diff --git a/Assets/Texel/Gameplay/GameBoard.cs b/Assets/Texel/Gameplay/GameBoard.cs index c9029f6..6f2baef 100644 --- a/Assets/Texel/Gameplay/GameBoard.cs +++ b/Assets/Texel/Gameplay/GameBoard.cs @@ -17,7 +17,7 @@ using TileStack = System.Collections.Generic.List; #region Board Logic public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize { - BoardState board = new BoardState(); + public BoardState board = new BoardState(); public override void Deserialize(Hashtable h) { base.Serialize(h); @@ -37,6 +37,13 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize { [ContextMenu("Test board")] public void TestBoard() { + board = new BoardState(); + /*board[0] = new TileStack(new[] { + new TileInfo(1), + new TileInfo(10), + new TileInfo(100), + new TileInfo(1000), + });*/ for(int i = 0; i < BoardState.BoardWidth; ++i) { board[i] = new TileStack(new[] { Random, Random, Random }); } @@ -45,7 +52,7 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize { [ContextMenu("Test Board Serialization")] public void TestSerialize() { board = BoardState.Copy(board); - //Debug.Log(board.ToHashtable()); + Debug.Log(board.ToString()); } } @@ -68,7 +75,7 @@ public enum TileColor : byte { Bomb = 202, // 3x3 radius destruction Dynamite = 203, // 5x5 cross destruction Seal = 204, // destroys all matching color on landing - Mystery = 205, // Becomes random basic on destroy + Mystery = 205, // Becomes random basic on destroy, otherwise as rock Wildcard = 206, // Pairs with any Spark = 207 // Removes entire column on create } @@ -118,7 +125,7 @@ public class TileInfo { public TileInfo(TileColor c, byte detail = 1) { // Make a new Tile from the color, assuming detail with a default - var ti = new TileInfo((byte)c & ((detail & (byte)0xFF) << 8)); + var ti = new TileInfo((byte)detail | (((byte)c & (byte)0xFF) << 8)); data = ti.data; // Create garbage but whatever } @@ -152,12 +159,12 @@ public class TileInfo { case TileDetail.Normal: goto default; default: - return Air(); + return Air; } } // Make and return a new air tile - public static TileInfo Air() => new TileInfo(0); // Just air + public static TileInfo Air => new TileInfo(0); // Just air public bool isAir => data == 0; public static implicit operator int(TileInfo ti) => ti.data; @@ -207,7 +214,7 @@ public class BoardState { public bool TryCol(int col, out TileStack ts) { ts = null; if (col < 0) return false; - if (col > BoardWidth) return false; + if (col > state.Count) return false; ts = this[col]; return true; } @@ -220,8 +227,12 @@ public class BoardState { if (!TryCol(x, out TileStack col)) return false; + //if (col == null) return false; + + if (col.Count == 0) return false; + // Fail out if the column isn't tall enough - if (col.Count < y) + if (y >= col.Count) return false; ti = col[y]; @@ -238,6 +249,21 @@ public class BoardState { init(); } + // Extremely bad allocation heavy string dump of the board state + public override string ToString() { + var str = base.ToString(); + str += "\n"; + foreach(TileStack ts in state) { + foreach(TileInfo ti in ts) { + // Why are enums so shiiiiit + str += System.Enum.GetName(typeof(TileColor),ti.color) + "(" + ti.data + "), "; + } + str += "\n"; + } + + return str; + } + // Create a copy of a column TileStack Copy(TileStack ts) { var intform = ts.Select(tile => (int)tile); diff --git a/Assets/Texel/Gameplay/GameBoardDrawer.cs b/Assets/Texel/Gameplay/GameBoardDrawer.cs index 848be55..2f76430 100644 --- a/Assets/Texel/Gameplay/GameBoardDrawer.cs +++ b/Assets/Texel/Gameplay/GameBoardDrawer.cs @@ -2,17 +2,108 @@ using System.Collections.Generic; using UnityEngine; -public class GameBoardDrawer : MonoBehaviour -{ - // Start is called before the first frame update - void Start() - { - - } +using System.Linq; - // Update is called once per frame - void Update() - { - - } +[ExecuteAlways] +public class GameBoardDrawer : MonoBehaviour { + public GameObject TilePrefab; + bool ValidatePrefab() { + if (!TilePrefab) { + TilePrefab = Resources.Load("TilePrefab"); + } + return TilePrefab; + } + + // Cached reference to the gameboard + GameBoard _gameBoard; + public GameBoard gameBoard { + get { + if (_gameBoard) return _gameBoard; + return _gameBoard = GetComponent(); + } + } + + public BoardState boardState { + get { + if (gameBoard) return gameBoard.board; + return null; + } + } + + List> TileDrawers; + + public float TileSize = 0.5f; + + void ValidateDrawers() { + if (TileDrawers == null) { + ClearDrawers(); + + Transform self = transform; // Cache + // Setup the board + // Board is arranged as a series of column 'stacks', bottom up + TileDrawers = new List>(); + for (int x = 0; x < BoardState.BoardWidth; ++x) { + var col = new List(); + for (int y = 0; y < BoardState.BoardHeight; ++y) { + var tile = Instantiate(TilePrefab,self); + + tile.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor; + // placement is handled in the update section + //var tileT = tile.transform; + //tileT.localPosition = new Vector3(x, y) * TileSize; + + col.Add(tile.GetComponent()); + } + TileDrawers.Add(col); + } + } + } + + void UpdateDrawers() { + if (TileDrawers == null) return; + + for (int x = 0; x < TileDrawers.Count; ++x) { + var col = TileDrawers[x]; + for (int y = 0; y < col.Count; ++y) { + var tile = col[y]; + + var tileT = tile.transform; + tileT.localPosition = new Vector3(x, y) * TileSize; + if (boardState.TileAt(x, y,out TileInfo ti)) { + tile.toDraw = ti; + } else { + tile.toDraw = TileInfo.Air; + } + + //tile.toDraw = + } + } + } + + [ContextMenu("Clear Drawers")] + void ClearDrawers() { + // Select all gameObjects in the TileDrawer list flattened to a enumerator + /*var flat = TileDrawers.SelectMany(tdl => tdl.Select(td=>td.gameObject)); + foreach(var tileDrawingGameObject in flat) { + DestroyImmediate(tileDrawingGameObject); + }*/ + + // Redundant purge + var children = GetComponentsInChildren(); + foreach(var td in children) { + 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