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- using System;
- using Unity.Mathematics;
- using UnityEngine;
-
- namespace TechbloxModdingAPI
- {
- /// <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);
- Refresh();
- }
-
- /// <summary>
- /// The center of the blueprint. Can only be set using the StoreBlocks() method.
- /// </summary>
- public float3 Position { get; private set; }
-
- /// <summary>
- /// The rotation of the blueprint. Can only be set using the StoreBlocks() method.
- /// </summary>
- public float3 Rotation { get; private set; }
-
- /// <summary>
- /// The amount of blocks in the blueprint. Gan only be set using the StoreBlocks() method.
- /// </summary>
- public uint BlockCount { get; private set; }
-
- /// <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 (center) 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));
- Refresh();
- }
-
- /// <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));
- Refresh();
- }
-
- /// <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);
- }
-
- /// <summary>
- /// Updates the properties based on the blueprint data. Only necessary if the blueprint is changed from the game.
- /// </summary>
- public void Refresh()
- {
- BlockGroup._engine.GetBlueprintInfo(Id, out var pos, out var rot, out uint count);
- Position = pos;
- Rotation = ((Quaternion) rot).eulerAngles;
- BlockCount = count;
- }
-
- public void Dispose()
- {
- BlockGroup._engine.DisposeBlueprint(Id);
- }
-
- public override string ToString()
- {
- return $"{nameof(Id)}: {Id}, {nameof(Position)}: {Position}, {nameof(Rotation)}: {Rotation}, {nameof(BlockCount)}: {BlockCount}";
- }
- }
- }
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