VoxelBuildingSystem.cs 9.3 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using KairoEngine.Chunks;
  5. using KairoEngine.Core;
  6. using KairoEngine.UI;
  7. using Utils = KairoEngine.Utility.Utilities;
  8. using Sirenix.OdinInspector;
  9. namespace KairoEngine.VoxelBuildingSystem
  10. {
  11. [HideMonoScript]
  12. public class VoxelBuildingSystem : MonoBehaviour
  13. {
  14. public static VoxelBuildingSystem instance;
  15. public Vector3Int chunkSize = new Vector3Int(16, 16, 16);
  16. public Vector3Int chunkCount = new Vector3Int(3, 3, 3);
  17. public Vector3 voxelSize = new Vector3(1f, 1f, 1f);
  18. public LayerMask layerMask;
  19. public List<BuildingTemplate> buildingTemplates = new List<BuildingTemplate>();
  20. public bool debugBlocks = false;
  21. public GameObject blockVisualPrefab;
  22. public Transform blockContainer;
  23. [ReadOnly] public int currentBuildingTemplate;
  24. [ReadOnly] public int currentRotationIndex;
  25. [ReadOnly] public VoxelBuildingTool tool = VoxelBuildingTool.Build;
  26. public ChunkSystem<VoxelBuildData> chunkSystem;
  27. [HideInInspector] public Dictionary<Vector3Int, BuildingBehaviour> buildings = new Dictionary<Vector3Int, BuildingBehaviour>();
  28. [HideInInspector] public List<BuildingBehaviour> buildingList = new List<BuildingBehaviour>();
  29. private Vector3 pointerPosition;
  30. public void CreateVoxelSystem()
  31. {
  32. SetupRotationList();
  33. chunkSystem = new ChunkSystem<VoxelBuildData>(chunkSize, false);
  34. for (int x = 0; x < chunkCount.x; x++) {
  35. for (int z = 0; z < chunkCount.z; z++) {
  36. for (int y = 0; y < chunkCount.y; y++) {
  37. Vector3Int chunkPos = new Vector3Int(x * chunkSize.x, y * chunkSize.y, z * chunkSize.z);
  38. chunkSystem.CreateChunk(chunkPos, (Chunk<VoxelBuildData> c, Vector3Int pos) => new VoxelBuildData(pos, -1));
  39. }
  40. }
  41. }
  42. }
  43. void Start() => CreateVoxelSystem();
  44. void Update()
  45. {
  46. pointerPosition = Utils.GetMouseWorldPosition(layerMask.value);
  47. if(!MouseInputUIBlocker.BlockedByUI)
  48. {
  49. switch (tool)
  50. {
  51. case VoxelBuildingTool.Build:
  52. if(Input.GetKeyDown(KeyCode.R)) RotateBuilding();
  53. if(Input.GetMouseButtonDown(0)) PlaceBuilding(pointerPosition);
  54. break;
  55. case VoxelBuildingTool.Remove:
  56. if(Input.GetMouseButtonDown(0)) RemoveBuilding(pointerPosition);
  57. break;
  58. default:
  59. break;
  60. }
  61. }
  62. if(Input.GetKeyDown(KeyCode.Alpha1)) CycleBuildingTemplate();
  63. }
  64. public void RotateBuilding()
  65. {
  66. if(currentRotationIndex < rotationList.Count - 1) currentRotationIndex += 1;
  67. else currentRotationIndex = 0;
  68. }
  69. public void PlaceBuilding(Vector3 pos)
  70. {
  71. Vector3Int buildingPos = GetMouseBuildingPosition();
  72. Vector3Int voxelPos = GetMouseVoxelPosition();
  73. Vector3Int buildingRotation = rotationList[currentRotationIndex];
  74. if(!CanPlaceBuilding(voxelPos, currentBuildingTemplate, currentRotationIndex, true)) return;
  75. Quaternion rotation = Quaternion.Euler(buildingRotation.x, buildingRotation.y, buildingRotation.z);
  76. Transform newBuilding = Instantiate(buildingTemplates[currentBuildingTemplate].prefab, voxelPos, rotation, this.transform);
  77. BuildingBehaviour buildingBehaviour = newBuilding.GetComponent<BuildingBehaviour>();
  78. if(buildingBehaviour == null)
  79. {
  80. Debug.LogError($"Building prefab has no BuildingBehaviour component! Cannot place building", newBuilding);
  81. Destroy(newBuilding);
  82. return;
  83. }
  84. buildingBehaviour.origin = voxelPos;
  85. buildings.Add(voxelPos, buildingBehaviour);
  86. buildingList.Add(buildingBehaviour);
  87. List<Vector3Int> voxelPositions = GetBuildingVoxelList(voxelPos, currentBuildingTemplate, currentRotationIndex);
  88. for (int i = 0; i < voxelPositions.Count; i++)
  89. {
  90. VoxelBuildData block = chunkSystem.GetBlock(voxelPositions[i]);
  91. block.buildingIndex = buildingList.Count - 1;
  92. block.buildingTemplateIndex = currentBuildingTemplate;
  93. chunkSystem.SetBlock(voxelPositions[i], block);
  94. if(debugBlocks) Instantiate(blockVisualPrefab, voxelPositions[i], new Quaternion(), blockContainer);
  95. }
  96. }
  97. public bool CanPlaceBuilding(Vector3Int voxelPos, int buildingTemplateIndex, int buildingRotationIndex = 0, bool debug = false)
  98. {
  99. List<Vector3Int> voxelPositions = GetBuildingVoxelList(voxelPos, buildingTemplateIndex, buildingRotationIndex);
  100. for (int i = 0; i < voxelPositions.Count; i++)
  101. {
  102. VoxelBuildData block = chunkSystem.GetBlock(voxelPositions[i]);
  103. if(block.buildingIndex != -1)
  104. {
  105. if(debug) Debug.Log("Cannot place building, place is occupied.");
  106. return false;
  107. }
  108. }
  109. return true;
  110. }
  111. public void RemoveBuilding(Vector3 pos) {}
  112. public Vector3Int FindVoxelPosition(Vector3 pos)
  113. {
  114. return new Vector3Int(Mathf.FloorToInt(pos.x/voxelSize.x), Mathf.FloorToInt(pos.y/voxelSize.y), Mathf.FloorToInt(pos.z/voxelSize.z));
  115. }
  116. public Vector3 GetMouseWorldSnappedPosition() => (Vector3)FindVoxelPosition(pointerPosition);
  117. public Vector3Int GetMouseVoxelPosition() => FindVoxelPosition(pointerPosition);
  118. public Vector3Int GetMouseBuildingPosition()
  119. {
  120. Vector3Int voxelPos = FindVoxelPosition(pointerPosition);
  121. Vector3Int rotationOffset = GetRotationOffset(currentRotationIndex, buildingTemplates[currentBuildingTemplate].size);
  122. return voxelPos + rotationOffset;
  123. }
  124. public void CycleBuildingTemplate()
  125. {
  126. if(currentBuildingTemplate < buildingTemplates.Count - 1) currentBuildingTemplate += 1;
  127. else currentBuildingTemplate = 0;
  128. GenericEvents.Trigger("OnBuildingTemplateChanged");
  129. //Debug.Log($"Changing current building template to {currentBuildingTemplate}");
  130. }
  131. public List<Vector3Int> GetBuildingVoxelList(Vector3Int offset, int buildingTemplateId, int buildingRotationIndex = 0)
  132. {
  133. BuildingTemplate template = buildingTemplates[buildingTemplateId];
  134. List<Vector3Int> positionList = new List<Vector3Int>();
  135. Vector3Int rotationOffset = GetRotationOffset(buildingRotationIndex, template.size);
  136. switch (buildingRotationIndex)
  137. {
  138. default:
  139. case 0:
  140. case 2:
  141. for(int x = 0; x < template.size.x; x++)
  142. {
  143. for (int y = 0; y < template.size.y; y++)
  144. {
  145. for (int z = 0; z < template.size.z; z++)
  146. {
  147. Vector3Int pos = new Vector3Int(offset.x + rotationOffset.x + x, offset.y + rotationOffset.y + y, offset.z + rotationOffset.z + z);
  148. positionList.Add(pos);
  149. }
  150. }
  151. }
  152. break;
  153. case 1:
  154. case 3:
  155. for(int x = 0; x < template.size.z; x++)
  156. {
  157. for (int y = 0; y < template.size.y; y++)
  158. {
  159. for (int z = 0; z < template.size.x; z++)
  160. {
  161. Vector3Int pos = new Vector3Int(offset.x + rotationOffset.x + x, offset.y + rotationOffset.y + y, offset.z + rotationOffset.z + z);
  162. positionList.Add(pos);
  163. }
  164. }
  165. }
  166. break;
  167. }
  168. //Debug.Log($"{positionList.Count} voxel positions found for building \"{buildingTemplates[buildingTemplateId].title}\"");
  169. return positionList;
  170. }
  171. public List<Vector3Int> rotationList = new List<Vector3Int>();
  172. private void SetupRotationList()
  173. {
  174. rotationList = new List<Vector3Int>
  175. {
  176. new Vector3Int(0, 0, 0),
  177. new Vector3Int(0, 90, 0),
  178. new Vector3Int(0, 180, 0),
  179. new Vector3Int(0, 270, 0)
  180. };
  181. }
  182. public Vector3Int GetRotationOffset(int rotationIndex, Vector3Int size)
  183. {
  184. switch (rotationIndex)
  185. {
  186. default:
  187. case 0: return new Vector3Int(0, 0, 0);
  188. case 1: return new Vector3Int(0, 0, -size.x);
  189. case 2: return new Vector3Int(-size.x, 0, -size.z);
  190. case 3: return new Vector3Int(-size.z, 0, 0);
  191. }
  192. }
  193. }
  194. public enum VoxelBuildingTool
  195. {
  196. None,
  197. Build,
  198. Remove
  199. }
  200. }