163 lines
4.8 KiB
C#
163 lines
4.8 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Tilemaps;
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public class NodeMap : MonoBehaviour
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{
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public Vector2Int mapSize;
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public Node[,] nodeGrid = new Node[0,0];
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public float cellSize;
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public TileData[] TileDatas;
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public Dictionary<TileBase, TileData> DataFromTiles = new Dictionary<TileBase, TileData>();
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public bool hasEverRun = false;
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public Tilemap tilemap;
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// Start is called before the first frame update
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void Start()
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{
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DataFromTiles = new Dictionary<TileBase, TileData>();
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foreach (var tileData in TileDatas)
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{
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foreach (var tile in tileData.Tiles)
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{
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DataFromTiles.Add(tile, tileData);
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}
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}
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hasEverRun = true;
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CreateNodes();
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TileCheck();
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}
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public void Generate()
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{
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DataFromTiles = new Dictionary<TileBase, TileData>();
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foreach (var tileData in TileDatas)
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{
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foreach (var tile in tileData.Tiles)
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{
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DataFromTiles.Add(tile, tileData);
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}
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}
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hasEverRun = true;
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CreateNodes();
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TileCheck();
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}
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public void TileCheck()
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{
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foreach (var n in nodeGrid)
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{
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Vector2Int gridPosition = n.gridPosition;
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Vector3Int TileGridPosition = tilemap.WorldToCell(n.worldPosition);
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TileBase Tile = tilemap.GetTile(TileGridPosition);
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if (Tile == null) continue;
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if (!DataFromTiles.ContainsKey(Tile))
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{
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continue;
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}
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n.walkable = DataFromTiles[Tile].walkable;
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}
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void TeleportTo(GameObject g, Node node)
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{
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g.transform.position = node.worldPosition;
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}
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public List<Node> GetNeighbours(Node node)
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{
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List<Node> neighbours = new List<Node>();
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for (int x = -1; x <= 1; x++)
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{
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for (int y = -1; y <= 1; y++)
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{
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if (x == 0 && y == 0)
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continue;
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int checkX = node.gridPosition.x + x;
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int checkY = node.gridPosition.y + y;
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if (checkX >= 0 && checkX < mapSize.x && checkY >= 0 && checkY < mapSize.y)
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{
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Node item = nodeGrid[checkX, checkY];
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neighbours.Add(item);
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}
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}
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}
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return neighbours;
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}
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public void CreateNodes()
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{
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nodeGrid = new Node[mapSize.x, mapSize.y];
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for (int x = 0; x < nodeGrid.GetLength(0); x++)
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{
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for (int y = 0; y < nodeGrid.GetLength(1); y++)
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{
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Vector2Int gridPosition = new Vector2Int(x, y);
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nodeGrid[x, y] = new Node(gridPosition, GetWorldPosition(gridPosition));
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Vector3Int TileGridPosition = tilemap.WorldToCell(nodeGrid[x,y].worldPosition);
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TileBase Tile = tilemap.GetTile(TileGridPosition);
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//nodeGrid[x, y].walkable = DataFromTiles[Tile].walkable;
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}
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}
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}
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public Node NodeFromWorldPoint(Vector2 worldPosition)
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{
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float percentX = (worldPosition.x + mapSize.x / 2) / mapSize.x;
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float percentY = (worldPosition.y + mapSize.y / 2) / mapSize.y;
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percentX = Mathf.Clamp01(percentX);
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percentY = Mathf.Clamp01(percentY);
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int x = Mathf.RoundToInt((mapSize.x - 1) * percentX);
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int y = Mathf.RoundToInt((mapSize.y - 1) * percentY);
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return nodeGrid[x, y];
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}
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public Vector3 GetWorldPosition(Vector2Int position)
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{
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Vector3 worldBottomLeft = transform.position - (Vector3.right * (mapSize.x / 2)) - (Vector3.up * (mapSize.y / 2));
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Vector3 worldPoint = worldBottomLeft + (Vector3.right * position.x) + (Vector3.up * position.y);
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Vector3 cellSizeOffset = new Vector3(cellSize / 2, cellSize / 2, 0);
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return worldPoint * cellSize + cellSizeOffset;
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}
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public bool showIndividualNodes;
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public void OnDrawGizmos()
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{
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Gizmos.DrawWireCube(transform.position,new Vector3(mapSize.x,mapSize.y,1) * cellSize);
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if (!showIndividualNodes)
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{
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return;
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}
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foreach (var n in nodeGrid)
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{
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Vector3 size = Vector3.one * cellSize;
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Gizmos.DrawWireCube(n.worldPosition, size);
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}
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}
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}
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