Gameplay-Edit
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129
Assets/Scripts/Level/LevelBuilder.cs
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129
Assets/Scripts/Level/LevelBuilder.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Level
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{
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public class LevelBuilder : MonoBehaviour
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{
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// Static
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private static LevelBuilder instance;
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// Events
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public delegate void LevelDestroyedHandler();
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public event LevelDestroyedHandler LevelDestroyed;
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public delegate void LevelInitializedHandler();
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public event LevelInitializedHandler LevelInitialized;
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// Public
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public Sprite blockSprite;
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public Sprite environmentSprite;
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public Sprite groundSprite;
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public GameObject spritePrefab;
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public GameObject cratePrefab;
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public Grid grid;
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public LevelBuilderButtons levelBuilderButtons;
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// Private
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private int width;
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private int height;
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private LayoutCell[][] layout;
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private Vector3Int firstCellPos;
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// Properties
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public static LevelBuilder Instance => instance;
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// Methods
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private void Awake()
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{
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if (instance != null && instance != this)
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{
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Destroy(gameObject);
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return;
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}
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instance = this;
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}
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private void Update()
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{
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if (GameManager.Instance.currentState == GameState.Editing && Input.GetMouseButtonDown(0))
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{
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// Get the mouse position
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Vector3 mousePosition = Input.mousePosition;
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// Convert the mouse position to world space if needed
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Vector3 worldMousePosition = Camera.main.ScreenToWorldPoint(mousePosition);
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EditCellAt(worldMousePosition);
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}
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}
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public void CreateLayout(int w, int h)
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{
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LevelDestroyed?.Invoke();
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width = w;
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height = h;
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// Offset first cell by half of width and height
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firstCellPos = new Vector3Int(-width / 2, -height / 2, 0);
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layout = new LayoutCell[height][];
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for (int y = 0; y < height; y++)
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{
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layout[y] = new LayoutCell[width];
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for (int x = 0; x < width; x++)
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{
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Vector3Int cellPos = new Vector3Int(firstCellPos.x + x, firstCellPos.y + y, 0);
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layout[y][x] = new LayoutCell(cellPos, new Vector2Int(x, y));
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}
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}
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LevelInitialized?.Invoke();
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}
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public LayoutCell GetCellAt(Vector2Int layoutPosition)
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{
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// Check that cell with these indices exists in array
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// if (0 < layoutPosition.y < height && 0 < layoutPosition.x < width)
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if (layoutPosition.y >= 0 && layoutPosition.y < height && layoutPosition.x >= 0 && layoutPosition.x < width)
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{
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return layout[layoutPosition.y][layoutPosition.x];
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}
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else
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{
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return null;
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}
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}
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public LayoutCell WorldToLayoutCell(Vector3 worldPos)
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{
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Vector3Int cellPos = grid.WorldToCell(worldPos);
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Vector2Int layoutPosition = ((Vector2Int) (cellPos - firstCellPos));
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return GetCellAt(layoutPosition);
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}
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private void EditCellAt(Vector3 worldPos)
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{
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LayoutCell layoutCell = WorldToLayoutCell(worldPos);
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if (layoutCell == null)
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{
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return;
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}
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LevelBuilderButtons.PlacementOption placementOption = levelBuilderButtons.CurrentOption;
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layoutCell.ChangeEnv(placementOption);
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}
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}
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}
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