건설 시스템 기초 생성 및 Kaykit Medival 애셋 추가

This commit is contained in:
2026-01-24 14:10:17 +09:00
parent fb6570a992
commit ec37a3261e
109 changed files with 6743 additions and 7 deletions

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@@ -114,7 +114,7 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
""name"": ""Attack"",
""type"": ""Button"",
""id"": ""6c2ab1b8-8984-453a-af3d-a3c78ae1679a"",
""expectedControlType"": ""Button"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
@@ -172,6 +172,33 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Toggle Build Mode"",
""type"": ""Button"",
""id"": ""7a4ed342-2ee3-4884-829b-618df4ba4938"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Rotate"",
""type"": ""Button"",
""id"": ""f8d0fd71-8954-43c6-929d-c2c7ac8fccdf"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Build"",
""type"": ""Button"",
""id"": ""6684a7da-e647-4577-8008-711e30cd37da"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
@@ -559,6 +586,39 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
""action"": ""Crouch"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""4b447936-c61b-4e8c-9d56-8a7fc1c1e488"",
""path"": ""<Keyboard>/b"",
""interactions"": """",
""processors"": """",
""groups"": "";Keyboard&Mouse"",
""action"": ""Toggle Build Mode"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""a237ec8c-67b2-45d1-bff5-e2420af81736"",
""path"": ""<Keyboard>/r"",
""interactions"": """",
""processors"": """",
""groups"": "";Keyboard&Mouse"",
""action"": ""Rotate"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""99c6ee34-d67d-42aa-94d5-987ee6a08c1f"",
""path"": ""<Mouse>/leftButton"",
""interactions"": """",
""processors"": """",
""groups"": "";Keyboard&Mouse"",
""action"": ""Build"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
},
@@ -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; }
@@ -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;
@Build.performed += instance.OnBuild;
@Build.canceled += instance.OnBuild;
}
/// <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.

View File

@@ -1,4 +1,5 @@
{
"version": 1,
"name": "InputSystem_Actions",
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@@ -27,7 +28,7 @@
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"id": "6c2ab1b8-8984-453a-af3d-a3c78ae1679a",
"expectedControlType": "Button",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
@@ -85,6 +86,33 @@
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},
{
"name": "Toggle Build Mode",
"type": "Button",
"id": "7a4ed342-2ee3-4884-829b-618df4ba4938",
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{
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"id": "f8d0fd71-8954-43c6-929d-c2c7ac8fccdf",
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{
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"id": "6684a7da-e647-4577-8008-711e30cd37da",
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}
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@@ -472,6 +500,39 @@
"action": "Crouch",
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},
{
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"action": "Toggle Build Mode",
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},
{
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"id": "a237ec8c-67b2-45d1-bff5-e2420af81736",
"path": "<Keyboard>/r",
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},
{
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"id": "99c6ee34-d67d-42aa-94d5-987ee6a08c1f",
"path": "<Mouse>/leftButton",
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using Unity.Netcode;
using UnityEngine;
namespace Northbound
{
public class Building : NetworkBehaviour
{
[Header("References")]
public BuildingData buildingData;
[Header("Runtime Info")]
public Vector3Int gridPosition;
public int rotation; // 0-3 (0=0°, 1=90°, 2=180°, 3=270°)
[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);
}
}
}
}

View File

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fileFormatVersion: 2
guid: 0ceedb9b012d848478813136b65738ae

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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);
}
}
}

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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);
}
}
}

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