건설 시스템 기초 생성 및 Kaykit Medival 애셋 추가
This commit is contained in:
7
.claude/settings.local.json
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.claude/settings.local.json
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<Compile Include="Assets\Scripts\NetworkManagerUI.cs" />
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<Compile Include="Assets\Scripts\PlayerController.cs" />
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<Compile Include="Assets\InputSystem_Actions.cs" />
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<Compile Include="Assets\Scripts\AutoHost.cs" />
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<Compile Include="Assets\Scripts\BuildingManager.cs" />
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<Compile Include="Assets\Scripts\GhostMaterialTest.cs" />
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<Compile Include="Assets\Scripts\BuildingPlacement.cs" />
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<Compile Include="Assets\Scripts\NetworkPlayerController.cs" />
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21
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""name"": ""Attack"",
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@@ -172,6 +172,33 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
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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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""type"": ""Button"",
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""id"": ""7a4ed342-2ee3-4884-829b-618df4ba4938"",
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""expectedControlType"": """",
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""initialStateCheck"": false
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},
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{
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""name"": ""Rotate"",
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""type"": ""Button"",
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""id"": ""f8d0fd71-8954-43c6-929d-c2c7ac8fccdf"",
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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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|
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|
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@@ -559,6 +586,39 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
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|
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|
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""path"": ""<Keyboard>/r"",
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""processors"": """",
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""groups"": "";Keyboard&Mouse"",
|
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|
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||||
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{
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""name"": """",
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""path"": ""<Mouse>/leftButton"",
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|
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|
||||
""isPartOfComposite"": false
|
||||
}
|
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]
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},
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@@ -1153,6 +1213,9 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
||||
m_Player_Previous = m_Player.FindAction("Previous", throwIfNotFound: true);
|
||||
m_Player_Next = m_Player.FindAction("Next", throwIfNotFound: true);
|
||||
m_Player_Sprint = m_Player.FindAction("Sprint", throwIfNotFound: true);
|
||||
m_Player_ToggleBuildMode = m_Player.FindAction("Toggle Build Mode", throwIfNotFound: true);
|
||||
m_Player_Rotate = m_Player.FindAction("Rotate", throwIfNotFound: true);
|
||||
m_Player_Build = m_Player.FindAction("Build", throwIfNotFound: true);
|
||||
// UI
|
||||
m_UI = asset.FindActionMap("UI", throwIfNotFound: true);
|
||||
m_UI_Navigate = m_UI.FindAction("Navigate", throwIfNotFound: true);
|
||||
@@ -1255,6 +1318,9 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
||||
private readonly InputAction m_Player_Previous;
|
||||
private readonly InputAction m_Player_Next;
|
||||
private readonly InputAction m_Player_Sprint;
|
||||
private readonly InputAction m_Player_ToggleBuildMode;
|
||||
private readonly InputAction m_Player_Rotate;
|
||||
private readonly InputAction m_Player_Build;
|
||||
/// <summary>
|
||||
/// Provides access to input actions defined in input action map "Player".
|
||||
/// </summary>
|
||||
@@ -1303,6 +1369,18 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
||||
/// </summary>
|
||||
public InputAction @Sprint => m_Wrapper.m_Player_Sprint;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action "Player/ToggleBuildMode".
|
||||
/// </summary>
|
||||
public InputAction @ToggleBuildMode => m_Wrapper.m_Player_ToggleBuildMode;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action "Player/Rotate".
|
||||
/// </summary>
|
||||
public InputAction @Rotate => m_Wrapper.m_Player_Rotate;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action "Player/Build".
|
||||
/// </summary>
|
||||
public InputAction @Build => m_Wrapper.m_Player_Build;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action map instance.
|
||||
/// </summary>
|
||||
public InputActionMap Get() { return m_Wrapper.m_Player; }
|
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@@ -1355,6 +1433,15 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
||||
@Sprint.started += instance.OnSprint;
|
||||
@Sprint.performed += instance.OnSprint;
|
||||
@Sprint.canceled += instance.OnSprint;
|
||||
@ToggleBuildMode.started += instance.OnToggleBuildMode;
|
||||
@ToggleBuildMode.performed += instance.OnToggleBuildMode;
|
||||
@ToggleBuildMode.canceled += instance.OnToggleBuildMode;
|
||||
@Rotate.started += instance.OnRotate;
|
||||
@Rotate.performed += instance.OnRotate;
|
||||
@Rotate.canceled += instance.OnRotate;
|
||||
@Build.started += instance.OnBuild;
|
||||
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|
||||
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|
||||
}
|
||||
|
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/// <summary>
|
||||
@@ -1393,6 +1480,15 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
||||
@Sprint.started -= instance.OnSprint;
|
||||
@Sprint.performed -= instance.OnSprint;
|
||||
@Sprint.canceled -= instance.OnSprint;
|
||||
@ToggleBuildMode.started -= instance.OnToggleBuildMode;
|
||||
@ToggleBuildMode.performed -= instance.OnToggleBuildMode;
|
||||
@ToggleBuildMode.canceled -= instance.OnToggleBuildMode;
|
||||
@Rotate.started -= instance.OnRotate;
|
||||
@Rotate.performed -= instance.OnRotate;
|
||||
@Rotate.canceled -= instance.OnRotate;
|
||||
@Build.started -= instance.OnBuild;
|
||||
@Build.performed -= instance.OnBuild;
|
||||
@Build.canceled -= instance.OnBuild;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1756,6 +1852,27 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
|
||||
void OnSprint(InputAction.CallbackContext context);
|
||||
/// <summary>
|
||||
/// Method invoked when associated input action "Toggle Build Mode" 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 OnToggleBuildMode(InputAction.CallbackContext context);
|
||||
/// <summary>
|
||||
/// Method invoked when associated input action "Rotate" 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 OnRotate(InputAction.CallbackContext context);
|
||||
/// <summary>
|
||||
/// Method invoked when associated input action "Build" 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 OnBuild(InputAction.CallbackContext context);
|
||||
}
|
||||
/// <summary>
|
||||
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "UI" which allows adding and removing callbacks.
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"version": 1,
|
||||
"name": "InputSystem_Actions",
|
||||
"maps": [
|
||||
{
|
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@@ -27,7 +28,7 @@
|
||||
"name": "Attack",
|
||||
"type": "Button",
|
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"id": "6c2ab1b8-8984-453a-af3d-a3c78ae1679a",
|
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@@ -85,6 +86,33 @@
|
||||
"processors": "",
|
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|
||||
"initialStateCheck": false
|
||||
},
|
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{
|
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"name": "Toggle Build Mode",
|
||||
"type": "Button",
|
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"id": "7a4ed342-2ee3-4884-829b-618df4ba4938",
|
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"expectedControlType": "",
|
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"interactions": "",
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"initialStateCheck": false
|
||||
},
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76
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76
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||||
|
||||
[Header("Debug")]
|
||||
public bool showGridBounds = true;
|
||||
public Color gridBoundsColor = Color.cyan;
|
||||
|
||||
public void Initialize(BuildingData data, Vector3Int gridPos, int rot)
|
||||
{
|
||||
buildingData = data;
|
||||
gridPosition = gridPos;
|
||||
rotation = rot;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the grid-based bounds (from BuildingData width/length/height)
|
||||
/// This is used for placement validation, NOT the actual collider bounds
|
||||
/// Bounds are slightly shrunk to allow adjacent buildings to touch
|
||||
/// </summary>
|
||||
public Bounds GetGridBounds()
|
||||
{
|
||||
if (buildingData == null) return new Bounds(transform.position, Vector3.one);
|
||||
|
||||
Vector3 gridSize = buildingData.GetSize(rotation);
|
||||
|
||||
// Shrink slightly to allow buildings to be adjacent without Intersects() returning true
|
||||
Vector3 shrunkSize = gridSize - Vector3.one * 0.01f;
|
||||
return new Bounds(transform.position + Vector3.up * gridSize.y * 0.5f, shrunkSize);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Legacy method, use GetGridBounds() instead
|
||||
/// </summary>
|
||||
public Bounds GetBounds()
|
||||
{
|
||||
return GetGridBounds();
|
||||
}
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
if (!showGridBounds || buildingData == null) return;
|
||||
|
||||
Bounds bounds = GetGridBounds();
|
||||
Gizmos.color = gridBoundsColor;
|
||||
Gizmos.DrawWireCube(bounds.center, bounds.size);
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
if (buildingData == null) return;
|
||||
|
||||
Bounds bounds = GetGridBounds();
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireCube(bounds.center, bounds.size);
|
||||
|
||||
// Draw grid position
|
||||
if (BuildingManager.Instance != null)
|
||||
{
|
||||
Vector3 worldPos = BuildingManager.Instance.GridToWorld(gridPosition);
|
||||
Gizmos.color = Color.magenta;
|
||||
Gizmos.DrawSphere(worldPos, 0.2f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Building.cs.meta
Normal file
2
Assets/Scripts/Building.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0ceedb9b012d848478813136b65738ae
|
||||
35
Assets/Scripts/BuildingData.cs
Normal file
35
Assets/Scripts/BuildingData.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Northbound
|
||||
{
|
||||
[CreateAssetMenu(fileName = "NewBuilding", menuName = "Northbound/Building Data")]
|
||||
public class BuildingData : ScriptableObject
|
||||
{
|
||||
[Header("Building Info")]
|
||||
public string buildingName;
|
||||
public GameObject prefab;
|
||||
|
||||
[Header("Grid Size")]
|
||||
[Tooltip("Width in grid units")]
|
||||
public int width = 1;
|
||||
[Tooltip("Length in grid units")]
|
||||
public int length = 1;
|
||||
[Tooltip("Height for placement validation")]
|
||||
public float height = 2f;
|
||||
|
||||
[Header("Placement Settings")]
|
||||
[Tooltip("Offset from grid position")]
|
||||
public Vector3 placementOffset = Vector3.zero;
|
||||
[Tooltip("Can rotate this building?")]
|
||||
public bool allowRotation = true;
|
||||
|
||||
public Vector3 GetSize(int rotation)
|
||||
{
|
||||
// Rotation 0,180 = normal, 90,270 = swap width/length
|
||||
bool isRotated = (rotation == 1 || rotation == 3);
|
||||
float w = isRotated ? length : width;
|
||||
float l = isRotated ? width : length;
|
||||
return new Vector3(w, height, l);
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/BuildingData.cs.meta
Normal file
2
Assets/Scripts/BuildingData.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 937e64980d44d6b46acb35b8046adf34
|
||||
153
Assets/Scripts/BuildingManager.cs
Normal file
153
Assets/Scripts/BuildingManager.cs
Normal file
@@ -0,0 +1,153 @@
|
||||
using System.Collections.Generic;
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Northbound
|
||||
{
|
||||
public class BuildingManager : NetworkBehaviour
|
||||
{
|
||||
public static BuildingManager Instance { get; private set; }
|
||||
|
||||
[Header("Settings")]
|
||||
public float gridSize = 1f;
|
||||
public LayerMask groundLayer;
|
||||
|
||||
[Header("Building Database")]
|
||||
public List<BuildingData> availableBuildings = new List<BuildingData>();
|
||||
|
||||
private List<Building> placedBuildings = new List<Building>();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (Instance != null && Instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
public Vector3 SnapToGrid(Vector3 worldPosition)
|
||||
{
|
||||
return new Vector3(
|
||||
Mathf.Round(worldPosition.x / gridSize) * gridSize,
|
||||
worldPosition.y,
|
||||
Mathf.Round(worldPosition.z / gridSize) * gridSize
|
||||
);
|
||||
}
|
||||
|
||||
public Vector3Int WorldToGrid(Vector3 worldPosition)
|
||||
{
|
||||
return new Vector3Int(
|
||||
Mathf.RoundToInt(worldPosition.x / gridSize),
|
||||
Mathf.RoundToInt(worldPosition.y / gridSize),
|
||||
Mathf.RoundToInt(worldPosition.z / gridSize)
|
||||
);
|
||||
}
|
||||
|
||||
public Vector3 GridToWorld(Vector3Int gridPosition)
|
||||
{
|
||||
return new Vector3(
|
||||
gridPosition.x * gridSize,
|
||||
gridPosition.y * gridSize,
|
||||
gridPosition.z * gridSize
|
||||
);
|
||||
}
|
||||
|
||||
public bool IsValidPlacement(BuildingData data, Vector3 position, int rotation, out Vector3 groundPosition)
|
||||
{
|
||||
groundPosition = position;
|
||||
|
||||
// Ground check
|
||||
if (!CheckGround(position, out groundPosition))
|
||||
return false;
|
||||
|
||||
// IMPORTANT: Snap to grid BEFORE checking overlap!
|
||||
// Otherwise we check the raw cursor position which might overlap
|
||||
Vector3 snappedPosition = SnapToGrid(groundPosition);
|
||||
groundPosition = snappedPosition; // Update groundPosition to snapped value
|
||||
|
||||
// Overlap check using GRID SIZE from BuildingData (not actual colliders)
|
||||
Vector3 gridSize = data.GetSize(rotation);
|
||||
|
||||
// Shrink bounds slightly to allow buildings to touch without overlapping
|
||||
// This prevents Bounds.Intersects() from returning true for adjacent buildings
|
||||
Vector3 shrunkSize = gridSize - Vector3.one * 0.01f;
|
||||
Bounds checkBounds = new Bounds(snappedPosition + Vector3.up * gridSize.y * 0.5f, shrunkSize);
|
||||
|
||||
foreach (var building in placedBuildings)
|
||||
{
|
||||
if (building == null) continue;
|
||||
|
||||
// Compare grid bounds, not collider bounds
|
||||
Bounds buildingGridBounds = building.GetGridBounds();
|
||||
|
||||
if (checkBounds.Intersects(buildingGridBounds))
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the grid bounds for a building at a given position
|
||||
/// Useful for preview visualization
|
||||
/// </summary>
|
||||
public Bounds GetPlacementBounds(BuildingData data, Vector3 position, int rotation)
|
||||
{
|
||||
Vector3 gridSize = data.GetSize(rotation);
|
||||
return new Bounds(position + Vector3.up * gridSize.y * 0.5f, gridSize);
|
||||
}
|
||||
|
||||
private bool CheckGround(Vector3 position, out Vector3 groundPosition)
|
||||
{
|
||||
groundPosition = position;
|
||||
|
||||
// Raycast down to find ground
|
||||
if (Physics.Raycast(position + Vector3.up * 10f, Vector3.down, out RaycastHit hit, 20f, groundLayer))
|
||||
{
|
||||
groundPosition = hit.point;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
|
||||
public void PlaceBuildingServerRpc(int buildingIndex, Vector3 position, int rotation)
|
||||
{
|
||||
if (buildingIndex < 0 || buildingIndex >= availableBuildings.Count)
|
||||
return;
|
||||
|
||||
BuildingData data = availableBuildings[buildingIndex];
|
||||
|
||||
// IsValidPlacement now returns snapped position in groundPosition
|
||||
if (!IsValidPlacement(data, position, rotation, out Vector3 snappedPosition))
|
||||
return;
|
||||
|
||||
Vector3Int gridPosition = WorldToGrid(snappedPosition);
|
||||
|
||||
// Spawn building at snapped position
|
||||
GameObject buildingObj = Instantiate(data.prefab, snappedPosition + data.placementOffset, Quaternion.Euler(0, rotation * 90f, 0));
|
||||
NetworkObject netObj = buildingObj.GetComponent<NetworkObject>();
|
||||
|
||||
if (netObj != null)
|
||||
{
|
||||
netObj.Spawn();
|
||||
|
||||
Building building = buildingObj.GetComponent<Building>();
|
||||
if (building == null)
|
||||
building = buildingObj.AddComponent<Building>();
|
||||
|
||||
building.Initialize(data, gridPosition, rotation);
|
||||
placedBuildings.Add(building);
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveBuilding(Building building)
|
||||
{
|
||||
if (placedBuildings.Contains(building))
|
||||
placedBuildings.Remove(building);
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/BuildingManager.cs.meta
Normal file
2
Assets/Scripts/BuildingManager.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 27ee775fc5a0dc7498f3049e65e32513
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user