using System; using System.Collections.Generic; using Game.Player; using Sirenix.OdinInspector; using UnityEngine; using Random = UnityEngine.Random; namespace Game.Room { public class RoomInfo : MonoBehaviour { [SerializeField] [ReadOnly] private IRoom _room; [SerializeField] [ReadOnly] private Vector2 room_LeftDown; [SerializeField] [ReadOnly] private Vector2 room_RightUp; [SerializeField] private SpriteRenderer _renderer; [ShowInInspector] private Transform left { set => this.room_LeftDown = value.position; get => null; } [ShowInInspector] private Transform right { set => this.room_RightUp = value.position; get => null; } public RoomType roomType => this._room.roomType; public Vector2 room_Center => transform.position; private void Awake() { _renderer = this.GetComponent(); this._renderer.enabled = false; } public void SetRoom(IRoom room) { this._room = room; } public Vector2 GetJoinPosition() { var vector2 = this.room_RightUp - this.room_LeftDown; Vector2 vec = new Vector2(Random.Range(0, vector2.x), Random.Range(0, vector2.y)); vec += this.room_LeftDown; return vec; } public void SetSelect(bool isSelected) { _renderer.enabled = isSelected; } } }