custom-chatbot / data /PiecesMapBaker.cs
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using UnityEngine;
using Quantum;
using Photon.Deterministic;
#if UNITY_EDITOR
using UnityEditor;
#endif
//When a class implements MapDataBakerCallback, it can handle the activation of the "OnBake" event.
//This event is called when you hit the "Bake Data" at the Unity scene
//So this is useful whenever the developer needs to be into the bake process
public class PiecesMapBaker : MapDataBakerCallback
{
public override void OnBake(MapData data)
{
PieceView[] pieces = GameObject.FindObjectsOfType<PieceView>();
var boardSpec = UnityDB.FindAsset<BoardSpecAsset>(data.Asset.Settings.UserAsset.Id);
boardSpec.Settings.Pieces = new BoardSpec.PieceMap[pieces.Length];
FillBoardInformation(boardSpec.Settings, pieces);
#if UNITY_EDITOR
EditorUtility.SetDirty(boardSpec.Settings.GetUnityAsset());
#endif
}
public override void OnBeforeBake(MapData data)
{
}
private void FillBoardInformation(BoardSpec targetSpec, PieceView[] pieces)
{
for (int i = 0; i < targetSpec.Pieces.Length; i++)
{
targetSpec.Pieces[i].InitialIndex = -1;
targetSpec.Pieces[i].Type = PieceType.None;
targetSpec.Pieces[i].Color = PieceColor.None;
}
for (int i = 0; i < pieces.Length; i++)
{
FP positionX = FP.FromFloat_UNSAFE(pieces[i].transform.position.x);
FP positionY = FP.FromFloat_UNSAFE(pieces[i].transform.position.z);
var index = BoardHelper.GetIndexByPosition(new FPVector2(positionX, positionY));
if (index >= 0)
{
targetSpec.Pieces[i].InitialIndex = index;
pieces[i].IndexOnBoard = index;
targetSpec.Pieces[i].Type = pieces[i].Type;
targetSpec.Pieces[i].Color = pieces[i].Color;
}
else
{
pieces[i].IndexOnBoard = -1;
}
}
}
}