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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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);
}
}
}