Files
Fruitomation/Assets/Scripts/UI/GameCursor.cs
2026-03-31 16:48:27 +01:00

178 lines
6.2 KiB
C#

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;
[SerializeField] private BuildingManager BuildingManager;
[Header("Read Only")]
[SerializeField, InspectorReadOnly] private float CurrentMouseClickStrength;
[SerializeField, InspectorReadOnly] private Vector2Int GridPosition;
[SerializeField, InspectorReadOnly] private GameObject SelectedBuildingToBuild;
private readonly ContactFilter2D ContactFilter = new();
private readonly List<Collider2D> Colliders = new();
private BuildingBase SelectedBuildingsBuildingBase;
private float StartOfMouseClick;
private bool MouseOnGrid;
public void SetSelectedBuildingToBuild(GameObject prefab)
{
SelectedBuildingsBuildingBase = prefab.GetComponent<BuildingBase>();
SelectedBuildingToBuild = prefab;
}
private void UpdatePosition()
{
Ray ray = ActiveCamera.ScreenPointToRay(Input.mousePosition);
float t = -ray.origin.z / ray.direction.z;
Vector2 position = ray.origin + t * ray.direction;
transform.position = position;
}
private void CalculateGridPosition()
{
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
);
MouseOnGrid = GridPosition == p4;
}
private void Update()
{
UpdatePosition();
CursorImage.enabled = false;
BuildingPreview.enabled = false;
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:
case GameState.BuildingMenu:
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;
if (Input.GetMouseButtonUp(0))
{
CurrentMouseClickStrength = MIN_STRENGTH;
CursorCollider.radius = CurrentMouseClickStrength * 30f;
Physics2D.OverlapCollider(CursorCollider, ContactFilter, Colliders);
foreach (Collider2D col in Colliders)
{
if (col.transform.name == "Sprite")
{
FruitBehaviour fruit = col.GetComponentInParent<FruitBehaviour>();
Debug.Assert(fruit, "Couldn't find FruitBehaviour");
fruit.TriggerDestruction();
}
}
}
if (Input.GetMouseButton(0))
{
if (Input.GetMouseButtonDown(0))
{
StartOfMouseClick = Time.time;
CurrentMouseClickStrength = MIN_STRENGTH;
return;
}
CurrentMouseClickStrength = Time.time - StartOfMouseClick;
}
else
{
CurrentMouseClickStrength = MIN_STRENGTH;
}
}
private void UpdateMouseStateBuilding()
{
BuildingPreview.enabled = true;
BuildingPreview.material = new Material(Shader.Find("UI/Default"))
{
mainTexture = SelectedBuildingsBuildingBase.Texture
};
BuildingPreview.rectTransform.sizeDelta = SelectedBuildingsBuildingBase.SizeOnGrid * 40;
//
Vector2Int p0 = new
(
Math.Clamp(GridPosition.x, 0, 96 - SelectedBuildingsBuildingBase.SizeOnGrid.x),
Math.Clamp(GridPosition.y, 0, 49 - SelectedBuildingsBuildingBase.SizeOnGrid.y)
);
Vector2Int p1 = p0 - new Vector2Int(48, 24);
Vector2Int p2 = p1 * 40;
Vector2Int p3 = p2 + new Vector2Int(20, 100);
Vector2 o0 = SelectedBuildingsBuildingBase.SizeOnGrid - Vector2.one;
Vector2 o1 = o0 * 20;
Vector2 p4 = p3 + o1;
BuildingPreview.rectTransform.anchoredPosition = p4;
//
if (Input.GetMouseButtonDown(0) && MouseOnGrid)
{
BuildingManager.AddBuildingAt(p1, SelectedBuildingToBuild);
}
}
}
}