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index 7b1079b..1753611 100644
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diff --git a/Assets/InputSystem_Actions.cs b/Assets/InputSystem_Actions.cs
index aeff3af..2b02cbc 100644
--- a/Assets/InputSystem_Actions.cs
+++ b/Assets/InputSystem_Actions.cs
@@ -271,6 +271,15 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
+ },
+ {
+ ""name"": ""Cancel"",
+ ""type"": ""Button"",
+ ""id"": ""4620ff8d-ba65-4af3-abe6-2ea9357f52ae"",
+ ""expectedControlType"": """",
+ ""processors"": """",
+ ""interactions"": """",
+ ""initialStateCheck"": false
}
],
""bindings"": [
@@ -779,6 +788,17 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
""action"": ""QuickSlot8"",
""isComposite"": false,
""isPartOfComposite"": false
+ },
+ {
+ ""name"": """",
+ ""id"": ""bdc5275e-aea2-47da-93f6-1327c627b96b"",
+ ""path"": ""/escape"",
+ ""interactions"": """",
+ ""processors"": """",
+ ""groups"": "";Keyboard&Mouse"",
+ ""action"": ""Cancel"",
+ ""isComposite"": false,
+ ""isPartOfComposite"": false
}
]
},
@@ -1384,6 +1404,7 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
m_Player_QuickSlot6 = m_Player.FindAction("QuickSlot6", throwIfNotFound: true);
m_Player_QuickSlot7 = m_Player.FindAction("QuickSlot7", throwIfNotFound: true);
m_Player_QuickSlot8 = m_Player.FindAction("QuickSlot8", throwIfNotFound: true);
+ m_Player_Cancel = m_Player.FindAction("Cancel", throwIfNotFound: true);
// UI
m_UI = asset.FindActionMap("UI", throwIfNotFound: true);
m_UI_Navigate = m_UI.FindAction("Navigate", throwIfNotFound: true);
@@ -1497,6 +1518,7 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
private readonly InputAction m_Player_QuickSlot6;
private readonly InputAction m_Player_QuickSlot7;
private readonly InputAction m_Player_QuickSlot8;
+ private readonly InputAction m_Player_Cancel;
///
/// Provides access to input actions defined in input action map "Player".
///
@@ -1589,6 +1611,10 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
///
public InputAction @QuickSlot8 => m_Wrapper.m_Player_QuickSlot8;
///
+ /// Provides access to the underlying input action "Player/Cancel".
+ ///
+ public InputAction @Cancel => m_Wrapper.m_Player_Cancel;
+ ///
/// Provides access to the underlying input action map instance.
///
public InputActionMap Get() { return m_Wrapper.m_Player; }
@@ -1674,6 +1700,9 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
@QuickSlot8.started += instance.OnQuickSlot8;
@QuickSlot8.performed += instance.OnQuickSlot8;
@QuickSlot8.canceled += instance.OnQuickSlot8;
+ @Cancel.started += instance.OnCancel;
+ @Cancel.performed += instance.OnCancel;
+ @Cancel.canceled += instance.OnCancel;
}
///
@@ -1745,6 +1774,9 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
@QuickSlot8.started -= instance.OnQuickSlot8;
@QuickSlot8.performed -= instance.OnQuickSlot8;
@QuickSlot8.canceled -= instance.OnQuickSlot8;
+ @Cancel.started -= instance.OnCancel;
+ @Cancel.performed -= instance.OnCancel;
+ @Cancel.canceled -= instance.OnCancel;
}
///
@@ -2185,6 +2217,13 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
///
///
void OnQuickSlot8(InputAction.CallbackContext context);
+ ///
+ /// Method invoked when associated input action "Cancel" is either , or .
+ ///
+ ///
+ ///
+ ///
+ void OnCancel(InputAction.CallbackContext context);
}
///
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "UI" which allows adding and removing callbacks.
diff --git a/Assets/InputSystem_Actions.inputactions b/Assets/InputSystem_Actions.inputactions
index 82c1416..0923e2a 100644
--- a/Assets/InputSystem_Actions.inputactions
+++ b/Assets/InputSystem_Actions.inputactions
@@ -185,6 +185,15 @@
"processors": "",
"interactions": "",
"initialStateCheck": false
+ },
+ {
+ "name": "Cancel",
+ "type": "Button",
+ "id": "4620ff8d-ba65-4af3-abe6-2ea9357f52ae",
+ "expectedControlType": "",
+ "processors": "",
+ "interactions": "",
+ "initialStateCheck": false
}
],
"bindings": [
@@ -693,6 +702,17 @@
"action": "QuickSlot8",
"isComposite": false,
"isPartOfComposite": false
+ },
+ {
+ "name": "",
+ "id": "bdc5275e-aea2-47da-93f6-1327c627b96b",
+ "path": "/escape",
+ "interactions": "",
+ "processors": "",
+ "groups": ";Keyboard&Mouse",
+ "action": "Cancel",
+ "isComposite": false,
+ "isPartOfComposite": false
}
]
},
diff --git a/Assets/Prefabs/Gate.prefab b/Assets/Prefabs/Gate.prefab
new file mode 100644
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+++ b/Assets/Prefabs/Gate.prefab
@@ -0,0 +1,151 @@
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diff --git a/Assets/Scripts/BuildingPlacement.cs b/Assets/Scripts/BuildingPlacement.cs
index 0b586b3..8022b63 100644
--- a/Assets/Scripts/BuildingPlacement.cs
+++ b/Assets/Scripts/BuildingPlacement.cs
@@ -1,3 +1,4 @@
+using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.InputSystem;
@@ -21,6 +22,12 @@ namespace Northbound
[Header("Debug Visualization")]
public bool showGridBounds = true;
+ [Header("Drag Building")]
+ [Tooltip("드래그 건설 활성화")]
+ public bool enableDragBuilding = true;
+ [Tooltip("드래그 건설 시 최대 건물 수")]
+ public int maxDragBuildingCount = 50;
+
private bool isBuildModeActive = false;
private GameObject previewObject;
private int currentRotation = 0; // 0-3
@@ -28,6 +35,12 @@ namespace Northbound
private Renderer[] previewRenderers;
private PlayerInputActions _inputActions;
+ // 드래그 건설 관련
+ private bool isDragging = false;
+ private Vector3 dragStartPosition;
+ private List dragPreviewObjects = new List();
+ private List dragBuildingPositions = new List();
+
public override void OnNetworkSpawn()
{
if (!IsOwner) return;
@@ -35,7 +48,9 @@ namespace Northbound
_inputActions = new PlayerInputActions();
_inputActions.Player.ToggleBuildMode.performed += OnToggleBuildMode;
_inputActions.Player.Rotate.performed += OnRotate;
- _inputActions.Player.Build.performed += OnBuild;
+ _inputActions.Player.Build.performed += OnBuildPressed;
+ _inputActions.Player.Build.canceled += OnBuildReleased;
+ _inputActions.Player.Cancel.performed += OnCancel;
_inputActions.Enable();
// Create default materials if not assigned
@@ -103,10 +118,14 @@ namespace Northbound
{
_inputActions.Player.ToggleBuildMode.performed -= OnToggleBuildMode;
_inputActions.Player.Rotate.performed -= OnRotate;
- _inputActions.Player.Build.performed -= OnBuild;
+ _inputActions.Player.Build.performed -= OnBuildPressed;
+ _inputActions.Player.Build.canceled -= OnBuildReleased;
+ _inputActions.Player.Cancel.performed -= OnCancel;
_inputActions.Disable();
_inputActions.Dispose();
}
+
+ ClearDragPreviews();
}
private void Update()
@@ -115,7 +134,24 @@ namespace Northbound
if (isBuildModeActive)
{
- UpdatePreviewPosition();
+ if (isDragging && enableDragBuilding)
+ {
+ UpdateDragPreview();
+ }
+ else
+ {
+ UpdatePreviewPosition();
+ }
+ }
+ }
+
+ private void OnCancel(InputAction.CallbackContext context)
+ {
+ // 드래그 중일 때만 취소
+ if (isDragging && isBuildModeActive)
+ {
+ CancelDrag();
+ Debug.Log("[BuildingPlacement] 드래그 건설 취소됨");
}
}
@@ -141,7 +177,15 @@ namespace Northbound
BuildingQuickslotUI.Instance.HideQuickslot();
}
+ // 드래그 중이었다면 취소
+ if (isDragging)
+ {
+ CancelDrag();
+ Debug.Log("[BuildingPlacement] 건설 모드 종료로 드래그 취소됨");
+ }
+
DestroyPreview();
+ ClearDragPreviews();
}
Debug.Log($"[BuildingPlacement] 건설 모드 {(isBuildModeActive ? "활성화" : "비활성화")}");
@@ -162,6 +206,13 @@ namespace Northbound
selectedBuildingIndex = index;
currentRotation = 0; // 회전 초기화
+ // 드래그 중이었다면 취소
+ if (isDragging)
+ {
+ CancelDrag();
+ Debug.Log("[BuildingPlacement] 건물 변경으로 드래그 취소됨");
+ }
+
// 프리뷰 다시 생성
if (isBuildModeActive)
{
@@ -276,10 +327,234 @@ namespace Northbound
{
if (!isBuildModeActive) return;
+ // 드래그 중에는 회전 불가
+ if (isDragging)
+ {
+ Debug.Log("[BuildingPlacement] 드래그 중에는 회전할 수 없습니다");
+ return;
+ }
+
currentRotation = (currentRotation + 1) % 4;
}
- private void OnBuild(InputAction.CallbackContext context)
+ private void OnBuildPressed(InputAction.CallbackContext context)
+ {
+ if (!isBuildModeActive || IsPointerOverUI())
+ {
+ return;
+ }
+
+ if (enableDragBuilding)
+ {
+ // 드래그 시작
+ Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
+ if (Physics.Raycast(ray, out RaycastHit hit, maxPlacementDistance, groundLayer))
+ {
+ isDragging = true;
+ dragStartPosition = hit.point;
+
+ // 메인 프리뷰 숨기기
+ if (previewObject != null)
+ {
+ previewObject.SetActive(false);
+ }
+
+ Debug.Log("[BuildingPlacement] 드래그 건설 시작 (ESC로 취소 가능)");
+ }
+ }
+ }
+
+ private void OnBuildReleased(InputAction.CallbackContext context)
+ {
+ if (!isBuildModeActive) return;
+
+ if (enableDragBuilding && isDragging)
+ {
+ // 드래그 종료 - 배치 실행
+ ExecuteDragBuild();
+ isDragging = false;
+
+ // 메인 프리뷰 다시 표시
+ if (previewObject != null)
+ {
+ previewObject.SetActive(true);
+ }
+
+ ClearDragPreviews();
+ }
+ else if (!enableDragBuilding)
+ {
+ // 단일 건물 배치 (드래그 비활성화 시)
+ OnBuild();
+ }
+ }
+
+ ///
+ /// 드래그 취소
+ ///
+ private void CancelDrag()
+ {
+ if (!isDragging) return;
+
+ isDragging = false;
+
+ // 메인 프리뷰 다시 표시
+ if (previewObject != null)
+ {
+ previewObject.SetActive(true);
+ }
+
+ // 드래그 프리뷰 정리
+ ClearDragPreviews();
+ }
+
+ private void UpdateDragPreview()
+ {
+ if (BuildingManager.Instance == null) return;
+
+ Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
+ if (!Physics.Raycast(ray, out RaycastHit hit, maxPlacementDistance, groundLayer))
+ {
+ return;
+ }
+
+ BuildingData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
+
+ // 드래그 영역 계산
+ Vector3 dragEndPosition = hit.point;
+ List positions = CalculateDragBuildingPositions(dragStartPosition, dragEndPosition, data);
+
+ // 기존 프리뷰 정리
+ ClearDragPreviews();
+
+ // 새로운 프리뷰 생성
+ dragBuildingPositions.Clear();
+ foreach (var pos in positions)
+ {
+ if (dragPreviewObjects.Count >= maxDragBuildingCount)
+ {
+ Debug.LogWarning($"[BuildingPlacement] 드래그 건설 최대 개수 도달: {maxDragBuildingCount}");
+ break;
+ }
+
+ bool isValid = BuildingManager.Instance.IsValidPlacement(data, pos, currentRotation, out Vector3 snappedPosition);
+
+ GameObject preview = Instantiate(data.prefab);
+
+ // Remove NetworkObject and Building components
+ if (preview.GetComponent() != null)
+ Destroy(preview.GetComponent());
+ if (preview.GetComponent() != null)
+ Destroy(preview.GetComponent());
+
+ // Set position and rotation
+ preview.transform.position = snappedPosition + data.placementOffset;
+ preview.transform.rotation = Quaternion.Euler(0, currentRotation * 90f, 0);
+
+ // Apply materials
+ Material targetMat = isValid ? validMaterial : invalidMaterial;
+ Renderer[] renderers = preview.GetComponentsInChildren();
+ foreach (var renderer in renderers)
+ {
+ Material[] mats = new Material[renderer.materials.Length];
+ for (int i = 0; i < mats.Length; i++)
+ {
+ mats[i] = targetMat;
+ }
+ renderer.materials = mats;
+ }
+
+ // Disable colliders
+ foreach (var collider in preview.GetComponentsInChildren())
+ {
+ collider.enabled = false;
+ }
+
+ dragPreviewObjects.Add(preview);
+
+ if (isValid)
+ {
+ dragBuildingPositions.Add(snappedPosition);
+ }
+ }
+ }
+
+ private List CalculateDragBuildingPositions(Vector3 start, Vector3 end, BuildingData data)
+ {
+ List positions = new List();
+
+ // 그리드에 스냅
+ Vector3 snappedStart = BuildingManager.Instance.SnapToGrid(start);
+ Vector3 snappedEnd = BuildingManager.Instance.SnapToGrid(end);
+
+ // 건물 크기 고려
+ Vector3 size = data.GetSize(currentRotation);
+ float gridSize = BuildingManager.Instance.gridSize;
+ float stepX = Mathf.Max(size.x, gridSize);
+ float stepZ = Mathf.Max(size.z, gridSize);
+
+ // 드래그 방향 계산
+ Vector3 direction = snappedEnd - snappedStart;
+ float distanceX = Mathf.Abs(direction.x);
+ float distanceZ = Mathf.Abs(direction.z);
+
+ int countX = Mathf.Max(1, Mathf.RoundToInt(distanceX / stepX) + 1);
+ int countZ = Mathf.Max(1, Mathf.RoundToInt(distanceZ / stepZ) + 1);
+
+ float dirX = direction.x >= 0 ? 1 : -1;
+ float dirZ = direction.z >= 0 ? 1 : -1;
+
+ // 그리드 패턴으로 위치 생성
+ for (int x = 0; x < countX; x++)
+ {
+ for (int z = 0; z < countZ; z++)
+ {
+ Vector3 pos = snappedStart + new Vector3(
+ x * stepX * dirX,
+ 0,
+ z * stepZ * dirZ
+ );
+ positions.Add(pos);
+ }
+ }
+
+ return positions;
+ }
+
+ private void ExecuteDragBuild()
+ {
+ if (dragBuildingPositions.Count == 0)
+ {
+ Debug.Log("[BuildingPlacement] 배치 가능한 건물이 없습니다.");
+ return;
+ }
+
+ BuildingData selectedData = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
+
+ int successCount = 0;
+ foreach (var position in dragBuildingPositions)
+ {
+ BuildingManager.Instance.RequestPlaceFoundation(selectedBuildingIndex, position, currentRotation);
+ successCount++;
+ }
+
+ Debug.Log($"[BuildingPlacement] 드래그 건설 완료: {successCount}개의 {selectedData.buildingName} 배치 시도");
+ }
+
+ private void ClearDragPreviews()
+ {
+ foreach (var preview in dragPreviewObjects)
+ {
+ if (preview != null)
+ {
+ Destroy(preview);
+ }
+ }
+ dragPreviewObjects.Clear();
+ dragBuildingPositions.Clear();
+ }
+
+ private void OnBuild()
{
if (!isBuildModeActive || previewObject == null) return;