Files
Northbound/Assets/Scripts/BuildingPlacement.cs
dal4segno 6c5a52e19b 건물 체력 시스템 추가
건물 시야 시스템은 기본 건물데이터에 통합
2026-01-27 13:14:29 +09:00

273 lines
10 KiB
C#

using Unity.Netcode;
using UnityEngine;
using UnityEngine.InputSystem;
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;
private bool isBuildModeActive = false;
private GameObject previewObject;
private int currentRotation = 0; // 0-3
private Material[] originalMaterials;
private Renderer[] previewRenderers;
private PlayerInputActions _inputActions;
public override void OnNetworkSpawn()
{
if (!IsOwner) return;
_inputActions = new PlayerInputActions();
_inputActions.Player.ToggleBuildMode.performed += OnToggleBuildMode;
_inputActions.Player.Rotate.performed += OnRotate;
_inputActions.Player.Build.performed += OnBuild;
_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 (IsOwner && _inputActions != null)
{
_inputActions.Player.ToggleBuildMode.performed -= OnToggleBuildMode;
_inputActions.Player.Rotate.performed -= OnRotate;
_inputActions.Player.Build.performed -= OnBuild;
_inputActions.Disable();
_inputActions.Dispose();
}
}
private void Update()
{
if (!IsOwner) return;
if (isBuildModeActive)
{
UpdatePreviewPosition();
}
}
private void OnToggleBuildMode(InputAction.CallbackContext context)
{
isBuildModeActive = !isBuildModeActive;
if (isBuildModeActive)
{
CreatePreview();
}
else
{
DestroyPreview();
}
}
private void CreatePreview()
{
if (BuildingManager.Instance == null)
{
Debug.LogWarning("[BuildingPlacement] BuildingManager가 없습니다.");
return;
}
if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.availableBuildings.Count)
{
Debug.LogWarning($"[BuildingPlacement] 유효하지 않은 건물 인덱스: {selectedBuildingIndex}");
return;
}
BuildingData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
if (data == null || data.prefab == null)
{
Debug.LogWarning("[BuildingPlacement] BuildingData 또는 Prefab이 없습니다.");
return;
}
previewObject = Instantiate(data.prefab);
// Remove NetworkObject component from preview
NetworkObject netObj = previewObject.GetComponent<NetworkObject>();
if (netObj != null)
{
Destroy(netObj);
}
// 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;
}
}
private void DestroyPreview()
{
if (previewObject != null)
{
Destroy(previewObject);
previewObject = null;
}
}
private void UpdatePreviewPosition()
{
if (previewObject == null || BuildingManager.Instance == null)
return;
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
if (Physics.Raycast(ray, out RaycastHit hit, maxPlacementDistance, groundLayer))
{
BuildingData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
// Check if placement is valid
bool isValid = BuildingManager.Instance.IsValidPlacement(data, hit.point, currentRotation, out Vector3 snappedPosition);
// Update preview position
previewObject.transform.position = snappedPosition + data.placementOffset;
previewObject.transform.rotation = Quaternion.Euler(0, currentRotation * 90f, 0);
// Update material based on validity
Material targetMat = isValid ? 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;
}
}
}
private void OnRotate(InputAction.CallbackContext context)
{
if (!isBuildModeActive) return;
currentRotation = (currentRotation + 1) % 4;
}
private void OnBuild(InputAction.CallbackContext context)
{
if (!isBuildModeActive || previewObject == null || BuildingManager.Instance == null)
return;
BuildingData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
Vector3 placementPosition = previewObject.transform.position - data.placementOffset;
// Validate placement one more time
if (BuildingManager.Instance.IsValidPlacement(data, placementPosition, currentRotation, out Vector3 snappedPosition))
{
// 🔥 변경: PlaceBuildingServerRpc 대신 RequestPlaceBuilding 호출
BuildingManager.Instance.RequestPlaceBuilding(selectedBuildingIndex, snappedPosition, currentRotation);
Debug.Log($"<color=cyan>[BuildingPlacement] 건물 배치 요청: {data.buildingName}</color>");
}
else
{
Debug.LogWarning("<color=yellow>[BuildingPlacement] 건물을 배치할 수 없는 위치입니다.</color>");
}
}
private void OnDrawGizmos()
{
if (!IsOwner || !isBuildModeActive || !showGridBounds) return;
if (BuildingManager.Instance == null || previewObject == null || !previewObject.activeSelf) return;
BuildingData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
if (data == null) return;
// Draw grid bounds being used for collision detection
Bounds bounds = BuildingManager.Instance.GetPlacementBounds(data, previewObject.transform.position, currentRotation);
// Check if valid
bool isValid = BuildingManager.Instance.IsValidPlacement(data, previewObject.transform.position, currentRotation, out _);
Gizmos.color = isValid ? new Color(0, 1, 0, 0.5f) : new Color(1, 0, 0, 0.5f);
Gizmos.DrawWireCube(bounds.center, bounds.size);
}
}
}