5Y5T3M/Assets/Scripts/Connection.cs

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using System;
using Unity.VisualScripting;
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using UnityEngine;
[ExecuteAlways]
public class Connection : MonoBehaviour
{ public enum BuildState { EMPTY, DECONSTRUCTING, CONSTRUCTING, BUILT };
public Node nodeA, nodeB;
public bool allowed = true;
public BuildState state = BuildState.EMPTY;
public bool hovered = false;
public LineRenderer lineRenderer;
public void SetConnect()
{
if (!allowed) return;
nodeA.connected.Add(nodeB);
nodeB.connected.Add(nodeA);
}
public void DelConnect()
{
nodeA.connected.Remove(nodeB);
nodeB.connected.Remove(nodeA);
}
private void Update()
{
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// On Click
if (Input.GetMouseButtonDown(0) && hovered && allowed)
{
int player = GameManager.Instance.currentPlayer;
if (state == BuildState.BUILT && nodeA.Owner == player && nodeB.Owner == player)
{
bool explode = Input.GetKey(KeyCode.LeftShift);
var action = new GameManager.Action { nodeToId = nodeA.id, nodeFromId = nodeB.id, player = player, type = explode ? GameManager.ActionType.EXPLODE_CON : GameManager.ActionType.DESTRUCT_CON };
GameManager.Instance.ExecuteAction(action);
}
else if(state == BuildState.EMPTY && (nodeA.Owner == player || nodeB.Owner == player))
{
var action = new GameManager.Action { nodeToId = nodeA.id, nodeFromId = nodeB.id, player = player, type = GameManager.ActionType.MOVE_UNITS };
GameManager.Instance.ExecuteAction(action);
}
}
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if (Application.isPlaying && !allowed)
lineRenderer.enabled = false;
else
{
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float width = (hovered ? 0.6f : 0.3f) * (allowed ? state != BuildState.BUILT ? 0.6f : 1f : 0.1f);
Color unbuiltColor = !allowed || state == BuildState.EMPTY ? new Color(0.2f, 0.2f, 0.2f) : new Color(0.8f, 0.8f, 0f);
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lineRenderer.startColor = allowed && state == BuildState.BUILT ? nodeA.transform.GetChild(0).GetComponent<Renderer>().sharedMaterial.color : unbuiltColor;
lineRenderer.endColor = allowed && state == BuildState.BUILT ? nodeB.transform.GetChild(0).GetComponent<Renderer>().sharedMaterial.color : unbuiltColor;
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lineRenderer.startWidth = width;
lineRenderer.endWidth = width;
lineRenderer.SetGreatCircleArc(nodeA.transform.position, nodeB.transform.position, 5, 20.5f);
lineRenderer.enabled = true;
}
hovered = false;
}
}