using System; using System.Collections.Generic; using UnityEngine; using Random = UnityEngine.Random; namespace HexFiled { public class HexCell : MonoBehaviour { public HexCoordinates coordinates; public Action onHexPainted; [SerializeField] private HexCell[] neighbors; private UnitColor _color; private MeshRenderer _renderer; private Dictionary _cellColor; public UnitColor Color => _color; private void Awake() { _renderer = GetComponent(); MusicController.Instance.AddAudioSource(gameObject); _color = UnitColor.GREY; } public void SetDictionary(Dictionary colors) { _cellColor = colors; } public HexCell GetNeighbor(HexDirection direction) { return neighbors[(int)direction]; } public void SetNeighbor(HexDirection direction, HexCell cell) { neighbors[(int)direction] = cell; cell.neighbors[(int)direction.Opposite()] = this; } public void PaintHex(UnitColor color) { if (color == _color) return; if (color == UnitColor.GREY) { _renderer.material.mainTexture = _cellColor[color].Texture; _color = color; return; } _renderer.material.mainTexture = _cellColor[color].Texture; _color = color; Instantiate(_cellColor[color].VFXPrefab, transform); onHexPainted?.Invoke(this); } } }