Added basic heat grid
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@@ -5,16 +5,36 @@ using UnityEngine;
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using System.Linq;
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using System.Linq;
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using System.IO;
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using System.IO;
|
||||||
using System;
|
using System;
|
||||||
|
using Random = UnityEngine.Random;
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
using UnityEditor;
|
using UnityEditor;
|
||||||
|
using UnityEngine.UI;
|
||||||
#endif // UNITY_EDITOR
|
#endif // UNITY_EDITOR
|
||||||
|
|
||||||
namespace Fruitomation.Game
|
namespace Fruitomation.Game
|
||||||
{
|
{
|
||||||
public class BuildingManager : MonoBehaviour
|
public class BuildingManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
[Header("References")]
|
||||||
[SerializeField] private BuildingRegistry Registry;
|
[SerializeField] private BuildingRegistry Registry;
|
||||||
|
[SerializeField] private GameObject HeatGrid;
|
||||||
|
|
||||||
|
[Header("Colors")]
|
||||||
|
[SerializeField] private Color FreezingColor;
|
||||||
|
[SerializeField] private Color ColdColor;
|
||||||
|
[SerializeField] private Color RoomColor;
|
||||||
|
[SerializeField] private Color WarmColor;
|
||||||
|
[SerializeField] private Color BoilingColor;
|
||||||
|
|
||||||
|
private enum HeatingLevel
|
||||||
|
{
|
||||||
|
Freezing,
|
||||||
|
Cold,
|
||||||
|
Room,
|
||||||
|
Warm,
|
||||||
|
Boiling
|
||||||
|
}
|
||||||
|
|
||||||
private class BuildingInfo
|
private class BuildingInfo
|
||||||
{
|
{
|
||||||
@@ -55,13 +75,55 @@ namespace Fruitomation.Game
|
|||||||
|
|
||||||
private static string Filepath => Path.Combine(Application.persistentDataPath, "buildings.json");
|
private static string Filepath => Path.Combine(Application.persistentDataPath, "buildings.json");
|
||||||
|
|
||||||
|
private (HeatingLevel, Image)[,] HeatingLevels { get; } = new (HeatingLevel, Image)[96, 49];
|
||||||
private bool[,] InhabitedCells { get; } = new bool[96, 49];
|
private bool[,] InhabitedCells { get; } = new bool[96, 49];
|
||||||
|
|
||||||
private List<Building> Buildings { get; } = new();
|
private List<Building> Buildings { get; } = new();
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
|
|
||||||
private static BuildingManager Instance;
|
private static BuildingManager Instance;
|
||||||
private void Awake() => Instance = this;
|
|
||||||
|
public void ToggleGrid() => HeatGrid.SetActive(!HeatGrid.activeSelf);
|
||||||
|
|
||||||
|
private Color LevelToColor(HeatingLevel level)
|
||||||
|
{
|
||||||
|
return level switch
|
||||||
|
{
|
||||||
|
HeatingLevel.Room => RoomColor,
|
||||||
|
HeatingLevel.Boiling => BoilingColor,
|
||||||
|
HeatingLevel.Cold => ColdColor,
|
||||||
|
HeatingLevel.Freezing => FreezingColor,
|
||||||
|
HeatingLevel.Warm => WarmColor,
|
||||||
|
var _ => new Color()
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
HeatGrid.SetActive(false);
|
||||||
|
Instance = this;
|
||||||
|
|
||||||
|
for (int x = 0; x < HeatingLevels.GetLength(0); x++)
|
||||||
|
{
|
||||||
|
for (int y = 0; y < HeatingLevels.GetLength(1); y++)
|
||||||
|
{
|
||||||
|
GameObject go = new($"Grid_{x}_{y}");
|
||||||
|
go.transform.SetParent(HeatGrid.transform);
|
||||||
|
|
||||||
|
RectTransform rt = go.AddComponent<RectTransform>();
|
||||||
|
Image img = go.AddComponent<Image>();
|
||||||
|
|
||||||
|
HeatingLevels[x, y].Item1 = (HeatingLevel)Random.Range(0, 5);
|
||||||
|
HeatingLevels[x, y].Item2 = img;
|
||||||
|
|
||||||
|
img.color = LevelToColor(HeatingLevels[x, y].Item1);
|
||||||
|
|
||||||
|
rt.localScale = Vector3.one;
|
||||||
|
img.raycastTarget = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
[MenuItem("Fruitomation/Clear Buildings")]
|
[MenuItem("Fruitomation/Clear Buildings")]
|
||||||
public static void ClearBuildings()
|
public static void ClearBuildings()
|
||||||
|
|||||||
Reference in New Issue
Block a user