using System; using Unity.VisualScripting; 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 int constructingPlayerId = -1; 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() { // On Click if (Input.GetMouseButtonDown(0) && hovered && allowed) { GameManager.Instance.pressedCon = this; } if(Input.GetMouseButtonUp(0) && hovered && allowed && GameManager.Instance.pressedCon == this) { GameManager.Instance.PushNewAction(nodeA.id, nodeB.id, true); } if (Application.isPlaying && !allowed) lineRenderer.enabled = false; else { 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); lineRenderer.startColor = allowed && state == BuildState.BUILT ? nodeA.GetComponent().sharedMaterial.color : unbuiltColor; lineRenderer.endColor = allowed && state == BuildState.BUILT ? nodeB.GetComponent().sharedMaterial.color : unbuiltColor; lineRenderer.startWidth = width; lineRenderer.endWidth = width; lineRenderer.SetGreatCircleArc(nodeA.transform.position, nodeB.transform.position, 5, 20.5f); lineRenderer.enabled = true; } hovered = false; } }