VoxelBuildingSystem.cs 6.3 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. [ReadOnly] public int currentBuildingTemplate;
  21. [ReadOnly] public VoxelBuildingTool tool = VoxelBuildingTool.Build;
  22. public ChunkSystem<VoxelBuildData> chunkSystem;
  23. [HideInInspector] public Dictionary<Vector3Int, BuildingBehaviour> buildings = new Dictionary<Vector3Int, BuildingBehaviour>();
  24. [HideInInspector] public List<BuildingBehaviour> buildingList = new List<BuildingBehaviour>();
  25. private Vector3 pointerPosition;
  26. public void CreateVoxelSystem()
  27. {
  28. chunkSystem = new ChunkSystem<VoxelBuildData>(chunkSize, false);
  29. for (int x = 0; x < chunkCount.x; x++) {
  30. for (int z = 0; z < chunkCount.z; z++) {
  31. for (int y = 0; y < chunkCount.y; y++) {
  32. Vector3Int chunkPos = new Vector3Int(x * chunkSize.x, y * chunkSize.y, z * chunkSize.z);
  33. chunkSystem.CreateChunk(chunkPos, (Chunk<VoxelBuildData> c, Vector3Int pos) => new VoxelBuildData(pos, -1));
  34. }
  35. }
  36. }
  37. }
  38. void Start() => CreateVoxelSystem();
  39. void Update()
  40. {
  41. pointerPosition = Utils.GetMouseWorldPosition(layerMask.value);
  42. if(!MouseInputUIBlocker.BlockedByUI)
  43. {
  44. switch (tool)
  45. {
  46. case VoxelBuildingTool.Build:
  47. if(Input.GetKeyDown(KeyCode.R)) RotateBuilding();
  48. if(Input.GetMouseButtonDown(0)) PlaceBuilding(pointerPosition);
  49. break;
  50. case VoxelBuildingTool.Remove:
  51. if(Input.GetMouseButtonDown(0)) RemoveBuilding(pointerPosition);
  52. break;
  53. default:
  54. break;
  55. }
  56. }
  57. if(Input.GetKeyDown(KeyCode.Alpha1)) CycleBuildingTemplate();
  58. }
  59. public void RotateBuilding() {}
  60. public void PlaceBuilding(Vector3 pos)
  61. {
  62. Vector3 worldPos = GetMouseWorldSnappedPosition();
  63. Vector3Int voxelPos = FindVoxelPosition(pointerPosition);
  64. if(!CanPlaceBuilding(voxelPos, currentBuildingTemplate)) return;
  65. Transform newBuilding = Instantiate(buildingTemplates[currentBuildingTemplate].prefab, worldPos, this.transform.rotation, this.transform);
  66. BuildingBehaviour buildingBehaviour = newBuilding.GetComponent<BuildingBehaviour>();
  67. if(buildingBehaviour == null)
  68. {
  69. Debug.LogError($"Building prefab has no BuildingBehaviour component! Cannot place building", newBuilding);
  70. Destroy(newBuilding);
  71. return;
  72. }
  73. buildingBehaviour.origin = voxelPos;
  74. buildings.Add(voxelPos, buildingBehaviour);
  75. buildingList.Add(buildingBehaviour);
  76. List<Vector3Int> voxelPositions = GetBuildingVoxelList(voxelPos, currentBuildingTemplate);
  77. for (int i = 0; i < voxelPositions.Count; i++)
  78. {
  79. VoxelBuildData block = chunkSystem.GetBlock(voxelPositions[i]);
  80. block.buildingIndex = buildingList.Count - 1;
  81. block.buildingTemplateIndex = currentBuildingTemplate;
  82. chunkSystem.SetBlock(voxelPositions[i], block);
  83. }
  84. }
  85. public bool CanPlaceBuilding(Vector3Int voxelPos, int buildingTemplateIndex)
  86. {
  87. List<Vector3Int> voxelPositions = GetBuildingVoxelList(voxelPos, buildingTemplateIndex);
  88. for (int i = 0; i < voxelPositions.Count; i++)
  89. {
  90. VoxelBuildData block = chunkSystem.GetBlock(voxelPositions[i]);
  91. if(block.buildingIndex != -1)
  92. {
  93. Debug.Log("Cannot place building, place is occupied.");
  94. return false;
  95. }
  96. }
  97. return true;
  98. }
  99. public void RemoveBuilding(Vector3 pos) {}
  100. public Vector3Int FindVoxelPosition(Vector3 pos)
  101. {
  102. return new Vector3Int(Mathf.FloorToInt(pos.x/voxelSize.x), Mathf.FloorToInt(pos.y/voxelSize.y), Mathf.FloorToInt(pos.z/voxelSize.z));
  103. }
  104. public Vector3 GetMouseWorldSnappedPosition() => (Vector3)FindVoxelPosition(pointerPosition);
  105. public void CycleBuildingTemplate()
  106. {
  107. if(currentBuildingTemplate < buildingTemplates.Count - 1) currentBuildingTemplate += 1;
  108. else currentBuildingTemplate = 0;
  109. GenericEvents.Trigger("OnBuildingTemplateChanged");
  110. Debug.Log($"Changing current building template to {currentBuildingTemplate}");
  111. }
  112. public List<Vector3Int> GetBuildingVoxelList(Vector3Int offset, int buildingTemplateId)
  113. {
  114. BuildingTemplate template = buildingTemplates[buildingTemplateId];
  115. List<Vector3Int> positionList = new List<Vector3Int>();
  116. for(int x = 0; x < template.size.x; x++)
  117. {
  118. for (int y = 0; y < template.size.y; y++)
  119. {
  120. for (int z = 0; z < template.size.z; z++)
  121. {
  122. Vector3Int pos = new Vector3Int(offset.x + x, offset.y + y, offset.z + z);
  123. positionList.Add(pos);
  124. Debug.Log(pos);
  125. }
  126. }
  127. }
  128. Debug.Log($"{positionList.Count} voxel positions found for building \"{buildingTemplates[buildingTemplateId].title}\"");
  129. return positionList;
  130. }
  131. }
  132. public enum VoxelBuildingTool
  133. {
  134. None,
  135. Build,
  136. Remove
  137. }
  138. }