Today mostly toying with some grid creating logic to make grids where I can reference any cells I need. Y'know, for random level generation and stuff :D
Never done that before, so its goin pretty slow xD
Here's what I have rn:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PointSetter : MonoBehaviour
{
public GridLayoutGroup _grid;
public RectTransform _gridRectTransform;
public Vector2 _gridSize;
public float _gridSizeMultiplyer;
public float _cellSize;
public GameObject _cell;
public List<gameobject> _cells;
public List<vector2> _cellPositions;
private void Awake()
{
SetPoints();
Debug.Log($"{_gridRectTransform.rect.size}");
}
public void CellSetter()
{
}
public void SetPoints()
{
_grid.cellSize.Set(_cellSize, _cellSize);
Vector2 gridSize = _gridSize * _cellSize * _gridSizeMultiplyer;
_gridRectTransform.sizeDelta = gridSize;
int cellcount = (int)(gridSize.x/ _cellSize * gridSize.y / _cellSize);
Debug.Log($"{cellcount} cells");
for (int i = 0; i <= cellcount; i++)
{
GameObject newCell = Instantiate(_cell, _grid.transform);
_cells.Add(newCell);
_cellPositions.Add(newCell.transform.position);
}
_grid.enabled = false;
for (int i = 0; i < _cells.Count; i++)
{
_cells[i].transform.position = _cellPositions[i];
}
}
public void OuterLayers()
{
var LeftestColumn = _cells[0];
var TopRow = _cells[0];
var RightestColumn = _cells[(int)(_gridSize.x * _gridSizeMultiplyer)];
var BottomRow = _cells[(int)(_gridSize.y * _gridSizeMultiplyer)];
}
}