TechbloxModdingAPI/TechbloxModdingAPI/Blueprint.cs
NorbiPeti fef66c349d Merge branch 'master' into preview
# Conflicts:
#	Automation/gen_csproj.py
#	GamecraftModdingAPI/App/AppEngine.cs
#	GamecraftModdingAPI/App/GameGameEngine.cs
#	GamecraftModdingAPI/App/GameMenuEngine.cs
#	GamecraftModdingAPI/Block.cs
#	GamecraftModdingAPI/Blocks/BlockEngine.cs
#	GamecraftModdingAPI/Blocks/BlockEngineInit.cs
#	GamecraftModdingAPI/Blocks/BlockEventsEngine.cs
#	GamecraftModdingAPI/Blocks/BlockIDs.cs
#	GamecraftModdingAPI/Blocks/ConsoleBlock.cs
#	GamecraftModdingAPI/Blocks/DampedSpring.cs
#	GamecraftModdingAPI/Blocks/LogicGate.cs
#	GamecraftModdingAPI/Blocks/Motor.cs
#	GamecraftModdingAPI/Blocks/MusicBlock.cs
#	GamecraftModdingAPI/Blocks/ObjectIdentifier.cs
#	GamecraftModdingAPI/Blocks/Piston.cs
#	GamecraftModdingAPI/Blocks/PlacementEngine.cs
#	GamecraftModdingAPI/Blocks/Servo.cs
#	GamecraftModdingAPI/Blocks/SfxBlock.cs
#	GamecraftModdingAPI/Blocks/SpawnPoint.cs
#	GamecraftModdingAPI/Blocks/TextBlock.cs
#	GamecraftModdingAPI/Blocks/Timer.cs
#	GamecraftModdingAPI/GamecraftModdingAPI.csproj
#	GamecraftModdingAPI/Inventory/HotbarEngine.cs
#	GamecraftModdingAPI/Inventory/HotbarSlotSelectionHandlerEnginePatch.cs
#	GamecraftModdingAPI/Main.cs
#	GamecraftModdingAPI/Player.cs
#	GamecraftModdingAPI/Players/PlayerEngine.cs
#	GamecraftModdingAPI/Tests/GamecraftModdingAPIPluginTest.cs
#	TechbloxModdingAPI/BlockGroup.cs
#	TechbloxModdingAPI/Blocks/Engines/BlueprintEngine.cs
#	TechbloxModdingAPI/Blocks/Engines/RemovalEngine.cs
#	TechbloxModdingAPI/Blocks/Engines/SignalEngine.cs
#	TechbloxModdingAPI/Blueprint.cs
#	TechbloxModdingAPI/Input/FakeInput.cs
2021-12-14 23:26:35 +01:00

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3.7 KiB
C#

using System;
using Unity.Mathematics;
using UnityEngine;
namespace TechbloxModdingAPI
{
/// <summary>
/// Represents a blueprint in the inventory. When placed it becomes a block group.
/// </summary>
public class Blueprint : IDisposable
{
public uint Id { get; }
internal Blueprint(uint id)
{
Id = id;
BlockGroup._engine.InitBlueprint(id);
Refresh();
}
/// <summary>
/// The center of the blueprint. Can only be set using the StoreBlocks() method.
/// </summary>
public float3 Position { get; private set; }
/// <summary>
/// The rotation of the blueprint. Can only be set using the StoreBlocks() method.
/// </summary>
public float3 Rotation { get; private set; }
/// <summary>
/// The amount of blocks in the blueprint. Gan only be set using the StoreBlocks() method.
/// </summary>
public uint BlockCount { get; private set; }
/// <summary>
/// Creates a new, empty blueprint. It will be deleted on disposal unless the game holds a reference to it.
/// </summary>
/// <returns>A blueprint that doesn't have any blocks</returns>
public static Blueprint Create()
{
return new Blueprint(BlockGroup._engine.CreateBlueprint());
}
/// <summary>
/// Set the blocks that the blueprint contains.
/// Use the BlockGroup overload for automatically calculated position and rotation.
/// </summary>
/// <param name="blocks">The array of blocks to use</param>
/// <param name="position">The anchor (center) position of the blueprint</param>
/// <param name="rotation">The base rotation of the blueprint</param>
public void StoreBlocks(Block[] blocks, float3 position, float3 rotation)
{
BlockGroup._engine.ReplaceBlueprint(Player.LocalPlayer.Id, Id, blocks, position,
quaternion.Euler(rotation));
Refresh();
}
/// <summary>
/// Store the blocks from the given group in the blueprint with correct position and rotation for the blueprint.
/// </summary>
/// <param name="group">The block group to store</param>
public void StoreBlocks(BlockGroup group)
{
BlockGroup._engine.ReplaceBlueprint(Player.LocalPlayer.Id, Id, group, group.Position,
Quaternion.Euler(group.Rotation));
Refresh();
}
/// <summary>
/// Places the blocks the blueprint contains at the specified position and rotation.
/// </summary>
/// <param name="position">The position of the blueprint</param>
/// <param name="rotation">The rotation of the blueprint</param>
/// <returns>An array of the placed blocks</returns>
public Block[] PlaceBlocks(float3 position, float3 rotation)
{
return BlockGroup._engine.PlaceBlueprintBlocks(Id, Player.LocalPlayer.Id, position, rotation);
}
/// <summary>
/// Updates the properties based on the blueprint data. Only necessary if the blueprint is changed from the game.
/// </summary>
public void Refresh()
{
BlockGroup._engine.GetBlueprintInfo(Id, out var pos, out var rot, out uint count);
Position = pos;
Rotation = ((Quaternion) rot).eulerAngles;
BlockCount = count;
}
public void Dispose()
{
BlockGroup._engine.DisposeBlueprint(Id);
}
public override string ToString()
{
return $"{nameof(Id)}: {Id}, {nameof(Position)}: {Position}, {nameof(Rotation)}: {Rotation}, {nameof(BlockCount)}: {BlockCount}";
}
}
}