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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
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public class LevelEditor : Singleton<LevelEditor> { | ||
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public bool buildMode; | ||
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public bool generateGround; | ||
public GameObject ground; | ||
public Vector3 groundSize; | ||
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public GameObject hollowCube; | ||
public LayerMask layerMask; | ||
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public GameObject cube; | ||
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public bool selectAll; | ||
public List<GameObject> selected; | ||
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public bool quickAction = true; | ||
Vector3 buildDirection; | ||
int buildLevel; | ||
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public Mesh initialMesh; | ||
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void Start() | ||
{ | ||
initialMesh = hollowCube.GetComponent<MeshFilter>().mesh; | ||
if (generateGround) | ||
{ | ||
GameObject groundParent = new GameObject("Ground"); | ||
for (int x = 0; x < groundSize.x; x++) | ||
{ | ||
for (int y = 0; y < groundSize.y; y++) | ||
{ | ||
Vector3 spawnLoc = transform.position + Vector3.left * groundSize.x / 2; | ||
spawnLoc += Vector3.forward * groundSize.y / 2; | ||
spawnLoc.x += x; spawnLoc.z -= y; | ||
GameObject newGround = Instantiate(ground, spawnLoc, transform.rotation) as GameObject; | ||
newGround.transform.SetParent(groundParent.transform); | ||
newGround.layer = 11; | ||
newGround.GetComponent<Renderer>().enabled = false; | ||
} | ||
} | ||
GameObject groundModel = Instantiate(ground, Vector3.zero, transform.rotation) as GameObject; | ||
groundModel.transform.localScale = new Vector3(groundSize.x, 1, groundSize.y); | ||
groundModel.GetComponent<BoxCollider>().enabled = false; | ||
} | ||
} | ||
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void Update() | ||
{ | ||
if (Input.GetKeyDown(KeyCode.B)) | ||
{ | ||
buildMode = !buildMode; | ||
} | ||
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PlayerViewPoint(); | ||
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if (buildMode) | ||
{ | ||
Control(); | ||
SpawnCube(); | ||
Selected(); | ||
} | ||
} | ||
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void Control() | ||
{ | ||
if (Input.GetKeyDown(KeyCode.Q)) | ||
{ | ||
selectAll = !selectAll; | ||
if (!selectAll) | ||
{ | ||
ClearSelected(); | ||
} | ||
} | ||
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if (Input.GetKeyDown(KeyCode.E)) | ||
{ | ||
quickAction = !quickAction; | ||
} | ||
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if (quickAction) | ||
{ | ||
if (Input.GetKeyDown(KeyCode.Home)) | ||
{ | ||
buildLevel = 1; | ||
} | ||
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if (Input.GetKeyDown(KeyCode.PageUp)) | ||
{ | ||
buildLevel++; | ||
} | ||
if (Input.GetKeyDown(KeyCode.PageDown)) | ||
{ | ||
buildLevel--; | ||
} | ||
if (buildLevel < 1) buildLevel = 1; | ||
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if (Input.GetKeyDown(KeyCode.UpArrow)) | ||
{ | ||
buildDirection = Vector3.up; | ||
} | ||
if (Input.GetKeyDown(KeyCode.DownArrow)) | ||
{ | ||
buildDirection = Vector3.down; | ||
} | ||
if (Input.GetKeyDown(KeyCode.LeftArrow)) | ||
{ | ||
if (buildDirection == Vector3.left) | ||
{ | ||
buildDirection = Vector3.back; | ||
} | ||
else | ||
{ | ||
buildDirection = Vector3.left; | ||
} | ||
} | ||
if (Input.GetKeyDown(KeyCode.RightArrow)) | ||
{ | ||
if (buildDirection == Vector3.right) | ||
{ | ||
buildDirection = Vector3.forward; | ||
} | ||
else | ||
{ | ||
buildDirection = Vector3.right; | ||
} | ||
} | ||
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for (int i = 0; i < selected.Count; i++) | ||
{ | ||
Transform[] trans = selected[i].GetComponentsInChildren<Transform>(); | ||
trans[trans.Length - 1].position = selected[i].transform.position + (buildDirection * buildLevel); | ||
} | ||
} | ||
} | ||
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void Selected() | ||
{ | ||
for (int i = 0; i < selected.Count; i++) | ||
{ | ||
if (!selected[i]) selected.Remove(selected[i]); | ||
else | ||
{ | ||
MeshRenderer[] rends = selected[i].GetComponentsInChildren<MeshRenderer>(); | ||
rends[rends.Length - 1].enabled = true; | ||
} | ||
} | ||
} | ||
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void ClearSelected() | ||
{ | ||
for (int i = 0; i < selected.Count; i++) | ||
{ | ||
MeshRenderer[] rends = selected[i].GetComponentsInChildren<MeshRenderer>(); | ||
rends[rends.Length - 1].enabled = false; | ||
} | ||
selected = new List<GameObject>(); | ||
} | ||
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void SpawnCube() | ||
{ | ||
if (Input.GetKeyDown(KeyCode.Return)) | ||
{ | ||
if (quickAction) | ||
{ | ||
List<GameObject> newSelected = new List<GameObject>(); | ||
for (int i = 0; i < selected.Count; i++) | ||
{ | ||
if (Input.GetKey(KeyCode.LeftShift)) | ||
newSelected.Add(selected[i]); | ||
GameObject finalCube = null; | ||
for (int y = 1; y < buildLevel+1; y++) | ||
{ | ||
GameObject newCube = Instantiate(cube, selected[i].transform.position + (buildDirection * y), transform.rotation) as GameObject; | ||
AssignCube(newCube); | ||
finalCube = newCube; | ||
if (Input.GetKey(KeyCode.LeftShift)) | ||
newSelected.Add(finalCube); | ||
} | ||
if (!Input.GetKey(KeyCode.LeftShift)) | ||
newSelected.Add(finalCube); | ||
} | ||
ClearSelected(); | ||
selected = newSelected; | ||
//quickAction = false; | ||
buildDirection = Vector3.zero; | ||
} | ||
} | ||
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if (Input.GetMouseButtonDown(0)) | ||
{ | ||
{ | ||
if (hollowCube.activeSelf) | ||
{ | ||
//increase/decrease amount of cubes spawned | ||
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GameObject newCube = Instantiate(cube, hollowCube.transform.position, transform.rotation) as GameObject; | ||
AssignCube(newCube); | ||
if (selectAll) | ||
{ | ||
selected.Add(newCube); | ||
} | ||
} | ||
} | ||
} | ||
} | ||
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void AssignCube(GameObject cube) | ||
{ | ||
GameObject store = GameObject.Find("Store"); | ||
cube.transform.SetParent(store.transform); | ||
cube.name = "Cube"; | ||
} | ||
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void PlayerViewPoint() | ||
{ | ||
if (buildMode || Player.Instance.GetComponent<PlayerInventory>().inventoryMode) { | ||
Vector3 direction = Manager.Instance.cam.transform.TransformDirection(Vector3.forward); | ||
RaycastHit hit; | ||
if (Physics.Raycast(Manager.Instance.cam.transform.position, direction, out hit, 10, Manager.Instance.playerVisible) && hit.collider.gameObject.layer == 11) | ||
{ | ||
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hollowCube.SetActive(true); | ||
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Vector3 scale = hit.transform.localScale; | ||
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Vector3 cubeSideDirection = Vector3.zero; | ||
cubeSideDirection = GetSideDirection(cubeSideDirection, hit.point.x, hit.transform.position.x, Vector3.right, scale.x / 2); | ||
cubeSideDirection = GetSideDirection(cubeSideDirection, hit.point.y, hit.transform.position.y, Vector3.up, scale.x / 2); | ||
cubeSideDirection = GetSideDirection(cubeSideDirection, hit.point.z, hit.transform.position.z, Vector3.forward, scale.z / 2); | ||
hollowCube.transform.position = cubeSideDirection + hit.transform.position; | ||
hollowCube.transform.position += hit.collider.gameObject.GetComponent<BoxCollider>().bounds.center - hit.transform.position; | ||
Manager.Instance.PlaceItem(hollowCube); | ||
Manager.Instance.ColliderToModelSize(hollowCube); | ||
if (Input.GetMouseButtonDown(1) && buildMode) | ||
{ | ||
Destroy(hit.transform.gameObject); | ||
} | ||
} | ||
else | ||
{ | ||
hollowCube.SetActive(false); | ||
} | ||
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} | ||
else | ||
{ | ||
hollowCube.SetActive(false); | ||
} | ||
} | ||
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public Vector3 GetSideDirection(Vector3 currentDirection, float hitPointAxis, float objectPosAxis, Vector3 direction, float scale) | ||
{ | ||
if (currentDirection == Vector3.zero) | ||
{ | ||
if (hitPointAxis >= objectPosAxis + scale) | ||
{ | ||
return direction; | ||
} | ||
if (hitPointAxis <= objectPosAxis - scale) | ||
{ | ||
return -direction; | ||
} | ||
return Vector3.zero; | ||
} else | ||
{ | ||
return currentDirection; | ||
} | ||
} | ||
} |