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GridMaker.cs
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GridMaker.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GridMaker : MonoBehaviour {
public GameObject gridPrefab;
public int row = 10;
public int col = 10;
Transform selected_tile;
public Transform selected_tile_2;
public bool in_range;
public int prev_x;
public int prev_z;
private Block[] heights;
private bool heights_init;
public Slider s;
public GameObject grid;
private bool editmode;
public Toggle editmode_switch;
private int scale;
public GameObject B;
public bool grid_init;
void Start(){
//editmode = false;
grid_init = false;
editmode_switch.isOn = false;
toggle_grid ();
}
public void StartScript (int on) {
scale = 2;
prev_x = -1 * scale;
prev_z = -1 * scale;
heights_init = false;
if (!grid_init) {
Debug.Log ("running start script, making new grid");
grid_init = true;
MakeGrid ();
}
//editmode_switch.isOn = true;
//toggle_grid ();
}
void MakeGrid(){
Transform grid_t = grid.transform;
for (int r = 0; r < row; r++)
{
for (int c = 0; c < col; c++)
{ Instantiate (gridPrefab, scale * (new Vector3(r -row/2, 0, c- col/2)), new Quaternion(0, 0, 0, 1), grid_t);
GameObject clone = Instantiate (gridPrefab, 2 * (new Vector3(r -row/2, 0, c- col/2)), new Quaternion(0, 0, 0, 1), grid_t);
clone.transform.localEulerAngles = new Vector3(180f, 0f, 0f);
}
}
B.transform.localEulerAngles = new Vector3(90f, 0f, 0f);
B.transform.localPosition = new Vector3(0f, row/2, -3f);
}
void SetTargetInvisible(GameObject Target)
{
foreach (Transform aaa in Target.transform)
if (aaa.gameObject.GetComponent<Renderer>())
aaa.gameObject.GetComponent<Renderer>().enabled = false;
}
void SetTargetVisible(GameObject Target)
{
foreach (Transform aaa in Target.transform)
if (aaa.gameObject.GetComponent<Renderer>())
aaa.gameObject.GetComponent<Renderer>().enabled = true;
}
public void toggle_grid(){
Debug.Log ("toggle toggle");
if (editmode_switch.isOn) {
grid.SetActive (true);
selected_tile_2.gameObject.SetActive (true);
editmode = true;
// editmode = true;-0
// grid.GetComponent<Renderer>().enabled = true;
// GameObject.Find ("selected_2").GetComponent<Renderer>().enabled = true;
// SetTargetVisible(GameObject.Find ("selected_2"));
// SetTargetVisible (grid);
} else {
editmode =false;
grid.SetActive (false);
selected_tile_2.gameObject.SetActive (false);
// SetTargetInvisible(GameObject.Find ("selected_2"));
// SetTargetInvisible (grid);
}
}
public void init_heights(Block[] b){
heights = b;
heights_init = true;
}
public int single_dim_index(int x, int z){
return x * 10 + z;
}
public void positionPlane(){
float pos = s.value;
B.transform.localPosition = new Vector3(0f, 0f, pos);
}
void Update () {
if (!editmode) {
return;
}
Vector3 Cposition = Camera.main.gameObject.transform.position;
float rot = Camera.main.gameObject.transform.eulerAngles.y;
int x = (int)Mathf.Round(Cposition.x);
int z = (int)Mathf.Round(Cposition.z) * 2;
float y = 0.01f;
//front
if (rot > 337.5f || rot <= 22.5f) {
z++;
}
//front right
else if (rot > 22.5f && rot <= 67.5f) {
x++;
z++;
}
//right
else if (rot > 67.5f && rot <= 112.5f) {
x++;
}
//right bottom
else if (rot > 112.5f && rot <= 157.5f) {
x++;
z--;
}
//bottom
else if (rot > 157.5f && rot <= 202.5f) {
z--;
//z2--;
}
//bottom left
else if (rot > 202.5f && rot <= 247.5f) {
z--;
x--;
}
//left
else if (rot > 247.5f && rot <= 292.5f) {
x--;
}
//front left
else if (rot > 292.5f && rot <= 337.5f) {
z++;
x--;
}
if (x >= -row / 2 && x < row / 2 && z >= -col / 2 && z < col / 2) {
if (heights_init) {
y += heights[single_dim_index(x + row/2, z + col/2)].height;
//Debug.Log (y);
}
prev_x = x;
prev_z = z;
selected_tile_2.localPosition = (new Vector3 (2 * x, y, 2 * z));
in_range = true;
} else {
in_range = false;
}
}
}
//int x2 = (int)Mathf.Round(relativePosition.x) + row/2;
//int z2 = (int)Mathf.Round(relativePosition.z) + col/2;
//Vector3 relativePosition = Camera.main.transform.InverseTransformDirection
// (Cposition - GameObject.Find ("Building").transform.position);
////Debug.Log (Cposition + " rel:" + relativePosition) ;