Added saving of buildings
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@@ -1,26 +1,18 @@
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using System.Collections.Generic;
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using Fruitomation.Global;
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using UnityEngine;
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using Fruitomation.Global;
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using Fruitomation.Game;
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using UnityEngine.UI;
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using UnityEngine;
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namespace Fruitomation.UI
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{
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public class BuildingMenu : MonoBehaviour
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{
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[System.Serializable] private class BuildingInfo
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{
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public string Name;
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public GameObject Prefab;
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}
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[Header("References")]
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[SerializeField] private GameCursor Cursor;
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[SerializeField] private GameObject Menu;
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[SerializeField] private GameObject MenuGrid;
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[SerializeField] private GameObject MenuItemPrefab;
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[Header("Options")]
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[SerializeField] private List<BuildingInfo> BuildingPrefabs;
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[SerializeField] private BuildingRegistry BuildingPrefabs;
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private void Update()
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{
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@@ -29,7 +21,7 @@ namespace Fruitomation.UI
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private void Start()
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{
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foreach (BuildingInfo info in BuildingPrefabs)
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foreach (BuildingRegistry.BuildingInfo info in BuildingPrefabs.GetBuildings())
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{
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GameObject go = Instantiate(MenuItemPrefab, MenuGrid.transform);
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Text text = go.GetComponentInChildren<Text>();
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@@ -40,7 +32,7 @@ namespace Fruitomation.UI
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butt.onClick.AddListener(() =>
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{
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GameStateController.State = GameState.Building;
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Cursor.SetSelectedBuildingToBuild(info.Prefab);
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Cursor.SetSelectedBuildingToBuild(info);
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});
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}
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}
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@@ -24,7 +24,7 @@ namespace Fruitomation.UI
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[Header("Read Only")]
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[SerializeField, InspectorReadOnly] private float CurrentMouseClickStrength;
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[SerializeField, InspectorReadOnly] private Vector2Int GridPosition;
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[SerializeField, InspectorReadOnly] private GameObject SelectedBuildingToBuild;
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[SerializeField, InspectorReadOnly] private BuildingRegistry.BuildingInfo SelectedBuildingToBuild;
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[SerializeField, InspectorReadOnly] private bool FlipCurrentBuilding;
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private readonly ContactFilter2D ContactFilter = new();
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@@ -35,9 +35,9 @@ namespace Fruitomation.UI
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private float StartOfMouseClick;
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private bool MouseOnGrid;
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public void SetSelectedBuildingToBuild(GameObject prefab)
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public void SetSelectedBuildingToBuild(BuildingRegistry.BuildingInfo prefab)
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{
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SelectedBuildingsBuildingBase = prefab.GetComponent<Building>();
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SelectedBuildingsBuildingBase = prefab.Prefab.GetComponent<Building>();
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SelectedBuildingToBuild = prefab;
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FlipCurrentBuilding = false;
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