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-1366,14 +1366,14 @@ Library\ScriptAssemblies\Unity.2D.Sprite.AIIntegration.Editor.dll False - - Library\ScriptAssemblies\Unity.2D.SpriteShape.Editor.dll - False - Library\ScriptAssemblies\Unity.RenderPipelines.Core.Editor.Shared.dll False + + Library\ScriptAssemblies\Unity.2D.SpriteShape.Editor.dll + False + Library\ScriptAssemblies\Unity.InputSystem.dll False diff --git a/Assembly-CSharp.csproj b/Assembly-CSharp.csproj index 197adc2..76af8ee 100644 --- a/Assembly-CSharp.csproj +++ b/Assembly-CSharp.csproj @@ -1261,16 +1261,16 @@ Library\ScriptAssemblies\Unity.2D.Common.Editor.dll False - - Library\ScriptAssemblies\Unity.Multiplayer.Tools.NetVis.Configuration.dll + + Library\ScriptAssemblies\Unity.AI.Navigation.Updater.dll False Library\ScriptAssemblies\Unity.AI.Navigation.Editor.dll False - - Library\ScriptAssemblies\Unity.AI.Navigation.Updater.dll + + Library\ScriptAssemblies\Unity.Multiplayer.Tools.NetVis.Configuration.dll False @@ -1305,14 +1305,14 @@ 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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, 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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; + 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{fileID: 1701756768} - {fileID: 2264374033617737844} - - {fileID: 8643576426840390656} - - {fileID: 2002721658} 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;