Started adding preview for building buildings

This commit is contained in:
2026-03-31 13:14:06 +01:00
parent ec6cbca02e
commit 40cb81e740
3 changed files with 167 additions and 27 deletions

View File

@@ -1305,6 +1305,7 @@ RectTransform:
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@@ -1312,6 +1313,81 @@ RectTransform:
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@@ -1516,7 +1592,7 @@ MonoBehaviour:
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@@ -1562,6 +1638,12 @@ MonoBehaviour:
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CursorCollider: {fileID: 1330313879}
RectTransform: {fileID: 1330313875}
BuildingPreview: {fileID: 1194686692}
CursorImage: {fileID: 1330313876}
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type: 3}
CurrentMouseClickStrength: 0
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View File

@@ -7,5 +7,7 @@ namespace Fruitomation.Game
[Header("Building Properties")]
[SerializeField] private Texture2D BuildingTexture;
[field: SerializeField] public Vector2Int SizeOnGrid { get; private set; }
public Texture2D Texture => BuildingTexture;
}
}

View File

@@ -1,21 +1,35 @@
using System;
using PashaBibko.Pacore.Attributes;
using System.Collections.Generic;
using Fruitomation.Global;
using Fruitomation.Game;
using UnityEngine.UI;
using UnityEngine;
using System;
namespace Fruitomation.UI
{
public class GameCursor : MonoBehaviour
{
private const float MIN_STRENGTH = 0.5f;
private const float MAX_STRENGTH = 1.7f;
[Header("References")]
[SerializeField] private Camera ActiveCamera;
[SerializeField] private CircleCollider2D CursorCollider;
[SerializeField] private RectTransform RectTransform;
[SerializeField] private Image BuildingPreview;
[SerializeField] private Image CursorImage;
[Header("Dev")]
[SerializeField] private GameObject BuildingPrefab;
[Header("Read Only")]
[SerializeField, InspectorReadOnly] private float CurrentMouseClickStrength;
[SerializeField, InspectorReadOnly] private Vector2Int GridPosition;
private readonly ContactFilter2D ContactFilter = new();
private readonly List<Collider2D> Colliders = new();
private float CurrentMouseClickStrength;
private float StartOfMouseClick;
private void UpdatePosition()
@@ -27,9 +41,55 @@ namespace Fruitomation.UI
transform.position = position;
}
private void UpdateMouseState()
private void CalculateGridPosition()
{
const float MIN_STRENGTH = 0.5f;
Vector2 p0 = RectTransform.anchoredPosition;
Vector2 p1 = p0 - new Vector2(0, 100f); // Offset of the grid from the middle of the screen
Vector2 p2 = p1 / 40f;
Vector2 p3 = p2 + new Vector2(48f, 24f); // Half size of the grid
Vector2Int p4 = Vector2Int.FloorToInt(p3);
GridPosition = new Vector2Int
(
Math.Clamp(p4.x, 0, 95), // size.x - 1
Math.Clamp(p4.y, 0, 48) // size.y - 1
);
}
private void Update()
{
UpdatePosition();
CurrentMouseClickStrength = MIN_STRENGTH;
switch (GameStateController.State)
{
case GameState.Simulation:
UpdateMouseStateSimulation();
break;
case GameState.Building:
UpdateMouseStateBuilding();
break;
case GameState.UpgradeMenu:
case GameState.Paused:
case GameState.Default:
break; // No extra logic needed
default:
throw new ArgumentOutOfRangeException();
}
CurrentMouseClickStrength = Mathf.Clamp(CurrentMouseClickStrength, MIN_STRENGTH, MAX_STRENGTH);
CalculateGridPosition();
RectTransform.localScale = new Vector3(CurrentMouseClickStrength, CurrentMouseClickStrength, 1f);
}
private void UpdateMouseStateSimulation()
{
CursorImage.enabled = true;
BuildingPreview.enabled = false;
if (Input.GetMouseButtonUp(0))
{
@@ -43,7 +103,7 @@ namespace Fruitomation.UI
if (col.transform.name == "Sprite")
{
FruitBehaviour fruit = col.GetComponentInParent<FruitBehaviour>();
Debug.Assert(fruit != null, "Couldn't find FruitBehaviour");
Debug.Assert(fruit, "Couldn't find FruitBehaviour");
fruit.TriggerDestruction();
}
@@ -60,7 +120,6 @@ namespace Fruitomation.UI
}
CurrentMouseClickStrength = Time.time - StartOfMouseClick;
CurrentMouseClickStrength = Mathf.Clamp(CurrentMouseClickStrength, MIN_STRENGTH, 1.7f);
}
else
@@ -69,28 +128,25 @@ namespace Fruitomation.UI
}
}
private void CalculateGridPosition()
private void UpdateMouseStateBuilding()
{
Vector2 p0 = RectTransform.anchoredPosition;
Vector2 p1 = p0 - new Vector2(0, 100f); // Offset of the grid from the middle of the screen
Vector2 p2 = p1 / 40f;
Vector2 p3 = p2 + new Vector2(48f, 24f); // Half size of the grid
Vector2Int p4 = Vector2Int.FloorToInt(p3);
Vector2Int p5 = new
(
Math.Clamp(p4.x, 0, 95), // size.x - 1
Math.Clamp(p4.y, 0, 48) // size.y - 1
);
Debug.Log(p5);
}
CursorImage.enabled = false;
BuildingPreview.enabled = true;
private void Update()
{
UpdateMouseState();
UpdatePosition();
CalculateGridPosition();
//
Vector2Int p0 = GridPosition - new Vector2Int(48, 24);
Vector2Int p1 = p0 * 40;
Vector2Int p2 = p1 + new Vector2Int(20, 100);
BuildingPreview.rectTransform.anchoredPosition = p2;
RectTransform.localScale = new Vector3(CurrentMouseClickStrength, CurrentMouseClickStrength, 1f);
//
BuildingBase building = BuildingPrefab.GetComponent<BuildingBase>();
BuildingPreview.material = new Material(Shader.Find("UI/Default"))
{
mainTexture = building.Texture
};
BuildingPreview.rectTransform.sizeDelta = building.SizeOnGrid * 40;
}
}
}