new IsHave[4] { IsHave.None, IsHave.None , IsHave.None , IsHave.None }; public Vector3 pos { get; } public bool isPlace = false; public PlaceObjectType type = PlaceObjectType.None; public Grid(Vector3Int logicPos) { this.logicPos = logicPos; x = this.logicPos.x; y = this.logicPos.y; z = this.logicPos.z; float gridSize = BuildSystemManager.Instance.gridSize; pos = BuildSystemManager.Instance.startPos + new Vector3( gridSize / 2 + x * gridSize, 0, gridSize / 2 + z * gridSize); up = null; down = null; left = null; right = null; type = PlaceObjectType.None; } public Grid(int x,int y ,int z) { this.x = x; this.y = y; this.z = z; logicPos = new Vector3Int(x,y,z); ; float gridSize = BuildSystemManager.Instance.gridSize; pos = BuildSystemManager.Instance.startPos + new Vector3( gridSize / 2 + x * gridSize, 0, gridSize / 2 + z * gridSize); up = null; down = null; left = null; right = null; type = PlaceObjectType.None; } } }