Files
Northbound/Assets/Scripts/Building.cs

545 lines
18 KiB
C#

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