2025-04-01 08:55:40 +02:00

257 lines
8.2 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
public class LevelEditor : MonoBehaviour
{
[Header("Placement")]
public Transform mapParent;
private GameObject currentBlock;
private bool isPlacingBlock = false;
private Vector3 currentScale = new Vector3(1f, 1f, 1);
private float scaleStep = 0.1f;
[Header("UI")]
public Transform blockGroupContainer;
public GameObject buttonPrefabTemplate;
private int currentPage = 0;
private const int buttonsPerPage = 4;
private List<GameObject> blockPrefabs = new();
private List<GameObject> currentButtons = new();
private GameObject resizingTarget = null;
private bool isResizing = false;
private Vector3 originalMousePos;
private Vector3 originalScale;
private enum ResizeAxis { None, Horizontal, Vertical }
private ResizeAxis currentResizeAxis = ResizeAxis.None;
void Start()
{
LoadPrefabs();
GenerateButtons();
}
void LoadPrefabs()
{
blockPrefabs.AddRange(Resources.LoadAll<GameObject>("Prefabs"));
}
void GenerateButtons()
{
ClearCurrentButtons();
Transform container = blockGroupContainer;
if (container == null || buttonPrefabTemplate == null)
{
Debug.LogError("UI Container ou prefab de bouton manquant.");
return;
}
int start = currentPage * buttonsPerPage;
int end = Mathf.Min(start + buttonsPerPage, blockPrefabs.Count);
for (int i = start; i < end; i++)
{
GameObject button = Instantiate(buttonPrefabTemplate, container);
button.SetActive(true);
Transform canvas = button.transform.Find("Canvas");
Transform bg = canvas?.Find("BlankSquare");
Transform icon = canvas?.Find("PrefabIcon");
if (bg == null || icon == null)
{
Destroy(button);
continue;
}
float xOffset = -375f + (i - start) * 125f;
bg.GetComponent<RectTransform>().anchoredPosition = new Vector2(xOffset, bg.GetComponent<RectTransform>().anchoredPosition.y);
icon.GetComponent<RectTransform>().anchoredPosition = new Vector2(xOffset, icon.GetComponent<RectTransform>().anchoredPosition.y);
Image bgImage = bg.GetComponent<Image>();
Image iconImage = icon.GetComponent<Image>();
bgImage.sprite = Resources.Load<Sprite>("InGame/ButtonSkin/BlankSquare");
iconImage.sprite = blockPrefabs[i].GetComponent<SpriteRenderer>()?.sprite;
string prefabName = blockPrefabs[i].name.ToLower();
if (prefabName.Contains("smallspike") || prefabName.Contains("smallobstacle"))
icon.GetComponent<RectTransform>().sizeDelta = new Vector2(50, 25);
else
icon.GetComponent<RectTransform>().sizeDelta = new Vector2(50, 50);
GameObject prefab = blockPrefabs[i];
button.GetComponent<Button>().onClick.AddListener(() => SelectPrefab(prefab));
currentButtons.Add(button);
}
}
void ClearCurrentButtons()
{
foreach (var button in currentButtons)
Destroy(button);
currentButtons.Clear();
}
public void NextPage()
{
int maxPage = 3;
Debug.Log(currentPage);
if (currentPage < maxPage - 1)
{
currentPage++;
GenerateButtons();
}
}
public void PreviousPage()
{
Debug.Log(currentPage);
if (currentPage > 0)
{
currentPage--;
GenerateButtons();
}
}
void SelectPrefab(GameObject prefab)
{
if (isPlacingBlock) return;
string name = prefab.name.ToLower();
if (name.Contains("portal"))
currentScale = new Vector3(0.5f, 0.5f, 1);
else if (name.Contains("small"))
currentScale = new Vector3(0.15f, 0.07f, 1);
else if (name.Contains("spike"))
currentScale = new Vector3(0.15f, 0.15f, 1);
else if (name.Contains("block"))
currentScale = new Vector3(0.2f, 0.2f, 1);
else if (name.Contains("bonus"))
currentScale = new Vector3(0.3f, 0.3f, 1);
else
currentScale = new Vector3(1f, 1f, 1);
InstantiateAndPrepare(prefab, currentScale);
}
void Update()
{
if (isPlacingBlock && currentBlock != null)
{
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
currentBlock.transform.position = new Vector3(Mathf.Round(mousePos.x), Mathf.Round(mousePos.y), -1);
if (!currentBlock.name.ToLower().Contains("portal"))
{
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (scroll != 0)
{
float newScale = Mathf.Max(0.1f, currentScale.x + scroll * scaleStep);
currentScale = new Vector3(newScale, newScale, 1);
currentBlock.transform.localScale = currentScale;
}
}
if (Input.GetMouseButtonDown(0))
{
Collider2D[] overlaps = Physics2D.OverlapBoxAll(
currentBlock.transform.position,
currentBlock.GetComponent<Collider2D>().bounds.size,
0f
);
if (overlaps.Length > 1)
{
Debug.Log("Placement annulé : un objet est déjà présent à cet endroit.");
return;
}
PlaceBlock();
}
}
if (Input.GetMouseButtonDown(0) && !isPlacingBlock)
{
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Collider2D hit = Physics2D.OverlapPoint(mousePos);
if (hit != null)
{
resizingTarget = hit.gameObject;
originalMousePos = mousePos;
originalScale = resizingTarget.transform.localScale;
Vector2 localClick = mousePos - (Vector2)resizingTarget.transform.position;
float ratio = resizingTarget.GetComponent<Collider2D>().bounds.size.x /
resizingTarget.GetComponent<Collider2D>().bounds.size.y;
currentResizeAxis = Mathf.Abs(localClick.x) > Mathf.Abs(localClick.y * ratio)
? ResizeAxis.Horizontal
: ResizeAxis.Vertical;
isResizing = true;
}
}
if (isResizing && resizingTarget != null)
{
Vector3 currentMousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector3 delta = currentMousePos - originalMousePos;
if (currentResizeAxis == ResizeAxis.Horizontal)
{
float newScaleX = Mathf.Max(0.1f, originalScale.x + delta.x);
resizingTarget.transform.localScale = new Vector3(newScaleX, originalScale.y, 1);
}
else if (currentResizeAxis == ResizeAxis.Vertical)
{
float newScaleY = Mathf.Max(0.1f, originalScale.y + delta.y);
resizingTarget.transform.localScale = new Vector3(originalScale.x, newScaleY, 1);
}
if (Input.GetMouseButtonUp(0))
{
isResizing = false;
resizingTarget = null;
currentResizeAxis = ResizeAxis.None;
}
}
}
void PlaceBlock()
{
isPlacingBlock = false;
currentBlock = null;
}
void InstantiateAndPrepare(GameObject prefab, Vector3? scaleOverride = null)
{
GameObject obj = Instantiate(prefab);
obj.transform.position = new Vector3(0, 0, -1);
obj.transform.localScale = scaleOverride ?? currentScale;
try { obj.tag = prefab.name; }
catch { Debug.LogWarning($"Le tag '{prefab.name}' n'existe pas. Ajoutez-le dans Project Settings > Tags."); }
if (mapParent != null)
obj.transform.SetParent(mapParent);
currentBlock = obj;
isPlacingBlock = true;
}
public void Save()
{
// TODO : Implémenter la sauvegarde du niveau
}
}