273 lines
No EOL
8.7 KiB
C#
273 lines
No EOL
8.7 KiB
C#
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 Unity.VisualScripting;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.UIElements;
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using static UnityEngine.GraphicsBuffer;
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[ExecuteAlways]
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public class GameManager : MonoBehaviour
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{
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public Transform ConnectionParent;
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public Transform NodeParent;
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public GameObject NodePrefab;
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public static GameManager Instance { get; private set; }
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public bool regenerateOnChange = false;
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[HideInInspector] public float minConnectionLength = 6;
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[HideInInspector] public float maxConnectionLength = 6;
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[HideInInspector] public int nodeCount = 100;
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[HideInInspector] public int hoverRadiusCon = 50;
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[HideInInspector] public int hoverRadiusNode = 50;
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[HideInInspector] public int selectedLevel = -1;
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[SerializeField] [HideInInspector] public List<Connection> connections = new List<Connection>();
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[SerializeField] [HideInInspector] public List<Node> nodes = new List<Node>();
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[SerializeField] [HideInInspector] public List<LevelData> levels = new List<LevelData>();
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[Serializable]
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public class Connection
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{
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public Node nodeA, nodeB;
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public bool allowed = true;
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public bool hovered = false;
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public LineRenderer lineRenderer;
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}
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[Serializable]
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public class LevelData
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{
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[Serializable]
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public class NodeData
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{
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public Vector3 position;
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public int owner;
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}
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[Serializable]
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public class ConnectionData
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{
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public int nodeAIndex;
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public int nodeBIndex;
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public bool allowed = true;
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}
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public float minConnectionLength = 0;
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public float maxConnectionLength = 0;
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public List<NodeData> nodes = new List<NodeData>();
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public List<ConnectionData> connections = new List<ConnectionData>();
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}
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void Awake()
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{
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if (Instance != null && Instance != this)
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{
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if (Application.isPlaying)
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Destroy(gameObject);
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return;
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}
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Instance = this;
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if (Application.isPlaying)
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DontDestroyOnLoad(gameObject);
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}
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public void GenerateAlongSphere()
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{
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connections.Clear();
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nodes.Clear();
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for (int i = NodeParent.childCount - 1; i >= 0; i--)
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DestroyImmediate(NodeParent.GetChild(i).gameObject);
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float radius = 20f;
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float goldenRatio = (1f + Mathf.Sqrt(5f)) / 2f;
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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);
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float azimuth = angleIncrement * i;
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float x = Mathf.Sin(inclination) * Mathf.Cos(azimuth);
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float y = Mathf.Sin(inclination) * Mathf.Sin(azimuth);
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float z = Mathf.Cos(inclination);
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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.transform.localPosition = pos;
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nodes.Add(auto.GetComponent<Node>());
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}
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}
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public void GenerateConnections()
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{
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connections.Clear();
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foreach (LineRenderer line in ConnectionParent.GetComponentsInChildren<LineRenderer>())
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DestroyImmediate(line.gameObject);
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foreach (Node nodeA in nodes)
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{
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if (nodeA == null) continue;
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foreach (Node nodeB in nodes)
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{
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if (nodeB == null) continue;
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bool conExists = false;
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float dist = Vector3.Distance(nodeA.transform.position, nodeB.transform.position);
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if (nodeA == nodeB || dist > maxConnectionLength)
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continue;
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foreach (Connection con in connections)
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{
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if ((con.nodeA == nodeA && con.nodeB == nodeB) || (con.nodeA == nodeB && con.nodeB == nodeA))
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{
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conExists = true;
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break;
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}
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}
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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 FetchAllNodes()
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{
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Node[] allNodes = NodeParent.GetComponentsInChildren<Node>();
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nodes = allNodes.ToList();
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nodeCount = allNodes.Length;
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}
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private void Update()
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{
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foreach (var con in connections)
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{
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if(Application.isPlaying && !con.allowed)
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{
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con.lineRenderer.enabled = false;
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continue;
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}
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float width = (con.hovered ? 0.6f : 0.3f) * (con.allowed ? 1f : 0.3f);
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con.lineRenderer.startColor = con.allowed ? con.nodeA.transform.GetChild(0).GetComponent<Renderer>().sharedMaterial.color : new Color(0.2f, 0.2f, 0.2f);
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con.lineRenderer.endColor = con.allowed ? con.nodeB.transform.GetChild(0).GetComponent<Renderer>().sharedMaterial.color : new Color(0.2f, 0.2f, 0.2f);
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con.lineRenderer.startWidth = width;
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con.lineRenderer.endWidth = width;
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con.lineRenderer.SetGreatCircleArc(con.nodeA.transform.position, con.nodeB.transform.position, 5, 20.5f);
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con.lineRenderer.enabled = true;
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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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{
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var dummy = new GameObject("dummy");
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dummy.transform.SetParent(ConnectionParent);
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var newCon = new Connection
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{
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nodeA = nodeA,
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nodeB = nodeB,
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allowed = allowed,
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lineRenderer = dummy.AddComponent<LineRenderer>()
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};
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newCon.lineRenderer.enabled = false;
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newCon.lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
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newCon.lineRenderer.positionCount = 3;
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connections.Add(newCon);
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}
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public void LoadLevelData(int index)
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{
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if(index >= levels.Count)
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{
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Debug.LogWarning("LevelIndex out of range");
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return;
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}
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connections.Clear();
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nodes.Clear();
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for (int i = NodeParent.childCount - 1; i >= 0; i--)
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DestroyImmediate(NodeParent.GetChild(i).gameObject);
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foreach (LineRenderer line in ConnectionParent.GetComponentsInChildren<LineRenderer>())
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DestroyImmediate(line.gameObject);
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foreach(LevelData.NodeData nodeData in levels[index].nodes)
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{
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var auto = PrefabUtility.InstantiatePrefab(NodePrefab, NodeParent) as GameObject;
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auto.transform.localPosition = nodeData.position;
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nodes.Add(auto.GetComponent<Node>());
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auto.GetComponent<Node>().Owner = nodeData.owner;
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}
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foreach (LevelData.ConnectionData conData in levels[index].connections)
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{
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AddConnection(nodes[conData.nodeAIndex], nodes[conData.nodeBIndex], conData.allowed);
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}
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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 = nodes.Count;
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}
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public void SaveLevelData(int index = -1)
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{
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LevelData data = new LevelData();
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data.minConnectionLength = minConnectionLength;
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data.maxConnectionLength = maxConnectionLength;
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// Nodes speichern
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foreach (var node in nodes)
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{
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data.nodes.Add(new LevelData.NodeData
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{
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position = node.transform.localPosition,
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owner = node.Owner
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});
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}
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// Connections speichern
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foreach (var con in connections)
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{
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int idxA = nodes.IndexOf(con.nodeA);
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int idxB = nodes.IndexOf(con.nodeB);
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if (idxA >= 0 && idxB >= 0)
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{
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data.connections.Add(new LevelData.ConnectionData
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{
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nodeAIndex = idxA,
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nodeBIndex = idxB,
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allowed = con.allowed
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});
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}
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}
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if (index == -1 || index >= levels.Count)
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levels.Add(data);
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else
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levels[index] = data;
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int newIndex = index < 0 ? levels.Count - 1 : index;
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selectedLevel = newIndex;
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}
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} |