547 lines
18 KiB
C#
547 lines
18 KiB
C#
using System;
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using Unity.Netcode;
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using UnityEngine;
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namespace Northbound
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{
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public class Building : NetworkBehaviour, IDamageable, IVisionProvider, ITeamMember
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{
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[Header("References")]
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public BuildingData buildingData;
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[Header("Runtime Info")]
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public Vector3Int gridPosition;
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public int rotation; // 0-3 (0=0°, 1=90°, 2=180°, 3=270°)
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[Header("Team")]
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[Tooltip("건물의 팀 (플레이어/적대세력/몬스터/중립)")]
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public TeamType initialTeam = TeamType.Player;
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[Header("Ownership (for pre-placed buildings)")]
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[Tooltip("씬에 미리 배치된 건물의 경우 여기서 소유자 설정 (0 = 중립, 1+ = 플레이어 ID)")]
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public ulong initialOwnerId = 0;
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[Tooltip("사전 배치 건물인가요? 체크하면 initialOwnerId를 사용합니다")]
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public bool useInitialOwner = false;
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[Header("Health")]
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public bool showHealthBar = true;
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public GameObject healthBarPrefab;
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[Header("Visual Effects")]
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public GameObject destroyEffectPrefab;
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public GameObject damageEffectPrefab;
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public Transform effectSpawnPoint;
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[Header("Debug")]
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public bool showGridBounds = true;
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public Color gridBoundsColor = Color.cyan;
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// 현재 체력
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private NetworkVariable<int> _currentHealth = new NetworkVariable<int>(
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0,
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NetworkVariableReadPermission.Everyone,
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NetworkVariableWritePermission.Server
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);
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// 건물 소유자 (사전 배치 건물 또는 동적 건물 모두 지원)
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private NetworkVariable<ulong> _ownerId = new NetworkVariable<ulong>(
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0,
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NetworkVariableReadPermission.Everyone,
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NetworkVariableWritePermission.Server
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);
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// 건물 팀
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private NetworkVariable<TeamType> _team = new NetworkVariable<TeamType>(
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TeamType.Neutral,
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NetworkVariableReadPermission.Everyone,
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NetworkVariableWritePermission.Server
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);
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// 이벤트
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public event Action<int, int> OnHealthChanged; // (current, max)
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public event Action OnDestroyed;
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public event Action<TeamType> OnTeamChanged;
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private BuildingHealthBar _healthBar;
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private float _lastRegenTime;
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private bool _isInitialized = false;
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public override void OnNetworkSpawn()
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{
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base.OnNetworkSpawn();
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if (IsServer)
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{
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// 체력 초기화
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if (_currentHealth.Value == 0)
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{
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_currentHealth.Value = buildingData != null ? buildingData.maxHealth : 100;
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}
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// 팀 초기화
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if (_team.Value == TeamType.Neutral)
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{
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_team.Value = initialTeam;
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}
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// 소유자 초기화 (사전 배치 건물 체크)
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if (useInitialOwner && _ownerId.Value == 0)
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{
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_ownerId.Value = initialOwnerId;
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// Debug.Log($"<color=cyan>[Building] 사전 배치 건물 '{buildingData?.buildingName ?? gameObject.name}' 소유자: {initialOwnerId}, 팀: {_team.Value}</color>");
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}
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else if (!useInitialOwner && _ownerId.Value == 0)
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{
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// 동적 생성 건물은 NetworkObject의 Owner 사용
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_ownerId.Value = OwnerClientId;
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}
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_lastRegenTime = Time.time;
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// FogOfWar 시스템에 시야 제공자로 등록
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if (buildingData != null && buildingData.providesVision)
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{
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FogOfWarSystem.Instance?.RegisterVisionProvider(this);
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}
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}
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// 이벤트 구독
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_currentHealth.OnValueChanged += OnHealthValueChanged;
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_team.OnValueChanged += OnTeamValueChanged;
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// 체력바 생성
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if (showHealthBar && healthBarPrefab != null)
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{
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CreateHealthBar();
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}
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// 초기 체력 UI 업데이트
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UpdateHealthUI();
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UpdateTeamVisuals();
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}
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public override void OnNetworkDespawn()
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{
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_currentHealth.OnValueChanged -= OnHealthValueChanged;
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_team.OnValueChanged -= OnTeamValueChanged;
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// FogOfWar 시스템에서 제거
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if (IsServer && buildingData != null && buildingData.providesVision)
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{
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FogOfWarSystem.Instance?.UnregisterVisionProvider(this);
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}
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}
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private void Update()
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{
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if (!IsServer || buildingData == null)
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return;
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// 자동 체력 회복
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if (buildingData.autoRegenerate && _currentHealth.Value < buildingData.maxHealth)
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{
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if (Time.time - _lastRegenTime >= 1f)
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{
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int regenAmount = Mathf.Min(buildingData.regenPerSecond, buildingData.maxHealth - _currentHealth.Value);
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_currentHealth.Value += regenAmount;
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_lastRegenTime = Time.time;
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}
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}
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}
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/// <summary>
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/// 건물 초기화 (BuildingManager가 동적 생성 시 호출)
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/// </summary>
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public void Initialize(BuildingData data, Vector3Int gridPos, int rot, ulong ownerId, TeamType team = TeamType.Player)
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{
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buildingData = data;
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gridPosition = gridPos;
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rotation = rot;
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// 이미 스폰된 경우
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if (IsServer && IsSpawned)
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{
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_currentHealth.Value = data.maxHealth;
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_ownerId.Value = ownerId;
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_team.Value = team;
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// 시야 제공자 등록
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if (data.providesVision)
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{
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FogOfWarSystem.Instance?.RegisterVisionProvider(this);
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}
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}
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_isInitialized = true;
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}
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/// <summary>
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/// 건물 소유권 변경 (점령 등)
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/// </summary>
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public void SetOwner(ulong newOwnerId, TeamType newTeam)
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{
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if (!IsServer) return;
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ulong previousOwner = _ownerId.Value;
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TeamType previousTeam = _team.Value;
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_ownerId.Value = newOwnerId;
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_team.Value = newTeam;
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Debug.Log($"<color=yellow>[Building] {buildingData?.buildingName ?? "건물"} 소유권 변경: {previousOwner} → {newOwnerId}, 팀: {TeamManager.GetTeamName(previousTeam)} → {TeamManager.GetTeamName(newTeam)}</color>");
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// 시야 제공자 재등록 (소유자가 바뀌었으므로)
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if (buildingData != null && buildingData.providesVision)
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{
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FogOfWarSystem.Instance?.UnregisterVisionProvider(this);
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FogOfWarSystem.Instance?.RegisterVisionProvider(this);
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}
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}
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#region ITeamMember Implementation
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public TeamType GetTeam() => _team.Value;
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public void SetTeam(TeamType team)
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{
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if (!IsServer) return;
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_team.Value = team;
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}
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private void OnTeamValueChanged(TeamType previousValue, TeamType newValue)
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{
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OnTeamChanged?.Invoke(newValue);
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UpdateTeamVisuals();
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Debug.Log($"<color=cyan>[Building] {buildingData?.buildingName ?? "건물"} 팀 변경: {TeamManager.GetTeamName(previousValue)} → {TeamManager.GetTeamName(newValue)}</color>");
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}
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private void UpdateTeamVisuals()
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{
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// 팀 색상으로 건물 외곽선이나 이펙트 변경 가능
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// 예: Renderer의 emission 색상 변경
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Color teamColor = TeamManager.GetTeamColor(_team.Value);
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// 여기에 실제 비주얼 업데이트 로직 추가
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// 예: outline shader, emission, particle system 색상 등
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}
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#endregion
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#region IVisionProvider Implementation
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public ulong GetOwnerId() => _ownerId.Value;
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public float GetVisionRange()
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{
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return buildingData != null ? buildingData.visionRange : 0f;
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}
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public Transform GetTransform() => transform;
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public bool IsActive()
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{
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// 건물이 스폰되어 있고, 파괴되지 않았으며, 시야 제공 설정이 켜져있어야 함
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return IsSpawned && !IsDestroyed() && buildingData != null && buildingData.providesVision;
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}
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#endregion
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#region IDamageable Implementation
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public void TakeDamage(int damage, ulong attackerId)
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{
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if (!IsServer)
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{
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// 클라이언트는 서버에 요청
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TakeDamageServerRpc(damage, attackerId);
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return;
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}
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// 무적 건물
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if (buildingData != null && buildingData.isIndestructible)
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{
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Debug.Log($"<color=yellow>[Building] {buildingData.buildingName}은(는) 무적입니다.</color>");
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return;
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}
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// 이미 파괴됨
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if (_currentHealth.Value <= 0)
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return;
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// 공격자의 팀 확인 (팀 공격 방지)
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var attackerObj = NetworkManager.Singleton.SpawnManager.SpawnedObjects[attackerId];
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var attackerTeamMember = attackerObj?.GetComponent<ITeamMember>();
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if (attackerTeamMember != null)
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{
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if (!TeamManager.CanAttack(attackerTeamMember, this))
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{
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Debug.Log($"<color=yellow>[Building] {TeamManager.GetTeamName(attackerTeamMember.GetTeam())} 팀은 {TeamManager.GetTeamName(_team.Value)} 팀을 공격할 수 없습니다.</color>");
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return;
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}
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}
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// 데미지 적용
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int actualDamage = Mathf.Min(damage, _currentHealth.Value);
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_currentHealth.Value -= actualDamage;
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Debug.Log($"<color=red>[Building] {buildingData?.buildingName ?? "건물"} ({TeamManager.GetTeamName(_team.Value)})이(가) {actualDamage} 데미지를 받았습니다. 남은 체력: {_currentHealth.Value}/{buildingData?.maxHealth ?? 100}</color>");
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// 데미지 이펙트
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ShowDamageEffectClientRpc();
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// 체력이 0이 되면 파괴
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if (_currentHealth.Value <= 0)
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{
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DestroyBuilding(attackerId);
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}
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}
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[Rpc(SendTo.Server)]
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private void TakeDamageServerRpc(int damage, ulong attackerId)
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{
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TakeDamage(damage, attackerId);
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}
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#endregion
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#region Health Management
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/// <summary>
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/// 건물 파괴
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/// </summary>
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private void DestroyBuilding(ulong attackerId)
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{
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if (!IsServer)
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return;
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Debug.Log($"<color=red>[Building] {buildingData?.buildingName ?? "건물"} ({TeamManager.GetTeamName(_team.Value)})이(가) 파괴되었습니다! (공격자: {attackerId})</color>");
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// 파괴 이벤트 발생
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OnDestroyed?.Invoke();
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NotifyDestroyedClientRpc();
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// 파괴 이펙트
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ShowDestroyEffectClientRpc();
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// FogOfWar 시스템에서 제거
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if (buildingData != null && buildingData.providesVision)
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{
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FogOfWarSystem.Instance?.UnregisterVisionProvider(this);
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}
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// BuildingManager에서 제거
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if (BuildingManager.Instance != null)
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{
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BuildingManager.Instance.RemoveBuilding(this);
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}
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// 네트워크 오브젝트 파괴 (약간의 딜레이)
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Invoke(nameof(DespawnBuilding), 0.5f);
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}
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private void DespawnBuilding()
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{
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if (IsServer && NetworkObject != null)
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{
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NetworkObject.Despawn(true);
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}
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}
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/// <summary>
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/// 체력 회복
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/// </summary>
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public void Heal(int amount)
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{
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if (!IsServer)
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return;
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if (buildingData == null)
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return;
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int healAmount = Mathf.Min(amount, buildingData.maxHealth - _currentHealth.Value);
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_currentHealth.Value += healAmount;
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Debug.Log($"<color=green>[Building] {buildingData.buildingName}이(가) {healAmount} 회복되었습니다. 현재 체력: {_currentHealth.Value}/{buildingData.maxHealth}</color>");
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}
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/// <summary>
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/// 현재 체력
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/// </summary>
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public int GetCurrentHealth() => _currentHealth.Value;
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/// <summary>
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/// 최대 체력
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/// </summary>
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public int GetMaxHealth() => buildingData != null ? buildingData.maxHealth : 100;
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/// <summary>
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/// 체력 비율 (0.0 ~ 1.0)
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/// </summary>
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public float GetHealthPercentage()
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{
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int maxHealth = GetMaxHealth();
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return maxHealth > 0 ? (float)_currentHealth.Value / maxHealth : 0f;
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}
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/// <summary>
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/// 파괴되었는지 여부
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/// </summary>
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public bool IsDestroyed() => _currentHealth.Value <= 0;
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#endregion
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#region Health UI
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private void CreateHealthBar()
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{
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if (_healthBar != null)
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return;
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GameObject healthBarObj = Instantiate(healthBarPrefab, transform);
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_healthBar = healthBarObj.GetComponent<BuildingHealthBar>();
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if (_healthBar != null)
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{
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_healthBar.Initialize(this);
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}
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}
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private void UpdateHealthUI()
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{
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if (_healthBar != null)
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{
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_healthBar.UpdateHealth(_currentHealth.Value, GetMaxHealth());
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}
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OnHealthChanged?.Invoke(_currentHealth.Value, GetMaxHealth());
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}
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private void OnHealthValueChanged(int previousValue, int newValue)
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{
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UpdateHealthUI();
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}
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#endregion
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#region Visual Effects
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[ClientRpc]
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private void ShowDamageEffectClientRpc()
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{
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if (damageEffectPrefab != null)
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{
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Transform spawnPoint = effectSpawnPoint != null ? effectSpawnPoint : transform;
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GameObject effect = Instantiate(damageEffectPrefab, spawnPoint.position, spawnPoint.rotation);
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Destroy(effect, 2f);
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}
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}
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[ClientRpc]
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private void ShowDestroyEffectClientRpc()
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{
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if (destroyEffectPrefab != null)
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{
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Transform spawnPoint = effectSpawnPoint != null ? effectSpawnPoint : transform;
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GameObject effect = Instantiate(destroyEffectPrefab, spawnPoint.position, spawnPoint.rotation);
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Destroy(effect, 3f);
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}
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}
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[ClientRpc]
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private void NotifyDestroyedClientRpc()
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{
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if (!IsServer)
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{
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OnDestroyed?.Invoke();
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}
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}
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#endregion
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#region Grid Bounds
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/// <summary>
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/// Gets the grid-based bounds (from BuildingData width/length/height)
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/// This is used for placement validation, NOT the actual collider bounds
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/// Bounds are slightly shrunk to allow adjacent buildings to touch
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/// </summary>
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public Bounds GetGridBounds()
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{
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if (buildingData == null) return new Bounds(transform.position, Vector3.one);
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Vector3 gridSize = buildingData.GetSize(rotation);
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// Shrink slightly to allow buildings to be adjacent without Intersects() returning true
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Vector3 shrunkSize = gridSize - Vector3.one * 0.01f;
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return new Bounds(transform.position + Vector3.up * gridSize.y * 0.5f, shrunkSize);
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}
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/// <summary>
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/// Legacy method, use GetGridBounds() instead
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/// </summary>
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public Bounds GetBounds()
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{
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return GetGridBounds();
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}
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#endregion
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#region Gizmos
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private void OnDrawGizmos()
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{
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if (!showGridBounds || buildingData == null) return;
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Bounds bounds = GetGridBounds();
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// 팀 색상으로 표시
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Color teamColor = Application.isPlaying ? TeamManager.GetTeamColor(_team.Value) : TeamManager.GetTeamColor(initialTeam);
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Gizmos.color = new Color(teamColor.r, teamColor.g, teamColor.b, 0.3f);
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Gizmos.DrawWireCube(bounds.center, bounds.size);
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}
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private void OnDrawGizmosSelected()
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{
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if (buildingData == null) return;
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Bounds bounds = GetGridBounds();
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Gizmos.color = Color.yellow;
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Gizmos.DrawWireCube(bounds.center, bounds.size);
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// Draw grid position
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if (BuildingManager.Instance != null)
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{
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Vector3 worldPos = BuildingManager.Instance.GridToWorld(gridPosition);
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Gizmos.color = Color.magenta;
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Gizmos.DrawSphere(worldPos, 0.2f);
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|
}
|
|
|
|
// Draw vision range (if provides vision)
|
|
if (buildingData.providesVision)
|
|
{
|
|
Gizmos.color = Color.cyan;
|
|
Gizmos.DrawWireSphere(transform.position, buildingData.visionRange);
|
|
}
|
|
|
|
// Draw team info label
|
|
#if UNITY_EDITOR
|
|
if (Application.isPlaying)
|
|
{
|
|
string teamName = TeamManager.GetTeamName(_team.Value);
|
|
UnityEditor.Handles.Label(transform.position + Vector3.up * 3f,
|
|
$"Owner: {_ownerId.Value}\nTeam: {teamName}");
|
|
}
|
|
else if (useInitialOwner)
|
|
{
|
|
string teamName = TeamManager.GetTeamName(initialTeam);
|
|
UnityEditor.Handles.Label(transform.position + Vector3.up * 3f,
|
|
$"Initial Owner: {initialOwnerId}\nTeam: {teamName}");
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|