453 lines
16 KiB
C#
453 lines
16 KiB
C#
using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace Northbound
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{
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public class BuildingPlacement : NetworkBehaviour
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{
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[Header("Settings")]
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public LayerMask groundLayer;
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public float maxPlacementDistance = 100f;
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[Header("Preview Materials")]
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public Material validMaterial;
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public Material invalidMaterial;
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[Header("Current Selection")]
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public int selectedBuildingIndex = 0;
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[Header("Debug Visualization")]
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public bool showGridBounds = true;
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private bool isBuildModeActive = false;
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private GameObject previewObject;
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private int currentRotation = 0; // 0-3
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private Material[] originalMaterials;
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private Renderer[] previewRenderers;
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private PlayerInputActions _inputActions;
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public override void OnNetworkSpawn()
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{
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if (!IsOwner) return;
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_inputActions = new PlayerInputActions();
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_inputActions.Player.ToggleBuildMode.performed += OnToggleBuildMode;
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_inputActions.Player.Rotate.performed += OnRotate;
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_inputActions.Player.Build.performed += OnBuild;
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_inputActions.Enable();
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// Create default materials if not assigned
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if (validMaterial == null)
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{
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validMaterial = CreateGhostMaterial(new Color(0, 1, 0, 0.5f));
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}
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if (invalidMaterial == null)
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{
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invalidMaterial = CreateGhostMaterial(new Color(1, 0, 0, 0.5f));
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}
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}
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private Material CreateGhostMaterial(Color color)
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{
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// Try to find appropriate shader for current render pipeline
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Shader shader = Shader.Find("Universal Render Pipeline/Lit");
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if (shader == null)
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shader = Shader.Find("Standard");
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if (shader == null)
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shader = Shader.Find("Diffuse");
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Material mat = new Material(shader);
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// Set base color
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if (mat.HasProperty("_BaseColor"))
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mat.SetColor("_BaseColor", color); // URP
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else if (mat.HasProperty("_Color"))
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mat.SetColor("_Color", color); // Standard
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// Enable transparency
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if (mat.HasProperty("_Surface"))
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{
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// URP Transparency
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mat.SetFloat("_Surface", 1); // Transparent
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mat.SetFloat("_Blend", 0); // Alpha
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mat.SetFloat("_AlphaClip", 0);
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mat.SetFloat("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
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mat.SetFloat("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
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mat.SetFloat("_ZWrite", 0);
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mat.renderQueue = 3000;
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mat.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
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mat.EnableKeyword("_ALPHAPREMULTIPLY_ON");
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}
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else
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{
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// Standard RP Transparency
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mat.SetFloat("_Mode", 3); // Transparent mode
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mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
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mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
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mat.SetInt("_ZWrite", 0);
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mat.DisableKeyword("_ALPHATEST_ON");
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mat.EnableKeyword("_ALPHABLEND_ON");
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mat.DisableKeyword("_ALPHAPREMULTIPLY_ON");
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mat.renderQueue = 3000;
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}
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return mat;
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}
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public override void OnNetworkDespawn()
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{
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if (IsOwner && _inputActions != null)
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{
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_inputActions.Player.ToggleBuildMode.performed -= OnToggleBuildMode;
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_inputActions.Player.Rotate.performed -= OnRotate;
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_inputActions.Player.Build.performed -= OnBuild;
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_inputActions.Disable();
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_inputActions.Dispose();
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}
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}
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private void Update()
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{
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if (!IsOwner) return;
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if (isBuildModeActive)
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{
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UpdatePreviewPosition();
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}
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}
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private void OnDrawGizmos()
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{
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if (!IsOwner || !isBuildModeActive || !showGridBounds) return;
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if (BuildingManager.Instance == null || previewObject == null || !previewObject.activeSelf) return;
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BuildingData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
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if (data == null) return;
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// Draw grid bounds being used for collision detection
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Bounds bounds = BuildingManager.Instance.GetPlacementBounds(data, previewObject.transform.position, currentRotation);
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// Check if valid
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bool isValid = BuildingManager.Instance.IsValidPlacement(data, previewObject.transform.position, currentRotation, out _);
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Gizmos.color = isValid ? new Color(0, 1, 0, 0.5f) : new Color(1, 0, 0, 0.5f);
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Gizmos.DrawWireCube(bounds.center, bounds.size);
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// Draw grid cells
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Gizmos.color = Color.yellow;
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float gridSize = BuildingManager.Instance.gridSize;
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Vector3 snappedPos = BuildingManager.Instance.SnapToGrid(previewObject.transform.position);
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// Draw grid origin point
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Gizmos.DrawSphere(snappedPos, 0.1f);
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// Draw grid outline for each cell
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int width = Mathf.RoundToInt(bounds.size.x / gridSize);
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int length = Mathf.RoundToInt(bounds.size.z / gridSize);
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for (int x = 0; x < width; x++)
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{
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for (int z = 0; z < length; z++)
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{
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Vector3 cellPos = snappedPos + new Vector3(
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(x - width / 2f + 0.5f) * gridSize,
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0.01f,
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(z - length / 2f + 0.5f) * gridSize
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);
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Gizmos.DrawWireCube(cellPos, new Vector3(gridSize, 0.01f, gridSize));
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}
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}
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}
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private void OnToggleBuildMode(InputAction.CallbackContext context)
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{
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ToggleBuildMode();
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}
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private void OnRotate(InputAction.CallbackContext context)
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{
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if (!isBuildModeActive) return;
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float rotateValue = context.ReadValue<float>();
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if (rotateValue > 0)
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{
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currentRotation = (currentRotation + 1) % 4;
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}
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else if (rotateValue < 0)
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{
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currentRotation = (currentRotation - 1 + 4) % 4;
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}
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}
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private void OnBuild(InputAction.CallbackContext context)
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{
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if (!isBuildModeActive) return;
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TryPlaceBuilding();
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}
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private void ToggleBuildMode()
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{
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isBuildModeActive = !isBuildModeActive;
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if (isBuildModeActive)
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{
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EnterBuildMode();
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}
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else
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{
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ExitBuildMode();
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}
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}
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private void EnterBuildMode()
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{
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currentRotation = 0;
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CreatePreview();
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}
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private void ExitBuildMode()
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{
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DestroyPreview();
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}
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private void CreatePreview()
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{
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if (BuildingManager.Instance == null)
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return;
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if (BuildingManager.Instance.availableBuildings.Count == 0)
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return;
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selectedBuildingIndex = Mathf.Clamp(selectedBuildingIndex, 0,
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BuildingManager.Instance.availableBuildings.Count - 1);
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BuildingData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
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if (data == null || data.prefab == null)
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return;
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previewObject = Instantiate(data.prefab);
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previewObject.name = "BuildingPreview";
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// Disable colliders on preview
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foreach (var collider in previewObject.GetComponentsInChildren<Collider>())
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{
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collider.enabled = false;
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}
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// Remove NetworkObject from preview if exists
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NetworkObject netObj = previewObject.GetComponent<NetworkObject>();
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if (netObj != null)
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{
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Destroy(netObj);
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}
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// Store original materials and setup preview renderers
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previewRenderers = previewObject.GetComponentsInChildren<Renderer>();
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if (previewRenderers.Length == 0)
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{
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// Add a debug cube so you can at least see something
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GameObject debugCube = GameObject.CreatePrimitive(PrimitiveType.Cube);
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debugCube.transform.SetParent(previewObject.transform);
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debugCube.transform.localPosition = Vector3.zero;
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Destroy(debugCube.GetComponent<Collider>());
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previewRenderers = previewObject.GetComponentsInChildren<Renderer>();
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}
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originalMaterials = new Material[previewRenderers.Length];
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for (int i = 0; i < previewRenderers.Length; i++)
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{
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originalMaterials[i] = previewRenderers[i].material;
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// Replace all materials with ghost material
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Material[] mats = new Material[previewRenderers[i].materials.Length];
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for (int j = 0; j < mats.Length; j++)
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{
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mats[j] = validMaterial;
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}
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previewRenderers[i].materials = mats;
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// Disable shadow casting
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previewRenderers[i].shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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previewRenderers[i].receiveShadows = false;
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}
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}
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private void DestroyPreview()
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{
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if (previewObject != null)
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{
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Destroy(previewObject);
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previewObject = null;
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}
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}
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private void UpdatePreviewPosition()
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{
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if (BuildingManager.Instance == null) return;
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if (previewObject == null)
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{
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CreatePreview();
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if (previewObject == null) return;
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}
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if (Mouse.current == null)
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return;
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Vector2 mousePos = Mouse.current.position.ReadValue();
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Ray ray = Camera.main.ScreenPointToRay(mousePos);
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Vector3 targetPosition = Vector3.zero;
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bool foundPosition = false;
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// Robust approach: Find where ray intersects ground plane, then raycast down from there
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// This works even when pointing at empty space between buildings
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// Step 1: Calculate where ray intersects a horizontal plane at Y=0
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// Using plane intersection math
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Plane groundPlane = new Plane(Vector3.up, Vector3.zero);
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float enter;
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if (groundPlane.Raycast(ray, out enter))
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{
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// Get the XZ position where ray hits the ground plane
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Vector3 planeHitPoint = ray.GetPoint(enter);
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// Step 2: Cast down from above this XZ position to find actual ground
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Vector3 highPoint = new Vector3(planeHitPoint.x, 100f, planeHitPoint.z);
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if (Physics.Raycast(highPoint, Vector3.down, out RaycastHit downHit, 200f, groundLayer))
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{
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// Always use the hit point
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targetPosition = downHit.point;
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foundPosition = true;
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}
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else
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{
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// No ground found via raycast, use the plane intersection point directly
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targetPosition = planeHitPoint;
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foundPosition = true;
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}
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}
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else
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{
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// Fallback: Try direct raycast to anything
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if (Physics.Raycast(ray, out RaycastHit anyHit, maxPlacementDistance))
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{
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targetPosition = anyHit.point;
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foundPosition = true;
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}
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}
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if (foundPosition)
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{
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BuildingData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
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// IsValidPlacement now returns the snapped position in groundPosition
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bool isValid = BuildingManager.Instance.IsValidPlacement(data, targetPosition, currentRotation, out Vector3 snappedPosition);
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previewObject.transform.position = snappedPosition + data.placementOffset;
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previewObject.transform.rotation = Quaternion.Euler(0, currentRotation * 90f, 0);
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if (!previewObject.activeSelf)
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{
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previewObject.SetActive(true);
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}
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// Update material
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Material previewMat = isValid ? validMaterial : invalidMaterial;
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foreach (var renderer in previewRenderers)
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{
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Material[] mats = new Material[renderer.materials.Length];
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for (int i = 0; i < mats.Length; i++)
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{
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mats[i] = previewMat;
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}
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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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if (previewObject.activeSelf)
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{
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previewObject.SetActive(false);
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}
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}
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}
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private void TryPlaceBuilding()
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{
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if (previewObject == null || !previewObject.activeSelf) return;
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Vector2 mousePos = Mouse.current.position.ReadValue();
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Ray ray = Camera.main.ScreenPointToRay(mousePos);
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Vector3 targetPosition = Vector3.zero;
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bool foundPosition = false;
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// Use plane intersection to get XZ position, then raycast down to find ground
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Plane groundPlane = new Plane(Vector3.up, Vector3.zero);
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float enter;
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if (groundPlane.Raycast(ray, out enter))
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{
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Vector3 planeHitPoint = ray.GetPoint(enter);
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Vector3 highPoint = new Vector3(planeHitPoint.x, 100f, planeHitPoint.z);
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if (Physics.Raycast(highPoint, Vector3.down, out RaycastHit downHit, 200f, groundLayer))
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{
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if (downHit.collider.GetComponentInParent<Building>() == null)
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{
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targetPosition = downHit.point;
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foundPosition = true;
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}
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else
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{
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targetPosition = downHit.point;
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foundPosition = true;
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}
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}
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else
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{
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targetPosition = planeHitPoint;
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foundPosition = true;
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}
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}
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else
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{
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// Fallback: direct raycast
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if (Physics.Raycast(ray, out RaycastHit anyHit, maxPlacementDistance))
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{
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targetPosition = anyHit.point;
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foundPosition = true;
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}
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}
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if (foundPosition)
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{
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BuildingData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
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// IsValidPlacement now returns the snapped position
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if (BuildingManager.Instance.IsValidPlacement(data, targetPosition, currentRotation, out Vector3 snappedPosition))
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{
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BuildingManager.Instance.PlaceBuildingServerRpc(selectedBuildingIndex, snappedPosition, currentRotation);
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}
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}
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}
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private void OnDestroy()
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{
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DestroyPreview();
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if (_inputActions != null)
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{
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_inputActions.Dispose();
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}
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}
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}
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}
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