Files
modular-vr/Assets/Escape Room Engine/Engine/Scripts/Space.cs

102 lines
3.4 KiB
C#

using System.Collections.Generic;
using Escape_Room_Engine.Engine.Scripts.Modules;
using UnityEngine;
namespace Escape_Room_Engine.Engine.Scripts
{
public class Space
{
/// <summary>
/// The room relative (<i>RR</i>) dimensions of this space.
/// </summary>
internal readonly Dimensions rrDimensions;
internal List<Module> Modules { get; } = new(2);
private GameObject _spaceObject;
internal Space(Dimensions rrDimensions, Passage entrance)
{
this.rrDimensions = rrDimensions;
// connect the space to its passage
entrance.ConnectTo(new DoorModule(this,
((DoorModuleDescription)entrance.fromOut.description).connectedDoorDescription));
AddModule(entrance.toIn);
}
internal void AddModule(Module module)
{
Modules.Add(module);
}
internal void InstantiateSpace(Transform parent, string name)
{
_spaceObject = new GameObject($"Space {name}", typeof(MeshFilter), typeof(MeshRenderer));
_spaceObject.transform.SetParent(parent, false);
_spaceObject.transform.localPosition = new Vector3(rrDimensions.x, 0, rrDimensions.z);
var meshFilter = _spaceObject.GetComponent<MeshFilter>();
meshFilter.mesh = GenerateMesh();
var meshRenderer = _spaceObject.GetComponent<MeshRenderer>();
meshRenderer.material = Engine.DefaultEngine.roomMaterial;
// instantiate all modules inside this space
Modules.ForEach(module => module.InstantiateModule(_spaceObject.transform));
}
/// <summary>
/// Convert a position relative to this space to one relative to the room.
/// </summary>
/// <param name="srPosition">The space relative (<i>SR</i>) position that should be converted to a room relative (<i>RR</i>) position.</param>
/// <returns></returns>
internal Vector2Int ToRoomRelative(Vector2Int srPosition) => srPosition + rrDimensions.Position;
/// <summary>
/// Convert a position relative to the room to one relative to this space.
/// </summary>
/// <param name="rrPosition">The room relative (<i>RR</i>) position that should be converted to a space relative (<i>SR</i>) position.</param>
/// <returns></returns>
internal Vector2Int ToSpaceRelative(Vector2Int rrPosition) => rrPosition - rrDimensions.Position;
private Mesh GenerateMesh()
{
var mesh = new Mesh();
mesh.vertices = new[]
{
new Vector3(0, 0, 0),
new Vector3(rrDimensions.width, 0, 0),
new Vector3(0, 0, rrDimensions.length),
new Vector3(rrDimensions.width, 0, rrDimensions.length)
};
mesh.triangles = new[]
{
0, 2, 1,
2, 3, 1
};
var normal = Vector3.up;
mesh.normals = new[]
{
normal, normal, normal, normal
};
mesh.uv = new[]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(0, 1),
new Vector2(1, 1)
};
return mesh;
}
internal void Destroy()
{
Object.Destroy(_spaceObject);
}
}
}