154 lines
5.3 KiB
C#
154 lines
5.3 KiB
C#
using System.Collections.Generic;
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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 BuildingManager : NetworkBehaviour
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{
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public static BuildingManager Instance { get; private set; }
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[Header("Settings")]
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public float gridSize = 1f;
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public LayerMask groundLayer;
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[Header("Building Database")]
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public List<BuildingData> availableBuildings = new List<BuildingData>();
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private List<Building> placedBuildings = new List<Building>();
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Destroy(gameObject);
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return;
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}
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Instance = this;
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}
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public Vector3 SnapToGrid(Vector3 worldPosition)
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{
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return new Vector3(
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Mathf.Round(worldPosition.x / gridSize) * gridSize,
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worldPosition.y,
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Mathf.Round(worldPosition.z / gridSize) * gridSize
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);
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}
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public Vector3Int WorldToGrid(Vector3 worldPosition)
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{
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return new Vector3Int(
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Mathf.RoundToInt(worldPosition.x / gridSize),
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Mathf.RoundToInt(worldPosition.y / gridSize),
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Mathf.RoundToInt(worldPosition.z / gridSize)
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);
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}
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public Vector3 GridToWorld(Vector3Int gridPosition)
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{
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return new Vector3(
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gridPosition.x * gridSize,
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gridPosition.y * gridSize,
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gridPosition.z * gridSize
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);
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}
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public bool IsValidPlacement(BuildingData data, Vector3 position, int rotation, out Vector3 groundPosition)
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{
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groundPosition = position;
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// Ground check
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if (!CheckGround(position, out groundPosition))
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return false;
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// IMPORTANT: Snap to grid BEFORE checking overlap!
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// Otherwise we check the raw cursor position which might overlap
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Vector3 snappedPosition = SnapToGrid(groundPosition);
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groundPosition = snappedPosition; // Update groundPosition to snapped value
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// Overlap check using GRID SIZE from BuildingData (not actual colliders)
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Vector3 gridSize = data.GetSize(rotation);
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// Shrink bounds slightly to allow buildings to touch without overlapping
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// This prevents Bounds.Intersects() from returning true for adjacent buildings
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Vector3 shrunkSize = gridSize - Vector3.one * 0.01f;
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Bounds checkBounds = new Bounds(snappedPosition + Vector3.up * gridSize.y * 0.5f, shrunkSize);
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foreach (var building in placedBuildings)
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{
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if (building == null) continue;
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// Compare grid bounds, not collider bounds
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Bounds buildingGridBounds = building.GetGridBounds();
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if (checkBounds.Intersects(buildingGridBounds))
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return false;
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}
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return true;
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}
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/// <summary>
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/// Get the grid bounds for a building at a given position
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/// Useful for preview visualization
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/// </summary>
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public Bounds GetPlacementBounds(BuildingData data, Vector3 position, int rotation)
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{
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Vector3 gridSize = data.GetSize(rotation);
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return new Bounds(position + Vector3.up * gridSize.y * 0.5f, gridSize);
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}
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private bool CheckGround(Vector3 position, out Vector3 groundPosition)
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{
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groundPosition = position;
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// Raycast down to find ground
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if (Physics.Raycast(position + Vector3.up * 10f, Vector3.down, out RaycastHit hit, 20f, groundLayer))
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{
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groundPosition = hit.point;
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return true;
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}
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return false;
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}
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[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
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public void PlaceBuildingServerRpc(int buildingIndex, Vector3 position, int rotation)
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{
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if (buildingIndex < 0 || buildingIndex >= availableBuildings.Count)
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return;
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BuildingData data = availableBuildings[buildingIndex];
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// IsValidPlacement now returns snapped position in groundPosition
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if (!IsValidPlacement(data, position, rotation, out Vector3 snappedPosition))
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return;
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Vector3Int gridPosition = WorldToGrid(snappedPosition);
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// Spawn building at snapped position
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GameObject buildingObj = Instantiate(data.prefab, snappedPosition + data.placementOffset, Quaternion.Euler(0, rotation * 90f, 0));
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NetworkObject netObj = buildingObj.GetComponent<NetworkObject>();
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if (netObj != null)
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{
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netObj.Spawn();
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Building building = buildingObj.GetComponent<Building>();
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if (building == null)
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building = buildingObj.AddComponent<Building>();
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building.Initialize(data, gridPosition, rotation);
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placedBuildings.Add(building);
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}
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}
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public void RemoveBuilding(Building building)
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{
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if (placedBuildings.Contains(building))
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placedBuildings.Remove(building);
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}
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}
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}
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