5Y5T3M/Assets/Scripts/GameManager.cs

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using System;
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using System.Collections.Generic;
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using System.Dynamic;
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using System.Linq;
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using TMPro;
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using Unity.VisualScripting;
using UnityEditor;
using UnityEngine;
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using UnityEngine.UI;
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[ExecuteAlways]
public class GameManager : MonoBehaviour
{
public Transform ConnectionParent;
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public GameObject ConnectionPrefab;
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public Transform NodeParent;
public GameObject NodePrefab;
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public TMP_Text hoverText;
public TMP_Text energyText;
public TMP_Text currentPlayerText;
public GameObject actionListItemPrefab;
public Transform actionListParent;
public Button finishTurnBtn;
[SerializeField]
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public List<Player> players;
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public int currentPlayer = -1;
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public Node pressedNode = null;
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public Connection pressedCon = null;
public KeyCode altActionKey = KeyCode.LeftShift;
public float zoomSpeed = 20f;
public float minFOV = 20f;
public float maxFOV = 80f;
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public static GameManager Instance { get; private set; }
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public bool regenerateOnChange = false;
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[SerializeField]
public List<Action> actions;
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[HideInInspector] public float minConnectionLength = 6;
[HideInInspector] public float maxConnectionLength = 6;
[HideInInspector] public int nodeCount = 100;
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[HideInInspector] public int hoverRadiusCon = 50;
[HideInInspector] public int hoverRadiusNode = 50;
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[HideInInspector] public int selectedLevel = -1;
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[SerializeField] [HideInInspector] public List<LevelData> levels = new List<LevelData>();
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public enum ActionType { NONE, MOVE_HALF_UNITS, MOVE_ALL_UNITS, ATTACK_NODE_WITH_HALF, ATTACK_NODE_WITH_ALL, ATTACK_CON_WITH_HALF, ATTACK_CON_WITH_ALL, CONSTRUCT_CON, DESTRUCT_CON, EXPLODE_CON };
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public Dictionary<ActionType, string> ActionTypeText = new Dictionary<ActionType, string>
{
{ ActionType.NONE, "" },
{ ActionType.MOVE_HALF_UNITS, "Move troops (1/2)" },
{ ActionType.MOVE_ALL_UNITS, "Move troops" },
{ ActionType.ATTACK_NODE_WITH_HALF, "Attack (1/2)" },
{ ActionType.ATTACK_NODE_WITH_ALL, "Attack" },
{ ActionType.ATTACK_CON_WITH_HALF, "Interrupt Construction (1/2)" },
{ ActionType.ATTACK_CON_WITH_ALL, "Interrupt Construction" },
{ ActionType.CONSTRUCT_CON, "Construct" },
{ ActionType.DESTRUCT_CON, "Destruct" },
{ ActionType.EXPLODE_CON, "Explode (immediately)" }
};
public Dictionary<ActionType, int> ActionTypeEnergyUsage = new Dictionary<ActionType, int>
{
{ ActionType.NONE, 0},
{ ActionType.MOVE_HALF_UNITS, 1},
{ ActionType.MOVE_ALL_UNITS, 1},
{ ActionType.ATTACK_NODE_WITH_HALF, 1},
{ ActionType.ATTACK_NODE_WITH_ALL, 1},
{ ActionType.ATTACK_CON_WITH_HALF, 1},
{ ActionType.ATTACK_CON_WITH_ALL, 1},
{ ActionType.CONSTRUCT_CON, 1},
{ ActionType.DESTRUCT_CON, 1},
{ ActionType.EXPLODE_CON, 2 }
};
[Serializable]
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public struct Action
{
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public ActionType intendedAction;
public bool onConnection;
public bool altAction;
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public int nodeFromId;
public int nodeToId;
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public int amount;
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public int player;
}
[Serializable]
public class LevelData
{
[Serializable]
public class NodeData
{
public Vector3 position;
public int owner;
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public int units;
}
[Serializable]
public class ConnectionData
{
public int nodeAIndex;
public int nodeBIndex;
public bool allowed = true;
}
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public float minConnectionLength = 0;
public float maxConnectionLength = 0;
public List<NodeData> nodes = new List<NodeData>();
public List<ConnectionData> connections = new List<ConnectionData>();
}
void Awake()
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{
if (Instance != null && Instance != this)
{
if (Application.isPlaying)
Destroy(gameObject);
return;
}
Instance = this;
if (Application.isPlaying)
DontDestroyOnLoad(gameObject);
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GetConnections().ForEach(obj => obj.DelConnect());
GetConnections().ForEach(obj => obj.SetConnect());
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}
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private void Start()
{
LoadLevelData(selectedLevel);
}
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private void Update()
{
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hoverText.enabled = false;
Player player = players.Find(p => p.id == currentPlayer);
int totalEnergyCost = 0;
actions.ForEach(a => totalEnergyCost += ActionTypeEnergyUsage[a.intendedAction]);
if (player != null && Application.isPlaying)
{
energyText.text = "Energy: [" + string.Concat(Enumerable.Repeat("□", player.energy - totalEnergyCost)) + string.Concat(Enumerable.Repeat("-", totalEnergyCost)) + "]";
currentPlayerText.text = "[ Player " + currentPlayer + " ]";
foreach (TMP_Text item in actionListParent.GetComponentsInChildren<TMP_Text>())
Destroy(item.gameObject);
actions.ForEach(a => Instantiate(actionListItemPrefab, actionListParent).GetComponentInChildren<TMP_Text>().text = ActionTypeText[a.intendedAction] + " (" + a.nodeFromId + ">" + a.nodeToId + ")");
}
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if (Input.GetMouseButtonDown(0))
{
pressedNode = GetNodes().Find(n => n.hovered && n.Owner == currentPlayer);
}
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if (Input.GetMouseButton(0))
{
if(pressedNode != null)
{
Node node = GetNodes().Find(n => n.hovered && n != pressedNode);
if (node)
{
Connection con = GetConnections().Find(c => (c.nodeA == pressedNode && c.nodeB == node) || (c.nodeB == pressedNode && c.nodeA == node)) ?? null;
ActionType possibleAction = CalcActionBetweenNodes(currentPlayer, pressedNode.id, node.id, Input.GetKey(altActionKey));
hoverText.text = ActionTypeText[possibleAction];
hoverText.enabled = true;
if (con != null && con.allowed)
con.hovered = true;
}
}
}
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if (Input.GetMouseButtonUp(0))
{
if (pressedNode != null)
{
Node toNode = GetNodes().Find(n => n.hovered && pressedNode != n);
if (toNode)
{
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Connection con = GetConnections().Find(c => (c.nodeA == pressedNode && c.nodeB == toNode) || (c.nodeB == pressedNode && c.nodeA == toNode)) ?? null;
if (con != null && con.allowed)
PushNewAction(pressedNode.id, toNode.id);
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}
}
}
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if (!hoverText.enabled)
{
Connection hoveredCon = GetConnections().Find(c => c.hovered);
if (hoveredCon != null)
{
ActionType possibleAction = CalcActionBetweenNodes(currentPlayer, hoveredCon.nodeA.id, hoveredCon.nodeB.id, Input.GetKey(altActionKey), true);
hoverText.text = ActionTypeText[possibleAction];
hoverText.enabled = true;
}
}
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}
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public ActionType CalcActionBetweenNodes(int player, int nodeFromId, int nodeToId, bool altAction = false, bool onConnection = false)
{
Node nodeTo = GetNodes().Find(n => n.id == nodeToId);
Node nodeFrom = GetNodes().Find(n => n.id == nodeFromId);
Connection con = GetConnections().Find(c => (c.nodeA == nodeTo && c.nodeB == nodeFrom) || (c.nodeA == nodeFrom && c.nodeB == nodeTo));
if (con == null || con.allowed == false)
return ActionType.NONE;
// Clicked on connection
if (onConnection)
{
if (con.state == Connection.BuildState.BUILT && nodeFrom.Owner == player && nodeTo.Owner == player)
{
return altAction ? ActionType.EXPLODE_CON : ActionType.DESTRUCT_CON;
}
else if (con.state == Connection.BuildState.EMPTY && (nodeFrom.Owner == player || nodeTo.Owner == player))
{
return ActionType.CONSTRUCT_CON;
}
}
// Dragged owned nodeFrom to nodeTo
else if (nodeFrom.Owner == player)
{
// To Owned
if (nodeTo.Owner == player)
{
switch (con.state)
{
case Connection.BuildState.EMPTY:
return ActionType.CONSTRUCT_CON;
case Connection.BuildState.CONSTRUCTING:
case Connection.BuildState.DECONSTRUCTING:
return ActionType.NONE;
case Connection.BuildState.BUILT:
return altAction ? ActionType.MOVE_HALF_UNITS : ActionType.MOVE_ALL_UNITS;
}
}
// To Hostile
else if (nodeTo.Owner >= 0)
{
switch (con.state)
{
case Connection.BuildState.EMPTY:
return ActionType.CONSTRUCT_CON;
case Connection.BuildState.CONSTRUCTING:
return altAction ? ActionType.ATTACK_CON_WITH_HALF : ActionType.ATTACK_CON_WITH_ALL;
case Connection.BuildState.DECONSTRUCTING:
return ActionType.NONE;
case Connection.BuildState.BUILT:
return altAction ? ActionType.ATTACK_NODE_WITH_HALF : ActionType.ATTACK_NODE_WITH_ALL;
}
}
// To Unclaimed
else
{
switch (con.state)
{
case Connection.BuildState.EMPTY:
return ActionType.CONSTRUCT_CON;
case Connection.BuildState.CONSTRUCTING:
case Connection.BuildState.DECONSTRUCTING:
return ActionType.NONE;
case Connection.BuildState.BUILT:
return altAction ? ActionType.MOVE_HALF_UNITS : ActionType.MOVE_ALL_UNITS;
}
}
}
return ActionType.NONE;
}
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public List<Node> GetNodes() => NodeParent.GetComponentsInChildren<Node>().ToList();
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public List<Connection> GetConnections() => ConnectionParent != null ? ConnectionParent.GetComponentsInChildren<Connection>()?.ToList() ?? new() : new();
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public void UpdateConstructions()
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{
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foreach(Connection con in GetConnections())
{
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if (con.constructingPlayerId == currentPlayer)
{
if (con.state == Connection.BuildState.CONSTRUCTING)
con.state = Connection.BuildState.BUILT;
else if (con.state == Connection.BuildState.DECONSTRUCTING)
con.state = Connection.BuildState.EMPTY;
con.constructingPlayerId = -1;
}
}
}
public void ExecuteTurn()
{
Player player = players.Find(p => p.id == currentPlayer);
if (player == null)
{
Debug.LogWarning("Player " + currentPlayer + " not found!");
return;
}
int totalEnergyCost = 0;
actions.ForEach(a => totalEnergyCost += ActionTypeEnergyUsage[a.intendedAction]);
if (totalEnergyCost > player.energy)
{
Debug.Log("Insuficcient Energy for Turn! (needs " + totalEnergyCost + " has " + player.energy + ")");
return;
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}
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actions.ForEach(a => ExecuteAction(a));
actions.Clear();
// Select next player
currentPlayer++;
Player nextPlayer = players.Find(p => p.id == currentPlayer);
// Executed turn of last Player => Round ended
if(nextPlayer == null)
currentPlayer = 0;
UpdateConstructions();
// Refill energy
players.Find(p => p.id == currentPlayer).energy = 3;
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}
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public void PushAction(Action action) => actions.Add(action);
public Action PushNewAction(int nodeFromId, int nodeToId, bool onConnection = false, int? player = null, bool ? altAction = null)
{
int _player = player != null ? (int)player : currentPlayer;
bool _altAction = altAction != null ? (bool)altAction : Input.GetKey(altActionKey);
ActionType type = CalcActionBetweenNodes(_player, nodeFromId, nodeToId, _altAction, onConnection);
Action action = new Action
{
intendedAction = type,
nodeFromId = nodeFromId,
nodeToId = nodeToId,
player = _player,
altAction = _altAction,
onConnection = onConnection
};
if(type != ActionType.NONE)
PushAction(action);
return action;
}
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public void ExecuteAction(Action action)
{
Node nodeTo = GetNodes().Find(n => n.id == action.nodeToId);
Node nodeFrom = GetNodes().Find(n => n.id == action.nodeFromId);
Connection con = GetConnections().Find(c => (c.nodeA == nodeTo && c.nodeB == nodeFrom) || (c.nodeA == nodeFrom && c.nodeB == nodeTo));
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Player p = players.Find(p => (p.id == action.player));
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if (p == null)
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{
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Debug.LogWarning("Player " + action.player + " not found!");
return;
}
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ActionType possibleAction = CalcActionBetweenNodes(action.player, action.nodeFromId, action.nodeToId, action.altAction, action.onConnection);
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if (possibleAction != action.intendedAction)
{
Debug.LogWarning("Intended action not possible (TODO: execute counter action)");
return;
}
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if (p.energy < ActionTypeEnergyUsage[action.intendedAction])
{
Debug.Log("Insuficcient Energy! (needs " + ActionTypeEnergyUsage[action.intendedAction] + " has " + p.energy + ")");
return;
}
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switch (action.intendedAction)
{
case ActionType.NONE:
break;
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case ActionType.MOVE_HALF_UNITS:
case ActionType.MOVE_ALL_UNITS:
Debug.Log("Moving units from " + nodeTo.id + " to " + nodeFrom.id);
if (action.intendedAction == ActionType.MOVE_ALL_UNITS)
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{
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nodeTo.Units += nodeFrom.Units;
nodeFrom.Units = 0;
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}
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else if (action.intendedAction == ActionType.MOVE_HALF_UNITS)
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{
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int diff = Mathf.CeilToInt(nodeFrom.Units / 2);
nodeTo.Units += diff;
nodeFrom.Units -= diff;
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}
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if (nodeFrom.Units <= 0)
nodeFrom.Owner = -1;
if (nodeTo.Units > 0)
nodeTo.Owner = currentPlayer;
break;
case ActionType.ATTACK_NODE_WITH_HALF:
Debug.Log("Attacking hostile units with half from " + nodeTo.id + " to " + nodeFrom.id);
break;
case ActionType.ATTACK_NODE_WITH_ALL:
Debug.Log("Attacking hostile units with all from " + nodeTo.id + " to " + nodeFrom.id);
break;
case ActionType.ATTACK_CON_WITH_HALF:
Debug.Log("Attacking hostile construction with half from " + nodeTo.id + " to " + nodeFrom.id);
break;
case ActionType.ATTACK_CON_WITH_ALL:
Debug.Log("Attacking hostile construction with all from " + nodeTo.id + " to " + nodeFrom.id);
break;
case ActionType.CONSTRUCT_CON:
Debug.Log("Starting construction from " + nodeTo.id + " to " + nodeFrom.id);
con.state = Connection.BuildState.CONSTRUCTING;
con.constructingPlayerId = action.player;
break;
case ActionType.DESTRUCT_CON:
Debug.Log("Starten deconstruction from " + nodeTo.id + " to " + nodeFrom.id);
con.state = Connection.BuildState.DECONSTRUCTING;
con.constructingPlayerId = action.player;
break;
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case ActionType.EXPLODE_CON:
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if (p.energy < 2)
{
Debug.Log("Not enough energy");
return;
}
p.energy -= 2;
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Debug.Log("Exploding connection from " + nodeTo.id + " to " + nodeFrom.id);
con.state = Connection.BuildState.EMPTY;
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break;
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}
}
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public void GenerateAlongSphere()
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{
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for (int i = NodeParent.childCount - 1; i >= 0; i--)
DestroyImmediate(NodeParent.GetChild(i).gameObject);
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float radius = 20f;
float goldenRatio = (1f + Mathf.Sqrt(5f)) / 2f;
float angleIncrement = 2f * Mathf.PI * goldenRatio;
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for (int i = 0; i < nodeCount; i++)
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{
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float t = (float)i / nodeCount; // von 0 bis 1
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float inclination = Mathf.Acos(1f - 2f * t);
float azimuth = angleIncrement * i;
float x = Mathf.Sin(inclination) * Mathf.Cos(azimuth);
float y = Mathf.Sin(inclination) * Mathf.Sin(azimuth);
float z = Mathf.Cos(inclination);
Vector3 pos = new Vector3(x, y, z) * radius;
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var auto = PrefabUtility.InstantiatePrefab(NodePrefab, NodeParent) as GameObject;
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auto.GetComponent<Node>().id = i;
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auto.transform.localPosition = pos;
}
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}
public void GenerateConnections()
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{
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for (int i = ConnectionParent.childCount - 1; i >= 0; i--)
DestroyImmediate(ConnectionParent.GetChild(i).gameObject);
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var nodes = GetNodes();
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foreach (Node nodeA in nodes)
{
if (nodeA == null) continue;
foreach (Node nodeB in nodes)
{
if (nodeB == null) continue;
bool conExists = false;
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float dist = Vector3.Distance(nodeA.transform.position, nodeB.transform.position);
if (nodeA == nodeB || dist > maxConnectionLength)
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continue;
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foreach (Connection con in GetConnections())
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{
if ((con.nodeA == nodeA && con.nodeB == nodeB) || (con.nodeA == nodeB && con.nodeB == nodeA))
{
conExists = true;
break;
}
}
if (!conExists)
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{
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AddConnection(nodeA, nodeB, dist < minConnectionLength);
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}
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}
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}
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}
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public void AddConnection(Node nodeA, Node nodeB, bool allowed = true)
{
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var newCon = PrefabUtility.InstantiatePrefab(ConnectionPrefab, ConnectionParent).GetComponent<Connection>();
newCon.nodeA = nodeA;
newCon.nodeB = nodeB;
newCon.allowed = allowed;
}
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public void LoadLevelData(int index)
{
if(index >= levels.Count)
{
Debug.LogWarning("LevelIndex out of range");
return;
}
for (int i = NodeParent.childCount - 1; i >= 0; i--)
DestroyImmediate(NodeParent.GetChild(i).gameObject);
foreach (LineRenderer line in ConnectionParent.GetComponentsInChildren<LineRenderer>())
DestroyImmediate(line.gameObject);
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for(int i = 0; i < levels[index].nodes.Count; i++)
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{
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var nodeData = levels[index].nodes[i];
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var auto = PrefabUtility.InstantiatePrefab(NodePrefab, NodeParent) as GameObject;
auto.transform.localPosition = nodeData.position;
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Node node = auto.GetComponent<Node>();
node.Owner = nodeData.owner;
node.Units = nodeData.units;
node.id = i;
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}
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var currentNodes = GetNodes();
int idx = 0;
foreach (Node node in currentNodes)
node.id = idx++;
currentNodes = GetNodes();
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foreach (LevelData.ConnectionData conData in levels[index].connections)
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AddConnection(currentNodes[conData.nodeAIndex], currentNodes[conData.nodeBIndex], conData.allowed);
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selectedLevel = index;
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minConnectionLength = levels[index].minConnectionLength;
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maxConnectionLength = levels[index].maxConnectionLength;
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nodeCount = currentNodes.Count;
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}
public void SaveLevelData(int index = -1)
{
LevelData data = new LevelData();
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data.minConnectionLength = minConnectionLength;
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data.maxConnectionLength = maxConnectionLength;
// Nodes speichern
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foreach (var node in GetNodes())
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{
data.nodes.Add(new LevelData.NodeData
{
position = node.transform.localPosition,
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owner = node.Owner,
units = node.Units
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});
}
// Connections speichern
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foreach (var con in GetConnections())
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{
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if (con.nodeA.id >= 0 && con.nodeB.id >= 0)
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{
data.connections.Add(new LevelData.ConnectionData
{
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nodeAIndex = con.nodeA.id,
nodeBIndex = con.nodeB.id,
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allowed = con.allowed
});
}
}
if (index == -1 || index >= levels.Count)
levels.Add(data);
else
levels[index] = data;
int newIndex = index < 0 ? levels.Count - 1 : index;
selectedLevel = newIndex;
}
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}