add grid manager
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@@ -0,0 +1,145 @@
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/*
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------------------- Code Monkey -------------------
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Thank you for downloading this package
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I hope you find it useful in your projects
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If you have any questions let me know
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Cheers!
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unitycodemonkey.com
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--------------------------------------------------
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*/
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using System;
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using UnityEngine;
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public class GridXZ<TGridObject>
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{
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public event EventHandler<OnGridObjectChangedEventArgs> OnGridObjectChanged;
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public class OnGridObjectChangedEventArgs : EventArgs
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{
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public int x;
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public int z;
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}
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private int width;
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private int height;
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private float cellSize;
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private Vector3 originPosition;
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private TGridObject[,] gridArray;
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public GridXZ(int width, int height, float cellSize, Vector3 originPosition, Func<GridXZ<TGridObject>, int, int, TGridObject> createGridObject)
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{
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this.width = width;
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this.height = height;
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this.cellSize = cellSize;
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this.originPosition = originPosition;
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gridArray = new TGridObject[width, height];
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for (int x = 0; x < gridArray.GetLength(0); x++)
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{
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for (int z = 0; z < gridArray.GetLength(1); z++)
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{
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gridArray[x, z] = createGridObject(this, x, z);
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}
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}
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bool showDebug = true;
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if (showDebug)
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{
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TextMesh[,] debugTextArray = new TextMesh[width, height];
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for (int x = 0; x < gridArray.GetLength(0); x++)
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{
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for (int z = 0; z < gridArray.GetLength(1); z++)
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{
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Debug.DrawLine(GetWorldPosition(x, z), GetWorldPosition(x, z + 1), Color.white, 100f);
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Debug.DrawLine(GetWorldPosition(x, z), GetWorldPosition(x + 1, z), Color.white, 100f);
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}
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}
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Debug.DrawLine(GetWorldPosition(0, height), GetWorldPosition(width, height), Color.white, 100f);
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Debug.DrawLine(GetWorldPosition(width, 0), GetWorldPosition(width, height), Color.white, 100f);
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OnGridObjectChanged += (object sender, OnGridObjectChangedEventArgs eventArgs) =>
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{
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debugTextArray[eventArgs.x, eventArgs.z].text = gridArray[eventArgs.x, eventArgs.z]?.ToString();
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};
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}
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}
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public int GetWidth()
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{
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return width;
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}
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public int GetHeight()
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{
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return height;
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}
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public float GetCellSize()
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{
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return cellSize;
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}
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public Vector3 GetWorldPosition(int x, int z)
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{
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return new Vector3(x, 0, z) * cellSize + originPosition;
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}
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public void GetXZ(Vector3 worldPosition, out int x, out int z)
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{
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x = Mathf.FloorToInt((worldPosition - originPosition).x / cellSize);
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z = Mathf.FloorToInt((worldPosition - originPosition).z / cellSize);
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}
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public void SetGridObject(int x, int z, TGridObject value)
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{
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if (x >= 0 && z >= 0 && x < width && z < height)
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{
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gridArray[x, z] = value;
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TriggerGridObjectChanged(x, z);
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}
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}
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public void TriggerGridObjectChanged(int x, int z)
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{
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OnGridObjectChanged?.Invoke(this, new OnGridObjectChangedEventArgs { x = x, z = z });
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}
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public void SetGridObject(Vector3 worldPosition, TGridObject value)
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{
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GetXZ(worldPosition, out int x, out int z);
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SetGridObject(x, z, value);
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}
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public TGridObject GetGridObject(int x, int z)
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{
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if (x >= 0 && z >= 0 && x < width && z < height)
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{
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return gridArray[x, z];
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}
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else
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{
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return default(TGridObject);
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}
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}
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public TGridObject GetGridObject(Vector3 worldPosition)
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{
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int x, z;
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GetXZ(worldPosition, out x, out z);
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return GetGridObject(x, z);
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}
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public Vector2Int ValidateGridPosition(Vector2Int gridPosition)
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{
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return new Vector2Int(
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Mathf.Clamp(gridPosition.x, 0, width - 1),
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Mathf.Clamp(gridPosition.y, 0, height - 1)
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);
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}
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}
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