적과 타워가 서로 공격하지 않는 문제 수정
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@@ -208,7 +208,7 @@ namespace Northbound
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public void SetSelectedBuilding(int index)
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{
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if (index < 0 || BuildingManager.Instance == null ||
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index >= BuildingManager.Instance.availableBuildings.Count)
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index >= BuildingManager.Instance.GetBuildableBuildings().Count)
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{
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Debug.LogWarning($"[BuildingPlacement] 유효하지 않은 건물 인덱스: {index}");
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return;
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@@ -235,19 +235,22 @@ namespace Northbound
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private void CreatePreview()
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{
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// 기존 프리뷰가 있다면 먼저 정리 (누적 방지)
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DestroyPreview();
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if (BuildingManager.Instance == null)
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{
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Debug.LogWarning("[BuildingPlacement] BuildingManager가 없습니다.");
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return;
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}
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if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.availableBuildings.Count)
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if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.GetBuildableBuildings().Count)
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{
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Debug.LogWarning($"[BuildingPlacement] 유효하지 않은 건물 인덱스: {selectedBuildingIndex}");
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return;
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}
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TowerData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
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TowerData data = BuildingManager.Instance.GetBuildableBuildings()[selectedBuildingIndex];
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if (data == null)
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{
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Debug.LogError($"[BuildingPlacement] TowerData is NULL at index {selectedBuildingIndex}");
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@@ -262,6 +265,9 @@ namespace Northbound
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// 완성 건물 프리팹으로 프리뷰 생성 (사용자가 완성 모습을 볼 수 있도록)
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previewObject = Instantiate(data.prefab);
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// (0,0,0)에 고스트가 보이지 않도록 처음에는 비활성화
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previewObject.SetActive(false);
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// Remove NetworkObject component from preview
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NetworkObject netObj = previewObject.GetComponent<NetworkObject>();
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@@ -317,17 +323,19 @@ namespace Northbound
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if (previewObject == null || BuildingManager.Instance == null)
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return;
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if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.availableBuildings.Count)
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if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.GetBuildableBuildings().Count)
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return;
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TowerData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
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TowerData data = BuildingManager.Instance.GetBuildableBuildings()[selectedBuildingIndex];
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if (data == null || data.prefab == null)
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return;
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Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
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if (Physics.Raycast(ray, out RaycastHit hit, maxPlacementDistance, groundLayer))
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{
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// Raycast 성공 시 프리뷰 표시
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previewObject.SetActive(true);
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// Check if placement is valid
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bool isValid = BuildingManager.Instance.IsValidPlacement(data, hit.point, currentRotation, out Vector3 snappedPosition);
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@@ -352,6 +360,11 @@ namespace Northbound
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renderer.materials = mats;
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}
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}
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else
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{
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// Raycast 실패 시 (0,0,0)에 고스트가 보이지 않도록 프리뷰 숨김
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previewObject.SetActive(false);
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}
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}
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private void OnRotate(InputAction.CallbackContext context)
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@@ -443,13 +456,13 @@ namespace Northbound
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{
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if (BuildingManager.Instance == null) return;
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if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.availableBuildings.Count)
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if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.GetBuildableBuildings().Count)
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{
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Debug.LogWarning($"[BuildingPlacement] Invalid building index: {selectedBuildingIndex}");
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return;
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}
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TowerData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
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TowerData data = BuildingManager.Instance.GetBuildableBuildings()[selectedBuildingIndex];
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if (data == null || data.prefab == null)
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{
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Debug.LogError($"[BuildingPlacement] TowerData or prefab is null at index {selectedBuildingIndex}. Please run 'Northbound > Populate Towers from Prefabs' and update BuildingManager.");
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@@ -581,7 +594,7 @@ namespace Northbound
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return;
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}
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TowerData selectedData = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
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TowerData selectedData = BuildingManager.Instance.GetBuildableBuildings()[selectedBuildingIndex];
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// Check affordability
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var coreResourceManager = CoreResourceManager.Instance;
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@@ -629,7 +642,7 @@ namespace Northbound
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Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
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if (Physics.Raycast(ray, out RaycastHit hit, maxPlacementDistance, groundLayer))
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{
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TowerData selectedData = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
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TowerData selectedData = BuildingManager.Instance.GetBuildableBuildings()[selectedBuildingIndex];
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// Check affordability
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var coreResourceManager = CoreResourceManager.Instance;
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