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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace BuildSystem
{
public class BuildSystemManager : MonoSingleton<BuildSystemManager>
{
[NonSerialized]
public MouseClick mouseClick;
public BuildTip buildTip;
[Header("地图大小")]
public Vector2Int mapSize;
[Header("grid大小")]
public int gridSize;
[Header("起始位置")]
public Vector3 startPos;
[Header("是否可以放置")]
public bool isCanPlace;
Grid[][] gridMap;
private PlaceObject_SO placeObject_SO;
[NonSerialized]
public PlaceObject placeObj;
public Material green;
public Material red;
[Header("用于初始化地图")]
public PlaceObject_SO t2up;
public PlaceObject_SO t2down;
public PlaceObject_SO h2;
public PlaceObject_SO t2left;
public PlaceObject_SO t2right;
public PlaceObject_SO v2;
public PlaceObject_SO[] w;
protected override void Awake()
{
base.Awake();
mouseClick = GetComponent<MouseClick>();
CreateTerrain();
CreatePlace(w[0], 0, 0);
CreatePlace(h2, 1, 0);
CreatePlace(h2, 2, 0);
CreatePlace(t2up, 3, 0);
CreatePlace(h2, 4, 0);
CreatePlace(h2, 5, 0);
CreatePlace(h2, 6, 0);
CreatePlace(h2, 7, 0);
CreatePlace(h2, 8, 0);
CreatePlace(h2, 9, 0);
CreatePlace(t2up, 10, 0);
CreatePlace(h2, 11, 0);
CreatePlace(h2, 12, 0);
CreatePlace(w[3], 13, 0);
CreatePlace(h2, 1, 7);
CreatePlace(h2, 2, 7);
CreatePlace(t2down, 3, 7);
CreatePlace(h2, 4, 7);
CreatePlace(h2, 5, 7);
CreatePlace(h2, 6, 7);
CreatePlace(h2, 7, 7);
CreatePlace(h2, 8, 7);
CreatePlace(h2, 9, 7);
CreatePlace(t2down, 10, 7);
CreatePlace(h2, 11, 7);
CreatePlace(h2, 12, 7);
CreatePlace(v2, 0, 1);
CreatePlace(t2right, 0, 2);
CreatePlace(v2, 0, 3);
CreatePlace(v2, 0, 4);
CreatePlace(t2left, 0, 5);
CreatePlace(v2, 0, 6);
CreatePlace(w[1], 0, 7);
CreatePlace(v2, 13, 1);
CreatePlace(t2left, 13, 2);
CreatePlace(v2, 13, 3);
CreatePlace(v2, 13, 4);
CreatePlace(t2right, 13, 5);
CreatePlace(v2, 13, 6);
CreatePlace(w[2], 13, 7);
gridMap[1][3].isPlace = true;
gridMap[7][5].isPlace = true;
gridMap[7][2].isPlace = true;
gridMap[8][2].isPlace = true;
gridMap[11][4].isPlace = true;
}
/// <summary>
/// 创建地形
/// </summary>
void CreateTerrain() {
//创建地图
gridMap = new Grid[mapSize.x][];
for (int i=0;i<mapSize.x;i++) {
gridMap[i] = new Grid[mapSize.y];
for (int j=0;j<mapSize.y;j++) {
Grid grid = new Grid(i,0,j);
gridMap[i][j] = grid;
if (i > 0) {
grid.BindLeftAndThis(gridMap[i - 1][j]);
}
if (j>0) {
grid.BindDownAndThis(gridMap[i][j - 1]);
}
CreateFlag();
}
}
}
/// <summary>
/// 创建一个当前选择的物体,用于指示器的更换
/// </summary>
/// <returns></returns>
PlaceObject CreatePlaceObject() {
Transform trans = Instantiate(placeObject_SO.prefab, transform);
PlaceObject obj = trans.gameObject.AddComponent<PlaceObject>();
obj.Init(placeObject_SO.nameString,
placeObject_SO.width, placeObject_SO.height, placeObject_SO.type,placeObject_SO.ishave);
obj.SetPosition(GetGridPos(mouseClick.MouseInGrid()));
return obj;
}
/// <summary>
/// 创建一个物体
/// </summary>
/// <param name="place"></param>
/// <param name="x"></param>
/// <param name="y"></param>
void CreatePlace(PlaceObject_SO place,int x,int y) {
Transform trans = Instantiate(place.prefab, transform);
PlaceObject obj = trans.gameObject.AddComponent<PlaceObject>();
obj.Init(place.nameString,
place.width, place.height, place.type, place.ishave);
obj.SetPosition(GetGridPos(new Vector3Int(x,0,y)));
gridMap[x][y].isPlace = true;
gridMap[x][y].type = place.type;
gridMap[x][y].isHaves = place.ishave;
}
/// <summary>
/// 创建grid标识
/// </summary>
void CreateFlag() {
}
/// <summary>
/// 改变当前的选择
/// </summary>
public void ChangeChoose(PlaceObject_SO placeObject_SO) {
this.placeObject_SO = placeObject_SO;
if (placeObj)
{
Destroy(placeObj.gameObject);
}
placeObj = CreatePlaceObject();
}
/// <summary>
/// 是否可以创建
/// </summary>
public bool isCanCreate()
{
//将自身大小记录
bool isCreateSuccess = true;
Vector3Int start = mouseClick.MouseInGrid();
if (start == new Vector3Int(-1, -1, -1) || gridMap[start.x][start.z].isPlace)
{
isCreateSuccess = false;
}
if (!isCreateSuccess)
{
buildTip.ShowTip("放置失败");
return false;
}
//判断类型是否可以放置
if (isCreateSuccess)
{
if (!gridMap[start.x][start.z].IsCanPlace(placeObj))
{
buildTip.ShowTip("周围放置类型不对");
return false;
}
}
return true;
}
/// <summary>
/// 判断是否可以创建,用于提示
/// </summary>
/// <returns></returns>
public bool isCanCreateToTip()
{
//将自身大小记录
bool isCreateSuccess = true;
Vector3Int start = mouseClick.MouseInGrid();
if (start == new Vector3Int(-1, -1, -1) || gridMap[start.x][start.z].isPlace)
{
isCreateSuccess = false;
}
if (!isCreateSuccess)
{
return false;
}
//判断类型是否可以放置
if (isCreateSuccess)
{
if (!gridMap[start.x][start.z].IsCanPlace(placeObj))
{
return false;
}
}
return true;
}
public Grid GetGrid(Vector3Int pos) {
return gridMap[pos.x][pos.z];
}
public Vector3 GetGridPos(Vector3Int pos) {
if (pos == new Vector3Int(-1, -1, -1)) {
return Vector3Int.zero;
}
return gridMap[pos.x][pos.z].pos;
}
private void Update()
{
//物体跟随鼠标
if (placeObj && isCanPlace) {
if (mouseClick.MouseInGrid() != new Vector3Int(-1,-1,-1))
{
placeObj.SetPosition(GetGridPos(mouseClick.MouseInGrid()));
}
}
////创建物体
if (Input.GetMouseButtonDown(0) && placeObj && isCanPlace && isCanCreate())
{
CreatePlace(placeObject_SO, mouseClick.MouseInGrid().x, mouseClick.MouseInGrid().z);
}
if (placeObj) {
Material[] materials = placeObj.GetComponent<MeshRenderer>().materials;
if (isCanCreateToTip())
{
placeObj.GetComponent<MeshRenderer>().materials = new Material[5] {
materials[0],
materials[1],
materials[2],
materials[3],
green
};
}
else {
placeObj.GetComponent<MeshRenderer>().materials = new Material[5] {
materials[0],
materials[1],
materials[2],
materials[3],
red
};
}
}
}
}
}