using System;
using Unity.Netcode;
using UnityEngine;
namespace Northbound
{
///
/// 건물 토대 - 플레이어가 상호작용하여 건물을 완성시킴
///
public class BuildingFoundation : NetworkBehaviour, IInteractable, ITeamMember
{
[Header("Building Info")]
public BuildingData buildingData;
public Vector3Int gridPosition;
public int rotation;
[Header("Visual")]
public GameObject foundationVisual;
public GameObject progressBarPrefab;
// 현재 건설 진행도
private NetworkVariable _currentProgress = new NetworkVariable(
0f,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server
);
// 건물 소유자
private NetworkVariable _ownerId = new NetworkVariable(
0,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server
);
// 팀
private NetworkVariable _team = new NetworkVariable(
TeamType.Neutral,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server
);
// 이벤트
public event Action OnProgressChanged; // (current, max)
public event Action OnConstructionComplete;
private GameObject _progressBarInstance;
private float _lastInteractionTime;
private BoxCollider _collider;
public ulong OwnerId => _ownerId.Value;
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
_currentProgress.OnValueChanged += OnProgressValueChanged;
// 진행 UI 생성
if (progressBarPrefab != null)
{
_progressBarInstance = Instantiate(progressBarPrefab, transform);
UpdateProgressBar();
}
}
public override void OnNetworkDespawn()
{
_currentProgress.OnValueChanged -= OnProgressValueChanged;
base.OnNetworkDespawn();
}
///
/// 토대 초기화
///
public void Initialize(BuildingData data, Vector3Int pos, int rot, ulong ownerId, TeamType team)
{
if (!IsOwner)
{
InitializeServerRpc(data != null ? data.buildingName : "", pos.x, pos.y, pos.z, rot, ownerId, team);
return;
}
InitializeServerRpc(data != null ? data.buildingName : "", pos.x, pos.y, pos.z, rot, ownerId, team);
}
[ServerRpc]
private void InitializeServerRpc(string buildingName, int posX, int posY, int posZ, int rot, ulong ownerId, TeamType team)
{
buildingData = BuildingManager.Instance?.availableBuildings.Find(b => b != null && b.buildingName == buildingName);
gridPosition = new Vector3Int(posX, posY, posZ);
rotation = rot;
_ownerId.Value = ownerId;
_team.Value = team;
_currentProgress.Value = 0f;
// BuildingData의 크기를 기반으로 스케일 설정
Vector3 size = buildingData != null ? buildingData.GetSize(rot) : Vector3.one;
// foundationVisual의 스케일만 조정 (토대 자체의 pivot은 중앙에 유지)
if (foundationVisual != null)
{
// 토대 높이를 건물 크기에 맞게 조정 (높이는 얇게)
foundationVisual.transform.localScale = new Vector3(size.x, 0.2f, size.z);
foundationVisual.transform.localPosition = new Vector3(0, 0.1f, 0); // 바닥에서 약간 위
}
// BoxCollider 추가 및 크기 설정 (상호작용용)
_collider = GetComponent();
if (_collider == null)
{
_collider = gameObject.AddComponent();
}
// 상호작용 가능한 크기로 설정 (전체 건물 높이가 아니라 접근 가능한 크기)
_collider.size = new Vector3(size.x, 2f, size.z); // 높이를 2m로 설정하여 상호작용 가능
_collider.center = new Vector3(0, 1f, 0); // 중심을 1m 높이에 배치
_collider.isTrigger = false; // Trigger가 아닌 일반 Collider로 설정
Debug.Log($"[BuildingFoundation] 토대 생성: {buildingData?.buildingName ?? "Building"}, 크기: {size}, 위치: {transform.position}, Collider: {_collider.size}, 소유자: {ownerId}, 팀: {TeamManager.GetTeamName(team)}");
}
private void UpdateProgressBar()
{
if (buildingData == null || _progressBarInstance == null)
return;
float progress = buildingData.requiredWorkAmount > 0 ? _currentProgress.Value / buildingData.requiredWorkAmount : 1f;
// 간단한 progress bar update - 필요한 경우 BuildingProgressBar 컴포넌트 사용
var progressBarTransform = _progressBarInstance.transform;
progressBarTransform.localScale = new Vector3(progress, 1f, 1f);
}
private void OnProgressValueChanged(float previousValue, float newValue)
{
UpdateProgressBar();
float max = buildingData != null ? buildingData.requiredWorkAmount : 100f;
OnProgressChanged?.Invoke(newValue, max);
}
///
/// 토대의 그리드 경계 가져오기 (BuildingManager의 충돌 체크용)
///
public Bounds GetGridBounds()
{
if (buildingData == null)
return new Bounds(transform.position, Vector3.one);
Vector3 size = buildingData.GetSize(rotation);
// 토대의 위치를 중심으로 건물이 차지할 공간 반환
return new Bounds(transform.position + Vector3.up * size.y * 0.5f, size);
}
public Bounds GetBounds()
{
return GetGridBounds();
}
#region IInteractable Implementation
public bool CanInteract(ulong playerId)
{
if (buildingData == null)
{
Debug.LogWarning($"[BuildingFoundation] buildingData is null");
return false;
}
// 이미 완성됨
if (_currentProgress.Value >= buildingData.requiredWorkAmount)
{
Debug.Log($"[BuildingFoundation] Already completed");
return false;
}
// 같은 팀만 건설 가능 - 플레이어의 팀을 가져와서 비교
TeamType playerTeam = GetPlayerTeam(playerId);
if (playerTeam != _team.Value)
{
Debug.LogWarning($"[BuildingFoundation] Wrong team: player={playerTeam}, foundation={_team.Value}");
return false;
}
return true;
}
public void Interact(ulong playerId)
{
if (!IsServer || buildingData == null)
return;
if (!CanInteract(playerId))
return;
_lastInteractionTime = Time.time;
// 건설 진행
_currentProgress.Value += buildingData.workPerInteraction;
Debug.Log($"[BuildingFoundation] {buildingData.buildingName} 건설 진행: {_currentProgress.Value}/{buildingData.requiredWorkAmount}");
// 완료 체크
if (_currentProgress.Value >= buildingData.requiredWorkAmount)
{
CompleteConstruction(playerId);
}
}
private void CompleteConstruction(ulong playerId)
{
Debug.Log($"[BuildingFoundation] {buildingData.buildingName} 건설 완료! 완성자: {playerId}");
OnConstructionComplete?.Invoke();
// 토대 디스폰
if (IsServer && NetworkObject != null)
{
NetworkObject.Despawn(true);
}
// 상호작용 UI 제거
if (_progressBarInstance != null)
{
Destroy(_progressBarInstance);
_progressBarInstance = null;
}
}
private TeamType GetPlayerTeam(ulong playerId)
{
if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(playerId, out NetworkObject playerObj))
{
var teamMember = playerObj.GetComponent();
if (teamMember != null)
{
return teamMember.GetTeam();
}
}
return TeamType.Neutral;
}
#endregion
#region IInteractable Implementation - Getters
public string GetInteractionPrompt()
{
if (buildingData == null)
return "건설하기";
float workNeeded = buildingData.requiredWorkAmount - _currentProgress.Value;
float interactionsNeeded = Mathf.Ceil(workNeeded / buildingData.workPerInteraction);
return $"[{interactionsNeeded}] 건설하기";
}
public string GetInteractionAnimation()
{
if (buildingData != null && buildingData.constructionAnimationTrigger != null)
return buildingData.constructionAnimationTrigger;
return null;
}
public EquipmentData GetEquipmentData()
{
return buildingData != null ? buildingData.constructionEquipment : null;
}
public Transform GetTransform()
{
return transform;
}
#endregion
#region ITeamMember Implementation
public TeamType GetTeam() => _team.Value;
public void SetTeam(TeamType team)
{
if (!IsOwner)
{
SetTeamServerRpc(team);
return;
}
SetTeamServerRpc(team);
}
[ServerRpc]
private void SetTeamServerRpc(TeamType team)
{
_team.Value = team;
}
#endregion
}
}