115 lines
4.3 KiB
C#
115 lines
4.3 KiB
C#
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using System;
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using System.Collections.Generic;
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using GamecraftModdingAPI.Blocks;
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using GamecraftModdingAPI.Utility;
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using RobocraftX.Common;
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using Svelto.ECS;
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using Unity.Mathematics;
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namespace GamecraftModdingAPI
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{
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public class Block
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{
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private static readonly PlacementEngine PlacementEngine = new PlacementEngine();
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private static readonly MovementEngine MovementEngine = new MovementEngine();
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private static readonly RotationEngine RotationEngine = new RotationEngine();
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private static readonly RemovalEngine RemovalEngine = new RemovalEngine();
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private static readonly BlockEngine BlockEngine = new BlockEngine();
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/// <summary>
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/// Place a new block at the given position. If scaled, position means the center of the block. The default block size is 0.2 in terms of position.
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/// Place blocks next to each other to connect them.
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/// The placed block will be a complete block with a placement grid and collision which will be saved along with the game.
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/// </summary>
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/// <param name="block">The block's type</param>
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/// <param name="color">The block's color</param>
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/// <param name="darkness">The block color's darkness (0-9) - 0 is default color</param>
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/// <param name="position">The block's position in the grid - default block size is 0.2</param>
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/// <param name="rotation">The block's rotation in degrees</param>
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/// <param name="uscale">The block's uniform scale - default scale is 1 (with 0.2 width)</param>
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/// <param name="scale">The block's non-uniform scale - 0 means <paramref name="uscale"/> is used</param>
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/// <param name="player">The player who placed the block</param>
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/// <returns>The placed block or null if failed</returns>
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public static Block PlaceNew(BlockIDs block, float3 position,
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float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
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int uscale = 1, float3 scale = default, Player player = null)
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{
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if (PlacementEngine.IsInGame && GameState.IsBuildMode())
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{
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try
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{
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return new Block(PlacementEngine.PlaceBlock(block, color, darkness,
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position, uscale, scale, player, rotation));
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}
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catch (Exception e)
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{
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Logging.MetaDebugLog(e);
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}
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}
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return null;
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}
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/// <summary>
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/// Returns the most recently placed block.
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/// </summary>
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/// <returns>The block object</returns>
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public static Block GetLastPlacedBlock()
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{
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return new Block(BlockIdentifiers.LatestBlockID);
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}
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public Block(EGID id)
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{
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Id = id;
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}
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public Block(uint id)
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{
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Id = new EGID(id, CommonExclusiveGroups.OWNED_BLOCKS_GROUP);
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}
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public EGID Id { get; }
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/// <summary>
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/// The block's current position.
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/// </summary>
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public float3 Position
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{
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get => MovementEngine.GetPosition(Id.entityID);
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set => MovementEngine.MoveBlock(Id.entityID, value);
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}
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/// <summary>
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/// Returns an array of blocks that are connected to this one.
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/// </summary>
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public Block[] ConnectedCubes => BlockEngine.GetConnectedBlocks(Id.entityID);
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/// <summary>
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/// The block's current rotation in degrees.
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/// </summary>
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public float3 Rotation
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{
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get => RotationEngine.GetRotation(Id.entityID);
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set => RotationEngine.RotateBlock(Id.entityID, value);
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}
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/// <summary>
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/// Removes this block.
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/// </summary>
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/// <returns>True if the block exists and could be removed.</returns>
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public bool Remove()
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{
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return RemovalEngine.RemoveBlock(Id);
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}
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public static void Init()
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{
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GameEngineManager.AddGameEngine(PlacementEngine);
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GameEngineManager.AddGameEngine(MovementEngine);
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GameEngineManager.AddGameEngine(RotationEngine);
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GameEngineManager.AddGameEngine(RemovalEngine);
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GameEngineManager.AddGameEngine(BlockEngine);
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}
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}
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}
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