Files
Northbound/Assets/Scripts/BuildingPlacement.cs

603 lines
21 KiB
C#

using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.EventSystems;
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>();
public override void OnNetworkSpawn()
{
if (!IsOwner) return;
_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 (IsOwner && _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 (!IsOwner) return;
if (isBuildModeActive)
{
if (isDragging && enableDragBuilding)
{
UpdateDragPreview();
}
else
{
UpdatePreviewPosition();
}
}
}
private void OnCancel(InputAction.CallbackContext context)
{
// 드래그 중일 때만 취소
if (isDragging && isBuildModeActive)
{
CancelDrag();
Debug.Log("<color=yellow>[BuildingPlacement] 드래그 건설 취소됨</color>");
}
}
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();
Debug.Log("<color=yellow>[BuildingPlacement] 건설 모드 종료로 드래그 취소됨</color>");
}
DestroyPreview();
ClearDragPreviews();
}
Debug.Log($"[BuildingPlacement] 건설 모드 {(isBuildModeActive ? "" : "")}");
}
/// <summary>
/// UI에서 건물 선택 시 호출
/// </summary>
public void SetSelectedBuilding(int index)
{
if (index < 0 || BuildingManager.Instance == null ||
index >= BuildingManager.Instance.availableBuildings.Count)
{
Debug.LogWarning($"[BuildingPlacement] 유효하지 않은 건물 인덱스: {index}");
return;
}
selectedBuildingIndex = index;
currentRotation = 0; // 회전 초기화
// 드래그 중이었다면 취소
if (isDragging)
{
CancelDrag();
Debug.Log("<color=yellow>[BuildingPlacement] 건물 변경으로 드래그 취소됨</color>");
}
// 프리뷰 다시 생성
if (isBuildModeActive)
{
DestroyPreview();
CreatePreview();
}
Debug.Log($"[BuildingPlacement] 건물 선택됨: {BuildingManager.Instance.availableBuildings[index].buildingName}");
}
private void CreatePreview()
{
if (!ValidateBuildingData(selectedBuildingIndex, out BuildingData data))
{
return;
}
previewObject = Instantiate(data.prefab);
SetupPreviewObject(previewObject, validMaterial);
Debug.Log($"[BuildingPlacement] 프리뷰 생성됨: {data.buildingName}");
}
private bool ValidateBuildingData(int index, out BuildingData data)
{
data = null;
if (BuildingManager.Instance == null)
{
Debug.LogWarning("[BuildingPlacement] BuildingManager가 없습니다.");
return false;
}
if (index < 0 || index >= BuildingManager.Instance.availableBuildings.Count)
{
Debug.LogWarning($"[BuildingPlacement] 유효하지 않은 건물 인덱스: {index}");
return false;
}
data = BuildingManager.Instance.availableBuildings[index];
if (data == null || data.prefab == null)
{
Debug.LogWarning("[BuildingPlacement] BuildingData 또는 Prefab이 없습니다.");
return false;
}
return true;
}
private void SetupPreviewObject(GameObject previewObj, Material material)
{
NetworkObject netObj = previewObj.GetComponent<NetworkObject>();
if (netObj != null)
{
Destroy(netObj);
}
Building building = previewObj.GetComponent<Building>();
if (building != null)
{
Destroy(building);
}
Renderer[] renderers = previewObj.GetComponentsInChildren<Renderer>();
foreach (var renderer in renderers)
{
Material[] mats = new Material[renderer.materials.Length];
for (int i = 0; i < mats.Length; i++)
{
mats[i] = material;
}
renderer.materials = mats;
}
foreach (var collider in previewObj.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];
bool isValid = BuildingManager.Instance.IsValidPlacement(data, hit.point, currentRotation, out Vector3 snappedPosition);
previewObject.transform.position = snappedPosition + data.placementOffset;
previewObject.transform.rotation = Quaternion.Euler(0, currentRotation * 90f, 0);
Material targetMat = isValid ? validMaterial : invalidMaterial;
UpdatePreviewMaterials(previewRenderers, targetMat);
}
}
private void UpdatePreviewMaterials(Renderer[] renderers, Material material)
{
if (renderers == null) return;
foreach (var renderer in renderers)
{
Material[] mats = new Material[renderer.materials.Length];
for (int i = 0; i < mats.Length; i++)
{
mats[i] = material;
}
renderer.materials = mats;
}
}
private void OnRotate(InputAction.CallbackContext context)
{
if (!isBuildModeActive) return;
// 드래그 중에는 회전 불가
if (isDragging)
{
Debug.Log("<color=yellow>[BuildingPlacement] 드래그 중에는 회전할 수 없습니다</color>");
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);
}
Debug.Log("<color=cyan>[BuildingPlacement] 드래그 건설 시작 (ESC로 취소 가능)</color>");
}
}
}
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;
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
if (!Physics.Raycast(ray, out RaycastHit hit, maxPlacementDistance, groundLayer))
{
return;
}
BuildingData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
Vector3 dragEndPosition = hit.point;
List<Vector3> positions = CalculateDragBuildingPositions(dragStartPosition, dragEndPosition, data);
ClearDragPreviews();
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);
Material targetMat = isValid ? validMaterial : invalidMaterial;
SetupPreviewObject(preview, targetMat);
preview.transform.position = snappedPosition + data.placementOffset;
preview.transform.rotation = Quaternion.Euler(0, currentRotation * 90f, 0);
dragPreviewObjects.Add(preview);
if (isValid)
{
dragBuildingPositions.Add(snappedPosition);
}
}
}
private List<Vector3> CalculateDragBuildingPositions(Vector3 start, Vector3 end, BuildingData 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()
{
if (dragBuildingPositions.Count == 0)
{
Debug.Log("<color=yellow>[BuildingPlacement] 배치 가능한 건물이 없습니다.</color>");
return;
}
BuildingData selectedData = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
int successCount = 0;
foreach (var position in dragBuildingPositions)
{
BuildingManager.Instance.RequestPlaceFoundation(selectedBuildingIndex, position, currentRotation);
successCount++;
}
Debug.Log($"<color=cyan>[BuildingPlacement] 드래그 건설 완료: {successCount}개의 {selectedData.buildingName} 배치 시도</color>");
}
private void ClearDragPreviews()
{
foreach (var preview in dragPreviewObjects)
{
if (preview != null)
{
Destroy(preview);
}
}
dragPreviewObjects.Clear();
dragBuildingPositions.Clear();
}
private void OnBuild()
{
if (!isBuildModeActive || previewObject == null) return;
// UI 위에서 클릭한 경우 무시
if (IsPointerOverUI())
{
Debug.Log("<color=cyan>[BuildingPlacement] UI 위에서 클릭함 - 건설 취소</color>");
return;
}
// Get placement position
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
if (Physics.Raycast(ray, out RaycastHit hit, maxPlacementDistance, groundLayer))
{
BuildingData selectedData = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
if (BuildingManager.Instance.IsValidPlacement(selectedData, hit.point, currentRotation, out Vector3 groundPosition))
{
// 토대 배치 요청
BuildingManager.Instance.RequestPlaceFoundation(selectedBuildingIndex, groundPosition, currentRotation);
Debug.Log($"<color=cyan>[BuildingPlacement] 건설 시작: {selectedData.buildingName}</color>");
}
else
{
Debug.Log("<color=yellow>[BuildingPlacement] 배치할 수 없는 위치입니다.</color>");
}
}
}
/// <summary>
/// 마우스 포인터가 UI 위에 있는지 확인
/// </summary>
private bool IsPointerOverUI()
{
// EventSystem이 없으면 UI 체크 불가능
if (EventSystem.current == null)
return false;
// New Input System을 사용하는 경우
if (Mouse.current != null)
{
Vector2 mousePosition = Mouse.current.position.ReadValue();
return EventSystem.current.IsPointerOverGameObject();
}
// Legacy Input System (폴백)
return EventSystem.current.IsPointerOverGameObject();
}
/// <summary>
/// 건설 모드 활성화 상태 확인
/// </summary>
public bool IsBuildModeActive()
{
return isBuildModeActive;
}
}
}