2022-01-25 22:19:59 +03:00

102 lines
2.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using DefaultNamespace;
using Items;
using UnityEngine;
using UnityEngine.UI;
using Random = UnityEngine.Random;
namespace HexFiled
{
public class HexCell : MonoBehaviour
{
public HexCoordinates coordinates;
public event Action<HexCell> OnHexPainted;
[SerializeField] private HexCell[] neighbors;
private Item _item;
private UnitColor _color;
private MeshRenderer _renderer;
public UnitColor Color => _color;
public Item Item => _item;
private GameObject _towerView;
public GameObject Building
{
get => _towerView;
set
{
if (_towerView != null)
{
_towerView = value;
}
}
}
private void Awake()
{
_renderer = GetComponent<MeshRenderer>();
_color = UnitColor.GREY;
if (!HexManager.CellByColor.ContainsKey(_color))
{
HexManager.CellByColor.Add(_color, new List<HexCell>(){this});
}
else
{
HexManager.CellByColor[_color].Add(this);
}
}
public void SetItem(Item item)
{
_item = item == _item ? null : item;
}
public List<HexCell> GetListNeighbours()
{
return neighbors.ToList();
}
public HexCell GetNeighbor(HexDirection direction)
{
return neighbors[(int)direction];
}
public void SetNeighbor(HexDirection direction, HexCell cell)
{
neighbors[(int)direction] = cell;
cell.neighbors[(int)direction.Back()] = this;
}
public void PaintHex(UnitColor color)
{
if (color == _color) return;
if (!HexManager.CellByColor.ContainsKey(color))
{
HexManager.CellByColor.Add(color, new List<HexCell>(){this});
}
_renderer.material.mainTexture = HexGrid.Colors[color].Texture;
var previousColor = _color;
HexManager.CellByColor[previousColor].Remove(this);
_color = color;
HexManager.CellByColor[_color].Add(this);
if(color == UnitColor.GREY) return;
var vfx = VFXController.Instance.PlayEffect(HexGrid.Colors[color].VFXCellCapturePrefab, transform.position + new Vector3(0,0.1f,0));
MusicController.Instance.AddAudioSource(vfx);
MusicController.Instance.PlayRandomClip(MusicController.Instance.MusicData.SfxMusic.Captures, vfx);
OnHexPainted?.Invoke(this);
}
}
}