using System;
using Unity.Mathematics;
using UnityEngine;
namespace GamecraftModdingAPI
{
///
/// Represents a blueprint in the inventory. When placed it becomes a block group.
///
public class Blueprint : IDisposable
{
public uint Id { get; }
internal Blueprint(uint id)
{
Id = id;
BlockGroup._engine.InitBlueprint(id);
}
/*public static void SelectBlueprint(Blueprint blueprint)
{
BlueprintUtil.SelectBlueprint(null, new BlueprintInventoryItemEntityStruct
{
blueprintResourceId = blueprint.Id
});
}*/
///
/// Creates a new, empty blueprint. It will be deleted on disposal unless the game holds a reference to it.
///
/// A blueprint that doesn't have any blocks
public static Blueprint Create()
{
return new Blueprint(BlockGroup._engine.CreateBlueprint());
}
///
/// Set the blocks that the blueprint contains.
/// Use the BlockGroup overload for automatically calculated position and rotation.
///
/// The array of blocks to use
/// The anchor position of the blueprint
/// The base rotation of the blueprint
public void StoreBlocks(Block[] blocks, float3 position, float3 rotation)
{
BlockGroup._engine.ReplaceBlueprint(Player.LocalPlayer.Id, Id, blocks, position,
quaternion.Euler(rotation));
}
///
/// Store the blocks from the given group in the blueprint with correct position and rotation for the blueprint.
///
/// The block group to store
public void StoreBlocks(BlockGroup group)
{
BlockGroup._engine.ReplaceBlueprint(Player.LocalPlayer.Id, Id, group, group.Position,
Quaternion.Euler(group.Rotation));
}
///
/// Places the blocks the blueprint contains at the specified position and rotation.
///
/// The position of the blueprint
/// The rotation of the blueprint
/// An array of the placed blocks
public Block[] PlaceBlocks(float3 position, float3 rotation)
{
return BlockGroup._engine.PlaceBlueprintBlocks(Id, Player.LocalPlayer.Id, position, rotation);
}
public void Dispose()
{
BlockGroup._engine.DisposeBlueprint(Id);
}
public override string ToString()
{
return $"{nameof(Id)}: {Id}";
}
}
}