GridManager.cs 1.4 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using Cinemachine;
  4. using UnityEngine;
  5. public class GridManager : MonoBehaviour {
  6. [SerializeField] int witdth;
  7. [SerializeField] int height;
  8. [SerializeField] Tile tilePrefab;
  9. [SerializeField] GameObject gridContainer;
  10. private CinemachineTargetGroup targetGroup;
  11. private Dictionary<Vector2, Tile> tiles;
  12. public void GenerateStartGrid() {
  13. tiles = new Dictionary<Vector2, Tile>();
  14. for (int x = 0; x < witdth; x++) {
  15. for (int y = 0; y < height; y++) {
  16. var tile = Instantiate(tilePrefab, new Vector3(x, y), Quaternion.identity);
  17. tile.name = $"Tile {x}, {y}";
  18. bool isOffset = (x % 2 == 0 && y % 2 != 0 || x % 2 != 0 && y % 2 == 0);
  19. tile.Init(isOffset);
  20. tiles[new Vector2(x, y)] = tile;
  21. getTargetGroup().AddMember(tile.transform, 1f, 0f);
  22. tile.transform.SetParent(gridContainer.transform);
  23. }
  24. }
  25. }
  26. public CinemachineTargetGroup getTargetGroup() {
  27. if (targetGroup == null) {
  28. targetGroup = gridContainer.GetComponentInChildren<CinemachineTargetGroup>();
  29. }
  30. return targetGroup;
  31. }
  32. public Tile getTileAtPosition(Vector2 pos) {
  33. if (tiles.TryGetValue(pos, out var tile)) {
  34. return tile;
  35. }
  36. return null;
  37. }
  38. }