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