OldBlueWater/BlueWater/Assets/02.Scripts/IslandInfo.cs
2023-09-11 16:16:02 +09:00

143 lines
4.0 KiB
C#

using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class IslandInfo : MonoBehaviour
{
#region Property and variable
[field: SerializeField] public string IslandName { get; private set; }
[field: SerializeField] public List<Transform> HouseList { get; private set; }
[field: SerializeField] public List<UnitController> UnitList { get; private set; }
[field: SerializeField] public List<Transform> EnemyList { get; private set; }
[field: SerializeField] public List<Transform> TargetAllList { get; private set; }
public IslandInfo()
{
IslandName = null;
HouseList = null;
UnitList = null;
EnemyList = null;
TargetAllList = null;
}
public IslandInfo(string islandName, List<Transform> houseList, List<UnitController> unitList, List<Transform> enemyList, List<Transform> targetAllList)
{
IslandName = islandName;
HouseList = houseList;
UnitList = unitList;
EnemyList = enemyList;
TargetAllList = targetAllList;
}
#endregion
#region Unity built-in Function
private void Awake()
{
InitIslandInfo();
}
#endregion
#region Custom function
[GUIColor(0, 1, 0)]
[Button("섬 정보 추출")]
private void InitIslandInfo()
{
HouseList = new List<Transform>(5);
var houses = transform.Find("Houses");
if (houses)
{
foreach (Transform house in houses)
{
if (!house.CompareTag("House") || !house.gameObject.activeSelf) continue;
var houseInfo = house.GetComponent<HouseInfo>();
houseInfo.SetIslandInfo(this);
HouseList.Add(houseInfo.transform);
}
}
UnitList = new List<UnitController>(20);
var units = transform.Find("Units");
if (units)
{
foreach (Transform unit in units)
{
if (!unit.CompareTag("Unit") || !unit.gameObject.activeSelf) continue;
UnitList.Add(unit.GetComponent<UnitController>());
}
}
EnemyList = new List<Transform>(UnitList.Capacity * 16);
foreach (var unit in UnitList)
{
foreach (Transform enemy in unit.transform)
{
if (!unit.gameObject.activeSelf) continue;
//var aiController = enemy.GetComponent<AiController>();
//aiController.SetIslandInfo(this);
EnemyList.Add(enemy);
}
}
TargetAllList = new List<Transform>(HouseList.Capacity + EnemyList.Capacity);
foreach (var enemy in EnemyList)
{
TargetAllList.Add(enemy);
}
foreach (var house in HouseList)
{
TargetAllList.Add(house);
}
}
public void RemoveListElement(List<Transform> list, Transform element)
{
if (list.Contains(element))
{
list.Remove(element);
}
if (TargetAllList.Contains(element))
{
TargetAllList.Remove(element);
}
CleanupList(list);
CleanupList(TargetAllList);
}
private void CleanupList(List<Transform> list)
{
for (var i = list.Count - 1; i >= 0; i--)
{
if (list[i] == null || list[i].gameObject == null)
{
list.RemoveAt(i);
}
}
}
#endregion
}
}