2026-01-05 12:16:58 +05:30

39 lines
1.2 KiB
C#

#if UNITY_EDITOR
using System.Collections.Generic;
using UnityEngine;
public class NodeManagerEditor : MonoBehaviour
{
[SerializeField] private GridEditorManager gridEditorManager;
private Dictionary<string, NodeEditor> nodesData = new Dictionary<string, NodeEditor>();
private Dictionary<string, NodeEditor> nodesData1 = new Dictionary<string, NodeEditor>();
public void ClearNodesData()
{
nodesData.Clear();
}
public bool IsNodeAvailableInGrid(int row, int col, out NodeEditor node)
{
Debug.Log($"row: {row}, col: {col}");
string pos = GetNodeKeyForm(row, col);
Debug.Log($"pos: {pos}");
node = nodesData.ContainsKey(pos) ? nodesData[pos] : null;
return nodesData.ContainsKey(pos);
}
public void AddNodeInstance(NodeEditor nodeInstTest, int row, int col)
{
Debug.Log($"AddNodeInstance for editor specific code: row: {row}, col: {col}, nodeInstTest: {nodeInstTest.name}");
nodeInstTest.InitGridManagerTest(gridEditorManager, row, col);
nodesData.Add(GetNodeKeyForm(row, col), nodeInstTest);
}
private string GetNodeKeyForm(int row, int col)
{
return $"{row},{col}";
}
}
#endif