This repository has been archived by the owner on May 20, 2023. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathBuildingSystem.cs
104 lines (86 loc) · 3.34 KB
/
BuildingSystem.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
using System;
using System.IO;
using System.Collections.Generic;
using UnityEngine;
using Cube.Networking;
using Cube.Networking.Server;
using UnityEngine.Assertions;
namespace Cube.ModularBuildings
{
public class BuildingSystem : MonoBehaviour, IBuildingSystem
{
[SerializeField]
List<Building> _buildings;
#if SERVER
public Building CreateBuilding(BuildingType type, Vector3 position, Quaternion rotation)
{
Assert.IsNotNull(type.serverBuildingPrefab);
var server = gameObject.GetSystem<IUnityServer>();
var buildingGo = server.replicaManager.InstantiateReplica(type.serverBuildingPrefab);
buildingGo.transform.position = position;
buildingGo.transform.rotation = rotation;
var building = buildingGo.GetComponent<Building>();
Assert.IsNotNull(building);
var data = building.data;
data.type = type;
building.data = data;
return building;
}
#endif
public void RegisterBuilding(Building building) {
if (_buildings == null)
_buildings = new List<Building>();
_buildings.Add(building);
}
public Building GetBuildingInRange(Vector3 position, float maxDistance)
{
float closestDistance = float.MaxValue;
Building closestBuilding = null;
foreach (var building in _buildings) {
float distance;
building.GetClosestSlot(position, BuildingSlotType.All, true, out distance);
if(distance <= maxDistance && distance < closestDistance) {
closestDistance = distance;
closestBuilding = building;
}
}
return closestBuilding;
}
public int GetNumChildrenForPartType(BuildingType type, BuildingPartType partType)
{
var prefab = type.GetPrefabForPartType(partType);
if (prefab == null)
return 0;
var slots = prefab.GetComponentsInChildren<BuildingSlot>();
return slots.Length;
}
void Awake()
{
gameObject.SetSystem<IBuildingSystem>(this);
}
// void Start()
// {
// try {
// if (building == null) {
// CreateBuilding(BuildingType.Prototyping, Vector3.zero, Quaternion.identity);
// }
//
// var str = File.ReadAllText("test.building");
// building.data = JsonUtility.FromJson<Building.BuildingData>(str);
// building.Rebuild();
// }
// catch (Exception e) {
// Debug.LogError("Failed to load building: " + e);
// Destroy(building);
// }
// }
// void OnApplicationQuit()
// {
// if (_building == null || _building.data.parts.Count == 0)
// return;
//
// var str = JsonUtility.ToJson(_building.data);
// File.WriteAllText("test.building", str);
// }
}
}