TechbloxModdingAPI/GamecraftModdingAPI/Blueprint.cs
Norbi Peti f30dcd251f Displaying blueprint before placing, enums, ToString()s
Added support for getting the player's current building mode (build, color, config, blueprint)
Added support for getting the current game's mode (building, playing, prefab etc.)
2020-11-14 02:52:16 +01:00

81 lines
2.9 KiB
C#

using System;
using Unity.Mathematics;
using UnityEngine;
namespace GamecraftModdingAPI
{
/// <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);
}
/*public static void SelectBlueprint(Blueprint blueprint)
{
BlueprintUtil.SelectBlueprint(null, new BlueprintInventoryItemEntityStruct
{
blueprintResourceId = blueprint.Id
});
}*/
/// <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 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));
}
/// <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));
}
/// <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);
}
public void Dispose()
{
BlockGroup._engine.DisposeBlueprint(Id);
}
public override string ToString()
{
return $"{nameof(Id)}: {Id}";
}
}
}