드래그로 대량 건설 기능 추가
Kaykit Medival 누락사항 추가 기본 성벽 및 성문 변경
This commit is contained in:
@@ -1250,16 +1250,16 @@
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""processors"": """",
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""interactions"": """",
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{
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@@ -779,6 +788,17 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
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""action"": ""QuickSlot8"",
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""action"": ""Cancel"",
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},
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@@ -1384,6 +1404,7 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
|||||||
m_Player_QuickSlot6 = m_Player.FindAction("QuickSlot6", throwIfNotFound: true);
|
m_Player_QuickSlot6 = m_Player.FindAction("QuickSlot6", throwIfNotFound: true);
|
||||||
m_Player_QuickSlot7 = m_Player.FindAction("QuickSlot7", throwIfNotFound: true);
|
m_Player_QuickSlot7 = m_Player.FindAction("QuickSlot7", throwIfNotFound: true);
|
||||||
m_Player_QuickSlot8 = m_Player.FindAction("QuickSlot8", throwIfNotFound: true);
|
m_Player_QuickSlot8 = m_Player.FindAction("QuickSlot8", throwIfNotFound: true);
|
||||||
|
m_Player_Cancel = m_Player.FindAction("Cancel", throwIfNotFound: true);
|
||||||
// UI
|
// UI
|
||||||
m_UI = asset.FindActionMap("UI", throwIfNotFound: true);
|
m_UI = asset.FindActionMap("UI", throwIfNotFound: true);
|
||||||
m_UI_Navigate = m_UI.FindAction("Navigate", 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_QuickSlot6;
|
||||||
private readonly InputAction m_Player_QuickSlot7;
|
private readonly InputAction m_Player_QuickSlot7;
|
||||||
private readonly InputAction m_Player_QuickSlot8;
|
private readonly InputAction m_Player_QuickSlot8;
|
||||||
|
private readonly InputAction m_Player_Cancel;
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Provides access to input actions defined in input action map "Player".
|
/// Provides access to input actions defined in input action map "Player".
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -1589,6 +1611,10 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public InputAction @QuickSlot8 => m_Wrapper.m_Player_QuickSlot8;
|
public InputAction @QuickSlot8 => m_Wrapper.m_Player_QuickSlot8;
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
/// Provides access to the underlying input action "Player/Cancel".
|
||||||
|
/// </summary>
|
||||||
|
public InputAction @Cancel => m_Wrapper.m_Player_Cancel;
|
||||||
|
/// <summary>
|
||||||
/// Provides access to the underlying input action map instance.
|
/// Provides access to the underlying input action map instance.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public InputActionMap Get() { return m_Wrapper.m_Player; }
|
public InputActionMap Get() { return m_Wrapper.m_Player; }
|
||||||
@@ -1674,6 +1700,9 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
|||||||
@QuickSlot8.started += instance.OnQuickSlot8;
|
@QuickSlot8.started += instance.OnQuickSlot8;
|
||||||
@QuickSlot8.performed += instance.OnQuickSlot8;
|
@QuickSlot8.performed += instance.OnQuickSlot8;
|
||||||
@QuickSlot8.canceled += instance.OnQuickSlot8;
|
@QuickSlot8.canceled += instance.OnQuickSlot8;
|
||||||
|
@Cancel.started += instance.OnCancel;
|
||||||
|
@Cancel.performed += instance.OnCancel;
|
||||||
|
@Cancel.canceled += instance.OnCancel;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -1745,6 +1774,9 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
|||||||
@QuickSlot8.started -= instance.OnQuickSlot8;
|
@QuickSlot8.started -= instance.OnQuickSlot8;
|
||||||
@QuickSlot8.performed -= instance.OnQuickSlot8;
|
@QuickSlot8.performed -= instance.OnQuickSlot8;
|
||||||
@QuickSlot8.canceled -= instance.OnQuickSlot8;
|
@QuickSlot8.canceled -= instance.OnQuickSlot8;
|
||||||
|
@Cancel.started -= instance.OnCancel;
|
||||||
|
@Cancel.performed -= instance.OnCancel;
|
||||||
|
@Cancel.canceled -= instance.OnCancel;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -2185,6 +2217,13 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
|||||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
|
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
|
||||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
|
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
|
||||||
void OnQuickSlot8(InputAction.CallbackContext context);
|
void OnQuickSlot8(InputAction.CallbackContext context);
|
||||||
|
/// <summary>
|
||||||
|
/// Method invoked when associated input action "Cancel" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
|
||||||
|
/// </summary>
|
||||||
|
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
|
||||||
|
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
|
||||||
|
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
|
||||||
|
void OnCancel(InputAction.CallbackContext context);
|
||||||
}
|
}
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "UI" which allows adding and removing callbacks.
|
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "UI" which allows adding and removing callbacks.
|
||||||
|
|||||||
@@ -185,6 +185,15 @@
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|||||||
"processors": "",
|
"processors": "",
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"interactions": "",
|
"interactions": "",
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||||||
"initialStateCheck": false
|
"initialStateCheck": false
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||||||
|
},
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||||||
|
{
|
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|
"name": "Cancel",
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|
"type": "Button",
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|
"id": "4620ff8d-ba65-4af3-abe6-2ea9357f52ae",
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"processors": "",
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"interactions": "",
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"initialStateCheck": false
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}
|
}
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],
|
],
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"bindings": [
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"bindings": [
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@@ -693,6 +702,17 @@
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|||||||
"action": "QuickSlot8",
|
"action": "QuickSlot8",
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"isComposite": false,
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"isComposite": false,
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"isPartOfComposite": false
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"isPartOfComposite": false
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},
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{
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"name": "",
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"id": "bdc5275e-aea2-47da-93f6-1327c627b96b",
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|
"path": "<Keyboard>/escape",
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|
"interactions": "",
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|
"processors": "",
|
||||||
|
"groups": ";Keyboard&Mouse",
|
||||||
|
"action": "Cancel",
|
||||||
|
"isComposite": false,
|
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|
"isPartOfComposite": false
|
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}
|
}
|
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]
|
]
|
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},
|
},
|
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151
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Normal file
151
Assets/Prefabs/Gate.prefab
Normal file
@@ -0,0 +1,151 @@
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%YAML 1.1
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7
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|
userData:
|
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|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -1,3 +1,4 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
using Unity.Netcode;
|
using Unity.Netcode;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.InputSystem;
|
using UnityEngine.InputSystem;
|
||||||
@@ -21,6 +22,12 @@ namespace Northbound
|
|||||||
[Header("Debug Visualization")]
|
[Header("Debug Visualization")]
|
||||||
public bool showGridBounds = true;
|
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 bool isBuildModeActive = false;
|
||||||
private GameObject previewObject;
|
private GameObject previewObject;
|
||||||
private int currentRotation = 0; // 0-3
|
private int currentRotation = 0; // 0-3
|
||||||
@@ -28,6 +35,12 @@ namespace Northbound
|
|||||||
private Renderer[] previewRenderers;
|
private Renderer[] previewRenderers;
|
||||||
private PlayerInputActions _inputActions;
|
private PlayerInputActions _inputActions;
|
||||||
|
|
||||||
|
// 드래그 건설 관련
|
||||||
|
private bool isDragging = false;
|
||||||
|
private Vector3 dragStartPosition;
|
||||||
|
private List<GameObject> dragPreviewObjects = new List<GameObject>();
|
||||||
|
private List<Vector3> dragBuildingPositions = new List<Vector3>();
|
||||||
|
|
||||||
public override void OnNetworkSpawn()
|
public override void OnNetworkSpawn()
|
||||||
{
|
{
|
||||||
if (!IsOwner) return;
|
if (!IsOwner) return;
|
||||||
@@ -35,7 +48,9 @@ namespace Northbound
|
|||||||
_inputActions = new PlayerInputActions();
|
_inputActions = new PlayerInputActions();
|
||||||
_inputActions.Player.ToggleBuildMode.performed += OnToggleBuildMode;
|
_inputActions.Player.ToggleBuildMode.performed += OnToggleBuildMode;
|
||||||
_inputActions.Player.Rotate.performed += OnRotate;
|
_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();
|
_inputActions.Enable();
|
||||||
|
|
||||||
// Create default materials if not assigned
|
// Create default materials if not assigned
|
||||||
@@ -103,10 +118,14 @@ namespace Northbound
|
|||||||
{
|
{
|
||||||
_inputActions.Player.ToggleBuildMode.performed -= OnToggleBuildMode;
|
_inputActions.Player.ToggleBuildMode.performed -= OnToggleBuildMode;
|
||||||
_inputActions.Player.Rotate.performed -= OnRotate;
|
_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.Disable();
|
||||||
_inputActions.Dispose();
|
_inputActions.Dispose();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
ClearDragPreviews();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
@@ -115,7 +134,24 @@ namespace Northbound
|
|||||||
|
|
||||||
if (isBuildModeActive)
|
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("<color=yellow>[BuildingPlacement] 드래그 건설 취소됨</color>");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -141,7 +177,15 @@ namespace Northbound
|
|||||||
BuildingQuickslotUI.Instance.HideQuickslot();
|
BuildingQuickslotUI.Instance.HideQuickslot();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 드래그 중이었다면 취소
|
||||||
|
if (isDragging)
|
||||||
|
{
|
||||||
|
CancelDrag();
|
||||||
|
Debug.Log("<color=yellow>[BuildingPlacement] 건설 모드 종료로 드래그 취소됨</color>");
|
||||||
|
}
|
||||||
|
|
||||||
DestroyPreview();
|
DestroyPreview();
|
||||||
|
ClearDragPreviews();
|
||||||
}
|
}
|
||||||
|
|
||||||
Debug.Log($"[BuildingPlacement] 건설 모드 {(isBuildModeActive ? "활성화" : "비활성화")}");
|
Debug.Log($"[BuildingPlacement] 건설 모드 {(isBuildModeActive ? "활성화" : "비활성화")}");
|
||||||
@@ -162,6 +206,13 @@ namespace Northbound
|
|||||||
selectedBuildingIndex = index;
|
selectedBuildingIndex = index;
|
||||||
currentRotation = 0; // 회전 초기화
|
currentRotation = 0; // 회전 초기화
|
||||||
|
|
||||||
|
// 드래그 중이었다면 취소
|
||||||
|
if (isDragging)
|
||||||
|
{
|
||||||
|
CancelDrag();
|
||||||
|
Debug.Log("<color=yellow>[BuildingPlacement] 건물 변경으로 드래그 취소됨</color>");
|
||||||
|
}
|
||||||
|
|
||||||
// 프리뷰 다시 생성
|
// 프리뷰 다시 생성
|
||||||
if (isBuildModeActive)
|
if (isBuildModeActive)
|
||||||
{
|
{
|
||||||
@@ -276,10 +327,234 @@ namespace Northbound
|
|||||||
{
|
{
|
||||||
if (!isBuildModeActive) return;
|
if (!isBuildModeActive) return;
|
||||||
|
|
||||||
|
// 드래그 중에는 회전 불가
|
||||||
|
if (isDragging)
|
||||||
|
{
|
||||||
|
Debug.Log("<color=yellow>[BuildingPlacement] 드래그 중에는 회전할 수 없습니다</color>");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
currentRotation = (currentRotation + 1) % 4;
|
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("<color=cyan>[BuildingPlacement] 드래그 건설 시작 (ESC로 취소 가능)</color>");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 드래그 취소
|
||||||
|
/// </summary>
|
||||||
|
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<Vector3> 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<NetworkObject>() != null)
|
||||||
|
Destroy(preview.GetComponent<NetworkObject>());
|
||||||
|
if (preview.GetComponent<Building>() != null)
|
||||||
|
Destroy(preview.GetComponent<Building>());
|
||||||
|
|
||||||
|
// 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<Renderer>();
|
||||||
|
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>())
|
||||||
|
{
|
||||||
|
collider.enabled = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
dragPreviewObjects.Add(preview);
|
||||||
|
|
||||||
|
if (isValid)
|
||||||
|
{
|
||||||
|
dragBuildingPositions.Add(snappedPosition);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private List<Vector3> CalculateDragBuildingPositions(Vector3 start, Vector3 end, BuildingData data)
|
||||||
|
{
|
||||||
|
List<Vector3> positions = new List<Vector3>();
|
||||||
|
|
||||||
|
// 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("<color=yellow>[BuildingPlacement] 배치 가능한 건물이 없습니다.</color>");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
BuildingData selectedData = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
|
||||||
|
|
||||||
|
int successCount = 0;
|
||||||
|
foreach (var position in dragBuildingPositions)
|
||||||
|
{
|
||||||
|
BuildingManager.Instance.RequestPlaceFoundation(selectedBuildingIndex, position, currentRotation);
|
||||||
|
successCount++;
|
||||||
|
}
|
||||||
|
|
||||||
|
Debug.Log($"<color=cyan>[BuildingPlacement] 드래그 건설 완료: {successCount}개의 {selectedData.buildingName} 배치 시도</color>");
|
||||||
|
}
|
||||||
|
|
||||||
|
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;
|
if (!isBuildModeActive || previewObject == null) return;
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user