Created
June 8, 2021 12:32
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using System.Collections; | |
using UnityEngine; | |
using UnityEngine.Events; | |
using UnityEngine.UI; | |
[RequireComponent(typeof(BuildingGrid))] | |
public class Builder : MonoBehaviour | |
{ | |
[SerializeField] private EventStorage _eventStorage; | |
[SerializeField] private Timer _buildingTimerTemplate; | |
private BuildingGrid _buildingGrid; | |
private BuildingDrawing _currentBuildingDrawing; | |
private Building _currentBuilding; | |
private Camera _camera; | |
private Vector2Int _desiredPlace; | |
private bool _placingConfirm; | |
private ConfirmMenu _confirmMenu; | |
private bool _buildingAvailable; | |
public event UnityAction<BuildingDrawing> BuildingPlaced; | |
public event UnityAction BuildingCompleted; | |
private void Awake() | |
{ | |
_camera = Camera.main; | |
_buildingGrid = GetComponent<BuildingGrid>(); | |
} | |
public void StartPlacingBuilding(BuildingDrawing buildingDrawing) | |
{ | |
if (_currentBuilding != null) | |
{ | |
Destroy(_currentBuilding.gameObject); | |
} | |
_currentBuildingDrawing = buildingDrawing; | |
_currentBuilding = Instantiate(_currentBuildingDrawing.Template); | |
_currentBuilding.name = _currentBuilding.name.Replace("(Clone)", string.Empty); | |
_confirmMenu = _currentBuilding.GetComponentInChildren<ConfirmMenu>(); | |
_confirmMenu.BuildingConfirmed += OnConfirmBuilding; | |
_confirmMenu.BuildingRejected += OnBuildingRejected; | |
StartCoroutine(Placing()); | |
} | |
private IEnumerator Placing() | |
{ | |
while (_currentBuilding != null) | |
{ | |
var groundPlane = new Plane(Vector3.up, Vector3.zero); | |
Ray ray = _camera.ScreenPointToRay(Input.mousePosition); | |
if (groundPlane.Raycast(ray, out float position)) | |
{ | |
Vector3 worldPosition = ray.GetPoint(position); | |
int desiredPlaceX = Mathf.RoundToInt(worldPosition.x); | |
int desiredPlaceY = Mathf.RoundToInt(worldPosition.z); | |
_desiredPlace = new Vector2Int(desiredPlaceX, desiredPlaceY); | |
_buildingAvailable = CheckPlaceAvailability(_desiredPlace, _currentBuilding); | |
_currentBuilding.transform.position = new Vector3(_desiredPlace.x, 0, _desiredPlace.y); | |
_currentBuilding.SetTransparent(_buildingAvailable); | |
if (Input.GetKeyDown(KeyCode.Space)) | |
PlaceBuilding(); | |
} | |
yield return null; | |
} | |
} | |
private bool CheckPlaceAvailability(Vector2Int desiredPlace, Building currentBuilding) | |
{ | |
bool available = true; | |
if (desiredPlace.x < 0 || desiredPlace.x > _buildingGrid.GridSize.x - currentBuilding.Size.x) | |
available = false; | |
if (desiredPlace.y < 0 || desiredPlace.y > _buildingGrid.GridSize.x - currentBuilding.Size.y) | |
available = false; | |
if (available && _buildingGrid.IsPlaceTaken(desiredPlace.x, desiredPlace.y, _currentBuilding)) | |
available = false; | |
return available; | |
} | |
private void PlaceBuilding() | |
{ | |
if (_buildingAvailable) | |
{ | |
_buildingGrid.PlaceBuilding(_desiredPlace.x, _desiredPlace.y, _currentBuilding); | |
_currentBuilding.Activate(_currentBuildingDrawing, _eventStorage, _buildingTimerTemplate); | |
BuildingPlaced?.Invoke(_currentBuildingDrawing); | |
_currentBuilding.BuildingCompleted += OnBuildingCompleted; | |
ResetCurrentBuilding(); | |
} | |
} | |
private void OnBuildingCompleted(Building building) | |
{ | |
building.BuildingCompleted -= OnBuildingCompleted; | |
BuildingCompleted?.Invoke(); | |
} | |
private void CancelBuild() | |
{ | |
ResetCurrentBuilding(); | |
} | |
private void ResetCurrentBuilding() | |
{ | |
_confirmMenu.BuildingConfirmed -= OnConfirmBuilding; | |
_confirmMenu.BuildingRejected -= OnBuildingRejected; | |
Destroy(_confirmMenu.gameObject); | |
_currentBuilding = null; | |
_currentBuildingDrawing = null; | |
_buildingAvailable = false; | |
} | |
private void OnConfirmBuilding() | |
{ | |
PlaceBuilding(); | |
} | |
private void OnBuildingRejected() | |
{ | |
CancelBuild(); | |
} | |
} |
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if (_currentBuilding != null)
{
Destroy(_currentBuilding.gameObject);
}
if (available && _buildingGrid.IsPlaceTaken(desiredPlace.x, desiredPlace.y, _currentBuilding))
available = false;
Вот он, профессиональный coding-style