Files
Northbound/Assets/Scripts/BuildingPlacement.cs

732 lines
26 KiB
C#

using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.EventSystems;
using Northbound.Data;
namespace Northbound
{
public class BuildingPlacement : NetworkBehaviour
{
[Header("Settings")]
public LayerMask groundLayer;
public float maxPlacementDistance = 100f;
[Header("Preview Materials")]
public Material validMaterial;
public Material invalidMaterial;
[Header("Current Selection")]
public int selectedBuildingIndex = 0;
[Header("Debug Visualization")]
public bool showGridBounds = true;
[Header("Drag Building")]
[Tooltip("드래그 건설 활성화")]
public bool enableDragBuilding = true;
[Tooltip("드래그 건설 시 최대 건물 수")]
public int maxDragBuildingCount = 50;
private bool isBuildModeActive = false;
private GameObject previewObject;
private int currentRotation = 0; // 0-3
private Material[] originalMaterials;
private Renderer[] previewRenderers;
private PlayerInputActions _inputActions;
// 드래그 건설 관련
private bool isDragging = false;
private Vector3 dragStartPosition;
private List<GameObject> dragPreviewObjects = new List<GameObject>();
private List<Vector3> dragBuildingPositions = new List<Vector3>();
// UI 체크 캐싱 (Input System 콜백 내에서 IsPointerOverGameObject() 사용 불가)
private bool _isPointerOverUI = false;
// 플레이어 컨트롤러 참조 (로컬 플레이어 체크용)
private NetworkPlayerController _playerController;
private bool _isInitialized = false;
public override void OnNetworkSpawn()
{
_playerController = GetComponent<NetworkPlayerController>();
// 지연 초기화 - 다음 프레임에 체크
StartCoroutine(InitializeAfterOwnerSet());
}
private System.Collections.IEnumerator InitializeAfterOwnerSet()
{
// _ownerPlayerId가 설정될 때까지 대기 (최대 1초)
float timeout = 1f;
while (_playerController != null && _playerController.OwnerPlayerId == ulong.MaxValue && timeout > 0)
{
yield return null;
timeout -= Time.deltaTime;
}
// 로컬 플레이어인지 확인
if (_playerController == null || !_playerController.IsLocalPlayer)
{
yield break;
}
_isInitialized = true;
_inputActions = new PlayerInputActions();
_inputActions.Player.ToggleBuildMode.performed += OnToggleBuildMode;
_inputActions.Player.Rotate.performed += OnRotate;
_inputActions.Player.Build.performed += OnBuildPressed;
_inputActions.Player.Build.canceled += OnBuildReleased;
_inputActions.Player.Cancel.performed += OnCancel;
_inputActions.Enable();
// Create default materials if not assigned
if (validMaterial == null)
{
validMaterial = CreateGhostMaterial(new Color(0, 1, 0, 0.5f));
}
if (invalidMaterial == null)
{
invalidMaterial = CreateGhostMaterial(new Color(1, 0, 0, 0.5f));
}
}
private Material CreateGhostMaterial(Color color)
{
// Try to find appropriate shader for current render pipeline
Shader shader = Shader.Find("Universal Render Pipeline/Lit");
if (shader == null)
shader = Shader.Find("Standard");
if (shader == null)
shader = Shader.Find("Diffuse");
Material mat = new Material(shader);
// Set base color
if (mat.HasProperty("_BaseColor"))
mat.SetColor("_BaseColor", color); // URP
else if (mat.HasProperty("_Color"))
mat.SetColor("_Color", color); // Standard
// Enable transparency
if (mat.HasProperty("_Surface"))
{
// URP Transparency
mat.SetFloat("_Surface", 1); // Transparent
mat.SetFloat("_Blend", 0); // Alpha
mat.SetFloat("_AlphaClip", 0);
mat.SetFloat("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
mat.SetFloat("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
mat.SetFloat("_ZWrite", 0);
mat.renderQueue = 3000;
mat.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
mat.EnableKeyword("_ALPHAPREMULTIPLY_ON");
}
else
{
// Standard RP Transparency
mat.SetFloat("_Mode", 3); // Transparent mode
mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
mat.SetInt("_ZWrite", 0);
mat.DisableKeyword("_ALPHATEST_ON");
mat.EnableKeyword("_ALPHABLEND_ON");
mat.DisableKeyword("_ALPHAPREMULTIPLY_ON");
mat.renderQueue = 3000;
}
return mat;
}
public override void OnNetworkDespawn()
{
if (_isInitialized && _inputActions != null)
{
_inputActions.Player.ToggleBuildMode.performed -= OnToggleBuildMode;
_inputActions.Player.Rotate.performed -= OnRotate;
_inputActions.Player.Build.performed -= OnBuildPressed;
_inputActions.Player.Build.canceled -= OnBuildReleased;
_inputActions.Player.Cancel.performed -= OnCancel;
_inputActions.Disable();
_inputActions.Dispose();
}
ClearDragPreviews();
}
private void Update()
{
if (!_isInitialized) return;
// UI 체크 캐싱 (Input System 콜백 내에서 사용하기 위해)
_isPointerOverUI = CheckPointerOverUI();
if (isBuildModeActive)
{
if (isDragging && enableDragBuilding)
{
UpdateDragPreview();
}
else
{
UpdatePreviewPosition();
}
}
}
private void OnCancel(InputAction.CallbackContext context)
{
// 드래그 중일 때 드래그 취소
if (isDragging && isBuildModeActive)
{
CancelDrag();
}
// 건설 모드 활성화 상태면 건설 모드 종료
else if (isBuildModeActive)
{
isBuildModeActive = false;
if (BuildingQuickslotUI.Instance != null)
{
BuildingQuickslotUI.Instance.HideQuickslot();
}
DestroyPreview();
ClearDragPreviews();
}
}
private void OnToggleBuildMode(InputAction.CallbackContext context)
{
isBuildModeActive = !isBuildModeActive;
if (isBuildModeActive)
{
// UI 표시
if (BuildingQuickslotUI.Instance != null)
{
BuildingQuickslotUI.Instance.ShowQuickslot(this);
}
CreatePreview();
}
else
{
// UI 숨김
if (BuildingQuickslotUI.Instance != null)
{
BuildingQuickslotUI.Instance.HideQuickslot();
}
// 드래그 중이었다면 취소
if (isDragging)
{
CancelDrag();
}
DestroyPreview();
ClearDragPreviews();
}
}
/// <summary>
/// UI에서 건물 선택 시 호출
/// </summary>
public void SetSelectedBuilding(int index)
{
if (index < 0 || BuildingManager.Instance == null ||
index >= BuildingManager.Instance.GetBuildableBuildings().Count)
{
Debug.LogWarning($"[BuildingPlacement] 유효하지 않은 건물 인덱스: {index}");
return;
}
selectedBuildingIndex = index;
currentRotation = 0; // 회전 초기화
// 드래그 중이었다면 취소
if (isDragging)
{
CancelDrag();
}
// 프리뷰 다시 생성
if (isBuildModeActive)
{
DestroyPreview();
CreatePreview();
}
}
private void CreatePreview()
{
// 기존 프리뷰가 있다면 먼저 정리 (누적 방지)
DestroyPreview();
if (BuildingManager.Instance == null)
{
Debug.LogWarning("[BuildingPlacement] BuildingManager가 없습니다.");
return;
}
if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.GetBuildableBuildings().Count)
{
Debug.LogWarning($"[BuildingPlacement] 유효하지 않은 건물 인덱스: {selectedBuildingIndex}");
return;
}
TowerData data = BuildingManager.Instance.GetBuildableBuildings()[selectedBuildingIndex];
if (data == null)
{
Debug.LogError($"[BuildingPlacement] TowerData is NULL at index {selectedBuildingIndex}");
return;
}
if (data.prefab == null)
{
Debug.LogError($"[BuildingPlacement] TowerData.prefab is NULL at index {selectedBuildingIndex}. Run 'Northbound > Diagnose Tower System'");
return;
}
// 완성 건물 프리팹으로 프리뷰 생성 (사용자가 완성 모습을 볼 수 있도록)
previewObject = Instantiate(data.prefab);
// (0,0,0)에 고스트가 보이지 않도록 처음에는 비활성화
previewObject.SetActive(false);
// Remove NetworkObject component from preview
NetworkObject netObj = previewObject.GetComponent<NetworkObject>();
if (netObj != null)
{
Destroy(netObj);
}
// Remove Building component from preview
Building building = previewObject.GetComponent<Building>();
if (building != null)
{
Destroy(building);
}
// Apply ghost materials
previewRenderers = previewObject.GetComponentsInChildren<Renderer>();
foreach (var renderer in previewRenderers)
{
Material[] mats = new Material[renderer.materials.Length];
for (int i = 0; i < mats.Length; i++)
{
mats[i] = validMaterial;
}
renderer.materials = mats;
}
// Disable colliders in preview
foreach (var collider in previewObject.GetComponentsInChildren<Collider>())
{
collider.enabled = false;
}
// Disable NavMeshObstacles in preview (they act as obstacles for NavMeshAgent)
foreach (var obstacle in previewObject.GetComponentsInChildren<UnityEngine.AI.NavMeshObstacle>())
{
obstacle.enabled = false;
}
}
private void DestroyPreview()
{
if (previewObject != null)
{
Destroy(previewObject);
previewObject = null;
}
}
private void UpdatePreviewPosition()
{
if (previewObject == null || BuildingManager.Instance == null)
return;
if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.GetBuildableBuildings().Count)
return;
TowerData data = BuildingManager.Instance.GetBuildableBuildings()[selectedBuildingIndex];
if (data == null || data.prefab == null)
return;
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
if (Physics.Raycast(ray, out RaycastHit hit, maxPlacementDistance, groundLayer))
{
// Raycast 성공 시 프리뷰 표시
previewObject.SetActive(true);
// Check if placement is valid
bool isValid = BuildingManager.Instance.IsValidPlacement(data, hit.point, currentRotation, out Vector3 snappedPosition);
// Check affordability
var coreResourceManager = CoreResourceManager.Instance;
bool canAfford = coreResourceManager != null && coreResourceManager.CanAfford(data.mana);
// Update preview position (placementOffset 적용)
previewObject.transform.position = snappedPosition + data.placementOffset;
previewObject.transform.rotation = Quaternion.Euler(0, currentRotation * 90f, 0);
// Update material based on validity and affordability
Material targetMat = (isValid && canAfford) ? validMaterial : invalidMaterial;
foreach (var renderer in previewRenderers)
{
Material[] mats = new Material[renderer.materials.Length];
for (int i = 0; i < mats.Length; i++)
{
mats[i] = targetMat;
}
renderer.materials = mats;
}
}
else
{
// Raycast 실패 시 (0,0,0)에 고스트가 보이지 않도록 프리뷰 숨김
previewObject.SetActive(false);
}
}
private void OnRotate(InputAction.CallbackContext context)
{
if (!isBuildModeActive) return;
// 드래그 중에는 회전 불가
if (isDragging) return;
currentRotation = (currentRotation + 1) % 4;
}
private void OnBuildPressed(InputAction.CallbackContext context)
{
if (!isBuildModeActive || _isPointerOverUI)
{
return;
}
if (enableDragBuilding)
{
// 드래그 시작
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
if (Physics.Raycast(ray, out RaycastHit hit, maxPlacementDistance, groundLayer))
{
isDragging = true;
dragStartPosition = hit.point;
// 메인 프리뷰 숨기기
if (previewObject != null)
{
previewObject.SetActive(false);
}
}
}
}
private void OnBuildReleased(InputAction.CallbackContext context)
{
if (!isBuildModeActive) return;
if (enableDragBuilding && isDragging)
{
// 드래그 종료 - 배치 실행
ExecuteDragBuild();
isDragging = false;
// 메인 프리뷰 다시 표시
if (previewObject != null)
{
previewObject.SetActive(true);
}
ClearDragPreviews();
}
else if (!enableDragBuilding)
{
// 단일 건물 배치 (드래그 비활성화 시)
OnBuild();
}
}
/// <summary>
/// 드래그 취소
/// </summary>
private void CancelDrag()
{
if (!isDragging) return;
isDragging = false;
// 메인 프리뷰 다시 표시
if (previewObject != null)
{
previewObject.SetActive(true);
}
// 드래그 프리뷰 정리
ClearDragPreviews();
}
private void UpdateDragPreview()
{
if (BuildingManager.Instance == null) return;
if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.GetBuildableBuildings().Count)
{
Debug.LogWarning($"[BuildingPlacement] Invalid building index: {selectedBuildingIndex}");
return;
}
TowerData data = BuildingManager.Instance.GetBuildableBuildings()[selectedBuildingIndex];
if (data == null || data.prefab == null)
{
Debug.LogError($"[BuildingPlacement] TowerData or prefab is null at index {selectedBuildingIndex}. Please run 'Northbound > Populate Towers from Prefabs' and update BuildingManager.");
return;
}
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
if (!Physics.Raycast(ray, out RaycastHit hit, maxPlacementDistance, groundLayer))
{
return;
}
// 드래그 영역 계산
Vector3 dragEndPosition = hit.point;
List<Vector3> positions = CalculateDragBuildingPositions(dragStartPosition, dragEndPosition, data);
// Check affordability for all buildings
var coreResourceManager = CoreResourceManager.Instance;
bool canAffordAll = coreResourceManager != null && coreResourceManager.CanAfford(data.mana * positions.Count);
// 기존 프리뷰 정리
ClearDragPreviews();
// 새로운 프리뷰 생성
dragBuildingPositions.Clear();
foreach (var pos in positions)
{
if (dragPreviewObjects.Count >= maxDragBuildingCount)
{
Debug.LogWarning($"[BuildingPlacement] 드래그 건설 최대 개수 도달: {maxDragBuildingCount}");
break;
}
bool isValid = BuildingManager.Instance.IsValidPlacement(data, pos, currentRotation, out Vector3 snappedPosition);
GameObject preview = Instantiate(data.prefab);
// 프리뷰가 보이도록 명시적으로 활성화
preview.SetActive(true);
// Remove NetworkObject and Building components
if (preview.GetComponent<NetworkObject>() != null)
Destroy(preview.GetComponent<NetworkObject>());
if (preview.GetComponent<Building>() != null)
Destroy(preview.GetComponent<Building>());
// Set position and rotation
preview.transform.position = snappedPosition + data.placementOffset;
preview.transform.rotation = Quaternion.Euler(0, currentRotation * 90f, 0);
// Apply materials
Material targetMat = (isValid && canAffordAll) ? validMaterial : invalidMaterial;
Renderer[] renderers = preview.GetComponentsInChildren<Renderer>();
foreach (var renderer in renderers)
{
Material[] mats = new Material[renderer.materials.Length];
for (int i = 0; i < mats.Length; i++)
{
mats[i] = targetMat;
}
renderer.materials = mats;
}
// Disable colliders
foreach (var collider in preview.GetComponentsInChildren<Collider>())
{
collider.enabled = false;
}
// Disable NavMeshObstacles in preview (they act as obstacles for NavMeshAgent)
foreach (var obstacle in preview.GetComponentsInChildren<UnityEngine.AI.NavMeshObstacle>())
{
obstacle.enabled = false;
}
dragPreviewObjects.Add(preview);
if (isValid)
{
dragBuildingPositions.Add(snappedPosition);
}
}
}
private List<Vector3> CalculateDragBuildingPositions(Vector3 start, Vector3 end, TowerData data)
{
List<Vector3> positions = new List<Vector3>();
// 그리드에 스냅
Vector3 snappedStart = BuildingManager.Instance.SnapToGrid(start);
Vector3 snappedEnd = BuildingManager.Instance.SnapToGrid(end);
// 건물 크기 고려
Vector3 size = data.GetSize(currentRotation);
float gridSize = BuildingManager.Instance.gridSize;
float stepX = Mathf.Max(size.x, gridSize);
float stepZ = Mathf.Max(size.z, gridSize);
// 드래그 방향 계산
Vector3 direction = snappedEnd - snappedStart;
float distanceX = Mathf.Abs(direction.x);
float distanceZ = Mathf.Abs(direction.z);
int countX = Mathf.Max(1, Mathf.RoundToInt(distanceX / stepX) + 1);
int countZ = Mathf.Max(1, Mathf.RoundToInt(distanceZ / stepZ) + 1);
float dirX = direction.x >= 0 ? 1 : -1;
float dirZ = direction.z >= 0 ? 1 : -1;
// 그리드 패턴으로 위치 생성
for (int x = 0; x < countX; x++)
{
for (int z = 0; z < countZ; z++)
{
Vector3 pos = snappedStart + new Vector3(
x * stepX * dirX,
0,
z * stepZ * dirZ
);
positions.Add(pos);
}
}
return positions;
}
private void ExecuteDragBuild()
{
TowerData selectedData = BuildingManager.Instance.GetBuildableBuildings()[selectedBuildingIndex];
// 드래그 위치가 없으면 현재 프리뷰 위치로 단일 건설 시도
if (dragBuildingPositions.Count == 0)
{
if (previewObject != null && previewObject.activeSelf)
{
// 현재 프리뷰 위치에서 건설 시도
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
if (Physics.Raycast(ray, out RaycastHit hit, maxPlacementDistance, groundLayer))
{
if (BuildingManager.Instance.IsValidPlacement(selectedData, hit.point, currentRotation, out Vector3 groundPosition))
{
var coreResourceManager = CoreResourceManager.Instance;
if (coreResourceManager == null || coreResourceManager.CanAfford(selectedData.mana))
{
BuildingManager.Instance.RequestPlaceFoundation(selectedData.name, groundPosition, currentRotation);
}
}
}
}
return;
}
// Check affordability
var coreResourceManager2 = CoreResourceManager.Instance;
if (coreResourceManager2 == null || !coreResourceManager2.CanAfford(selectedData.mana * dragBuildingPositions.Count))
{
return;
}
foreach (var position in dragBuildingPositions)
{
BuildingManager.Instance.RequestPlaceFoundation(selectedData.name, position, currentRotation);
}
}
private void ClearDragPreviews()
{
foreach (var preview in dragPreviewObjects)
{
if (preview != null)
{
Destroy(preview);
}
}
dragPreviewObjects.Clear();
dragBuildingPositions.Clear();
}
private void OnBuild()
{
if (!isBuildModeActive || previewObject == null) return;
// UI 위에서 클릭한 경우 무시
if (_isPointerOverUI) return;
// Get placement position
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
if (Physics.Raycast(ray, out RaycastHit hit, maxPlacementDistance, groundLayer))
{
TowerData selectedData = BuildingManager.Instance.GetBuildableBuildings()[selectedBuildingIndex];
// Check affordability
var coreResourceManager = CoreResourceManager.Instance;
if (coreResourceManager != null && !coreResourceManager.CanAfford(selectedData.mana))
{
return;
}
if (BuildingManager.Instance.IsValidPlacement(selectedData, hit.point, currentRotation, out Vector3 groundPosition))
{
// 토대 배치 요청 (건물 이름 사용)
BuildingManager.Instance.RequestPlaceFoundation(selectedData.name, groundPosition, currentRotation);
}
}
}
/// <summary>
/// 마우스 포인터가 건설 UI 위에 있는지 확인 (Update에서만 호출)
/// </summary>
private bool CheckPointerOverUI()
{
// EventSystem이 없으면 UI 체크 불가능
if (EventSystem.current == null)
return false;
if (Mouse.current == null)
return false;
Vector2 mousePosition = Mouse.current.position.ReadValue();
// BuildingQuickslotUI의 패널이 마우스 아래에 있는지 확인
if (BuildingQuickslotUI.Instance != null)
{
var quickslotUI = BuildingQuickslotUI.Instance;
// quickslotPanel이 활성화되어 있고, 마우스가 그 위에 있으면 true
if (quickslotUI.IsMouseOverQuickslot(mousePosition))
{
return true;
}
}
return false;
}
/// <summary>
/// 건설 모드 활성화 상태 확인
/// </summary>
public bool IsBuildModeActive()
{
return isBuildModeActive;
}
}
}