Files
Northbound/Assets/Scripts/BuildingPlacement.cs
dal4segno aa086a7a2b 자원 채집 및 반환 기능
텍스트 기능 및 폰트 추가
2026-01-26 02:29:07 +09:00

455 lines
16 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 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);
// Draw grid cells
Gizmos.color = Color.yellow;
float gridSize = BuildingManager.Instance.gridSize;
Vector3 snappedPos = BuildingManager.Instance.SnapToGrid(previewObject.transform.position);
// Draw grid origin point
Gizmos.DrawSphere(snappedPos, 0.1f);
// Draw grid outline for each cell
int width = Mathf.RoundToInt(bounds.size.x / gridSize);
int length = Mathf.RoundToInt(bounds.size.z / gridSize);
for (int x = 0; x < width; x++)
{
for (int z = 0; z < length; z++)
{
Vector3 cellPos = snappedPos + new Vector3(
(x - width / 2f + 0.5f) * gridSize,
0.01f,
(z - length / 2f + 0.5f) * gridSize
);
Gizmos.DrawWireCube(cellPos, new Vector3(gridSize, 0.01f, gridSize));
}
}
}
private void OnToggleBuildMode(InputAction.CallbackContext context)
{
ToggleBuildMode();
}
private void OnRotate(InputAction.CallbackContext context)
{
if (!isBuildModeActive) return;
float rotateValue = context.ReadValue<float>();
if (rotateValue > 0)
{
currentRotation = (currentRotation + 1) % 4;
}
else if (rotateValue < 0)
{
currentRotation = (currentRotation - 1 + 4) % 4;
}
}
private void OnBuild(InputAction.CallbackContext context)
{
if (!isBuildModeActive) return;
TryPlaceBuilding();
}
private void ToggleBuildMode()
{
isBuildModeActive = !isBuildModeActive;
if (isBuildModeActive)
{
EnterBuildMode();
}
else
{
ExitBuildMode();
}
}
private void EnterBuildMode()
{
currentRotation = 0;
CreatePreview();
}
private void ExitBuildMode()
{
DestroyPreview();
}
private void CreatePreview()
{
if (BuildingManager.Instance == null)
return;
if (BuildingManager.Instance.availableBuildings.Count == 0)
return;
selectedBuildingIndex = Mathf.Clamp(selectedBuildingIndex, 0,
BuildingManager.Instance.availableBuildings.Count - 1);
BuildingData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
if (data == null || data.prefab == null)
return;
previewObject = Instantiate(data.prefab);
previewObject.name = "BuildingPreview";
// Disable colliders on preview
foreach (var collider in previewObject.GetComponentsInChildren<Collider>())
{
collider.enabled = false;
}
// Remove NetworkObject from preview if exists
NetworkObject netObj = previewObject.GetComponent<NetworkObject>();
if (netObj != null)
{
Destroy(netObj);
}
// Store original materials and setup preview renderers
previewRenderers = previewObject.GetComponentsInChildren<Renderer>();
if (previewRenderers.Length == 0)
{
// Add a debug cube so you can at least see something
GameObject debugCube = GameObject.CreatePrimitive(PrimitiveType.Cube);
debugCube.transform.SetParent(previewObject.transform);
debugCube.transform.localPosition = Vector3.zero;
Destroy(debugCube.GetComponent<Collider>());
previewRenderers = previewObject.GetComponentsInChildren<Renderer>();
}
originalMaterials = new Material[previewRenderers.Length];
for (int i = 0; i < previewRenderers.Length; i++)
{
originalMaterials[i] = previewRenderers[i].material;
// Replace all materials with ghost material
Material[] mats = new Material[previewRenderers[i].materials.Length];
for (int j = 0; j < mats.Length; j++)
{
mats[j] = validMaterial;
}
previewRenderers[i].materials = mats;
// Disable shadow casting
previewRenderers[i].shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
previewRenderers[i].receiveShadows = false;
}
}
private void DestroyPreview()
{
if (previewObject != null)
{
Destroy(previewObject);
previewObject = null;
}
}
private void UpdatePreviewPosition()
{
if (BuildingManager.Instance == null) return;
if (previewObject == null)
{
CreatePreview();
if (previewObject == null) return;
}
if (Mouse.current == null)
return;
Vector2 mousePos = Mouse.current.position.ReadValue();
Ray ray = Camera.main.ScreenPointToRay(mousePos);
Vector3 targetPosition = Vector3.zero;
bool foundPosition = false;
// Robust approach: Find where ray intersects ground plane, then raycast down from there
// This works even when pointing at empty space between buildings
// Step 1: Calculate where ray intersects a horizontal plane at Y=0
// Using plane intersection math
Plane groundPlane = new Plane(Vector3.up, Vector3.zero);
float enter;
if (groundPlane.Raycast(ray, out enter))
{
// Get the XZ position where ray hits the ground plane
Vector3 planeHitPoint = ray.GetPoint(enter);
// Step 2: Cast down from above this XZ position to find actual ground
Vector3 highPoint = new Vector3(planeHitPoint.x, 100f, planeHitPoint.z);
if (Physics.Raycast(highPoint, Vector3.down, out RaycastHit downHit, 200f, groundLayer))
{
// Always use the hit point
targetPosition = downHit.point;
foundPosition = true;
}
else
{
// No ground found via raycast, use the plane intersection point directly
targetPosition = planeHitPoint;
foundPosition = true;
}
}
else
{
// Fallback: Try direct raycast to anything
if (Physics.Raycast(ray, out RaycastHit anyHit, maxPlacementDistance))
{
targetPosition = anyHit.point;
foundPosition = true;
}
}
if (foundPosition)
{
BuildingData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
// IsValidPlacement now returns the snapped position in groundPosition
bool isValid = BuildingManager.Instance.IsValidPlacement(data, targetPosition, currentRotation, out Vector3 snappedPosition);
previewObject.transform.position = snappedPosition + data.placementOffset;
previewObject.transform.rotation = Quaternion.Euler(0, currentRotation * 90f, 0);
if (!previewObject.activeSelf)
{
previewObject.SetActive(true);
}
// Update material
Material previewMat = 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] = previewMat;
}
renderer.materials = mats;
}
}
else
{
if (previewObject.activeSelf)
{
previewObject.SetActive(false);
}
}
}
private void TryPlaceBuilding()
{
if (previewObject == null || !previewObject.activeSelf) return;
Vector2 mousePos = Mouse.current.position.ReadValue();
Ray ray = Camera.main.ScreenPointToRay(mousePos);
Vector3 targetPosition = Vector3.zero;
bool foundPosition = false;
// Use plane intersection to get XZ position, then raycast down to find ground
Plane groundPlane = new Plane(Vector3.up, Vector3.zero);
float enter;
if (groundPlane.Raycast(ray, out enter))
{
Vector3 planeHitPoint = ray.GetPoint(enter);
Vector3 highPoint = new Vector3(planeHitPoint.x, 100f, planeHitPoint.z);
if (Physics.Raycast(highPoint, Vector3.down, out RaycastHit downHit, 200f, groundLayer))
{
if (downHit.collider.GetComponentInParent<Building>() == null)
{
targetPosition = downHit.point;
foundPosition = true;
}
else
{
targetPosition = downHit.point;
foundPosition = true;
}
}
else
{
targetPosition = planeHitPoint;
foundPosition = true;
}
}
else
{
// Fallback: direct raycast
if (Physics.Raycast(ray, out RaycastHit anyHit, maxPlacementDistance))
{
targetPosition = anyHit.point;
foundPosition = true;
}
}
if (foundPosition)
{
BuildingData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
// IsValidPlacement now returns the snapped position
if (BuildingManager.Instance.IsValidPlacement(data, targetPosition, currentRotation, out Vector3 snappedPosition))
{
BuildingManager.Instance.PlaceBuildingServerRpc(selectedBuildingIndex, snappedPosition, currentRotation);
}
}
}
override public void OnDestroy()
{
DestroyPreview();
if (_inputActions != null)
{
_inputActions.Dispose();
}
base.OnDestroy();
}
}
}