mirror of
https://github.com/evgen-app/steampunk-quest.git
synced 2024-11-13 03:46:34 +03:00
78 lines
2.7 KiB
C#
78 lines
2.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CellSpawnAndOperate : MonoBehaviour
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{
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private GameObjectWithFlag[,] _checkedMatrix = new GameObjectWithFlag[4, 4];
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[SerializeField]
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private GameObject _uncheckedButton;
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[SerializeField]
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private GameObject _checkedButton;
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private Canvas uiParent;
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private GameObject tagget;
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void Start() {
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Vector3 startPos = GameObject.FindGameObjectWithTag("tenpoints_startpos").transform.position;
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tagget = GameObject.FindGameObjectWithTag("tenpoints_tagget");
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uiParent = Object.FindObjectOfType<Canvas>();
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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Vector3 pos = new Vector3(
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startPos.x - 150 * i,
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startPos.y - 150 * j,
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0
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);
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_checkedMatrix[i, j] = new GameObjectWithFlag(Instantiate(_uncheckedButton, Vector3.zero, Quaternion.identity), false);
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_checkedMatrix[i, j].gameObject.transform.SetParent(uiParent.transform);
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_checkedMatrix[i, j].gameObject.transform.position = pos;
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_checkedMatrix[i, j].gameObject.transform.SetSiblingIndex(4);
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}
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}
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}
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public void checkButton(Vector3 position) {
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operateOnButton(position, true);
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}
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public void uncheckButton(Vector3 position) {
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operateOnButton(position, false);
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}
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public List<GameObject> getNotCheckedButtons() {
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List<GameObject> result = new List<GameObject>();
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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if (_checkedMatrix[i, j].isChecked == false) {
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result.Add(_checkedMatrix[i, j].gameObject);
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}
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}
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}
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result.Add(tagget);
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return result;
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}
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void operateOnButton(Vector3 position, bool check) {
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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if (_checkedMatrix[i, j].gameObject.transform.position == position) {
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_checkedMatrix[i, j].isChecked = check;
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if (check){
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Destroy(_checkedMatrix[i, j].gameObject);
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}
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_checkedMatrix[i, j].gameObject = Instantiate(check ? _checkedButton : _uncheckedButton, position, Quaternion.identity);
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if (check) {
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_checkedMatrix[i, j].gameObject.GetComponent<CrossButtonHandler>()._isInCell = true;
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}
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_checkedMatrix[i, j].gameObject.transform.SetParent(uiParent.gameObject.transform);
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_checkedMatrix[i, j].gameObject.transform.SetSiblingIndex(4);
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}
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}
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}
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}
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}
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struct GameObjectWithFlag {
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public GameObject gameObject;
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public bool isChecked;
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public GameObjectWithFlag(GameObject gameObject, bool isChecked) {
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this.gameObject = gameObject;
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this.isChecked = isChecked;
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}
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}
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