터널 연장 로직 개선
This commit is contained in:
@@ -11,33 +11,88 @@ public class BuildManager : MonoBehaviour
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public struct TurretData
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{
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public string turretName;
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public bool isTunnel; // [추가] 터널 여부 체크
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public bool isTunnel;
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public GameObject finalPrefab;
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public GameObject ghostPrefab;
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public float buildTime;
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public Vector2Int size;
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}
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public bool IsBuildMode => isBuildMode;
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[Header("Settings")]
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[SerializeField] private float cellSize = 1f;
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public float cellSize = 1f;
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public float tunnelHeight = 3f;
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[SerializeField] private LayerMask groundLayer;
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[SerializeField] private GameObject constructionSitePrefab; // 공용 토대 프리팹
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[Header("Current Selection")]
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[SerializeField] private TurretData selectedTurret; // 현재 선택된 타워 데이터
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[SerializeField] private bool isBuildMode = false;
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[SerializeField] private LayerMask playerLayer; // 플레이어의 레이어
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[SerializeField] private GameObject constructionSitePrefab;
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[SerializeField] private LayerMask playerLayer;
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[Header("Turret Library")]
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[SerializeField] private List<TurretData> turretLibrary; // 인스펙터에서 여러 타워 등록
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[SerializeField] private List<TurretData> turretLibrary;
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[SerializeField] private TurretData selectedTurret;
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private GameObject _ghostInstance;
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private Material _ghostMaterial;
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private HashSet<Vector2Int> _occupiedNodes = new HashSet<Vector2Int>();
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private bool _isBuildMode = false;
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public bool IsBuildMode => _isBuildMode;
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// 좌표 레지스트리 (물리 탐색 대체)
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private Dictionary<Vector3Int, TunnelNode> _tunnelRegistry = new Dictionary<Vector3Int, TunnelNode>();
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private HashSet<Vector3Int> _occupiedNodes = new HashSet<Vector3Int>();
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private PlayerInputActions _inputActions;
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private Vector3Int _currentGridPos;
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private float _currentY;
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// 게임 시작 시 기존 터널들 등록 (반드시 필요!)
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void Start()
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{
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// 1. 씬에 배치된 모든 터널을 찾아 등록하고 연결합니다.
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RegisterAllExistingTunnels();
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}
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public void RegisterTunnel(Vector3Int pos, TunnelNode node)
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{
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if (!_tunnelRegistry.ContainsKey(pos))
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{
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_tunnelRegistry.Add(pos, node);
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_occupiedNodes.Add(pos);
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Debug.Log($"<color=green>[Registry]</color> {pos} 좌표에 {node.name} 등록 완료");
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}
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}
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// 씬에 이미 배치된 터널들을 등록하는 함수 (Start에서 호출)
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public void RegisterAllExistingTunnels()
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{
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_tunnelRegistry.Clear();
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_occupiedNodes.Clear();
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TunnelNode[] nodes = FindObjectsByType<TunnelNode>(FindObjectsSortMode.None);
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HashSet<Transform> roots = new HashSet<Transform>();
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foreach (var node in nodes)
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{
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Transform root = node.transform.parent.parent; // Tunnel (1)
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if (!roots.Contains(root))
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{
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Vector3Int pos = WorldToGrid3D(root.position);
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RegisterTunnel(pos, node);
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roots.Add(root);
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}
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}
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// 모든 등록이 끝난 후 '동시에' 연결
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foreach (var node in nodes) node.LinkVertical();
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}
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// [핵심 수정] 노드의 위치가 아닌, 터널 부모의 위치를 넣어도 정확한 격자가 나오도록 함
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public Vector3Int WorldToGrid3D(Vector3 worldPos)
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{
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int x = Mathf.FloorToInt(worldPos.x / cellSize);
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int z = Mathf.FloorToInt(worldPos.z / cellSize);
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// Y값은 tunnelHeight로 나눈 뒤 반올림(Round)하여 오차 극복
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int y = Mathf.RoundToInt(worldPos.y / tunnelHeight);
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return new Vector3Int(x, y, z);
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}
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void Awake()
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{
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@@ -47,234 +102,112 @@ public class BuildManager : MonoBehaviour
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void OnEnable()
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{
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_inputActions.Player.Build.performed += OnBuildPerformed;
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_inputActions.Player.Cancel.performed += OnCancelPerformed;
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_inputActions.Player.ToggleBuild.performed += OnTogglePerformed;
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// 최신 Input System 콜백 등록
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_inputActions.Player.Build.performed += ctx => OnBuildRequested();
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_inputActions.Player.Cancel.performed += ctx => ExitBuildMode();
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_inputActions.Player.ToggleBuild.performed += ctx => ToggleBuildMode();
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_inputActions.Enable();
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}
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void OnDisable()
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{
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_inputActions.Disable();
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}
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void OnDisable() => _inputActions.Disable();
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void Update()
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{
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if (!isBuildMode || _ghostInstance == null) return;
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if (!_isBuildMode || _ghostInstance == null) return;
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Vector2 mousePos = Mouse.current.position.ReadValue();
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Ray ray = Camera.main.ScreenPointToRay(mousePos);
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UpdateGhostPosition();
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}
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if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, groundLayer))
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private void UpdateGhostPosition()
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{
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Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
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int tunnelMask = LayerMask.GetMask("Tunnel");
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if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, groundLayer | tunnelMask))
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{
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Vector2Int gridPos = WorldToGrid(hit.point);
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_ghostInstance.transform.position = GridToWorld(gridPos, selectedTurret.size);
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Vector2Int xz = WorldToGrid(hit.point);
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float targetY = 0.05f;
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int floor = 0;
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// [수정] CanBuild 호출 인자를 selectedTurret 전체로 변경
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bool canPlace = CanBuild(gridPos, selectedTurret);
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// 고스트 색상 변경
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if (_ghostMaterial != null)
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// 터널 조준 시 지하로 스냅
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if (((1 << hit.collider.gameObject.layer) & tunnelMask) != 0)
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{
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_ghostMaterial.color = canPlace ? new Color(0, 1, 0, 0.5f) : new Color(1, 0, 0, 0.5f);
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xz = WorldToGrid(hit.collider.transform.position);
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targetY = hit.collider.transform.position.y - tunnelHeight;
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floor = Mathf.RoundToInt(targetY / tunnelHeight);
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}
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// 미리보기 타워의 사거리 표시기 제어
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TowerRangeOverlay overlay = _ghostInstance.GetComponentInChildren<TowerRangeOverlay>();
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if (overlay != null)
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{
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overlay.ShowRange(true);
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overlay.UpdateRangeScale(); // 매 프레임 스케일 보정
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}
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_currentGridPos = new Vector3Int(xz.x, floor, xz.y);
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_currentY = targetY;
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_ghostInstance.transform.position = new Vector3(xz.x * cellSize, targetY, xz.y * cellSize);
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bool canBuild = CanBuildVertical(_currentGridPos);
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_ghostMaterial.color = canBuild ? new Color(0, 1, 0, 0.5f) : new Color(1, 0, 0, 0.5f);
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}
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}
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// --- Input Callbacks ---
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private void OnTogglePerformed(InputAction.CallbackContext context) => ToggleBuildMode();
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private void OnCancelPerformed(InputAction.CallbackContext context)
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private bool CanBuildVertical(Vector3Int pos)
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{
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if (isBuildMode) ToggleBuildMode();
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if (_occupiedNodes.Contains(pos)) return false;
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// 지하 건설 시 위층 터널 존재 여부 확인
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if (pos.y < 0 && !_occupiedNodes.Contains(pos + Vector3Int.up)) return false;
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// 플레이어와 겹치는지 확인
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return !Physics.CheckBox(new Vector3(pos.x * cellSize, pos.y * tunnelHeight + 1f, pos.z * cellSize),
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new Vector3(0.45f, 0.5f, 0.45f), Quaternion.identity, playerLayer);
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}
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private void OnBuildPerformed(InputAction.CallbackContext context)
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private void OnBuildRequested()
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{
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if (!isBuildMode || EventSystem.current.IsPointerOverGameObject()) return;
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if (!_isBuildMode || EventSystem.current.IsPointerOverGameObject()) return;
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if (!CanBuildVertical(_currentGridPos)) return;
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Vector2 mousePos = Mouse.current.position.ReadValue();
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Ray ray = Camera.main.ScreenPointToRay(mousePos);
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_occupiedNodes.Add(_currentGridPos);
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GameObject site = Instantiate(constructionSitePrefab, _ghostInstance.transform.position, Quaternion.identity);
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site.GetComponent<ConstructionSite>().Initialize(selectedTurret.finalPrefab, selectedTurret.buildTime, _currentGridPos);
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if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, groundLayer))
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{
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Vector2Int gridPos = WorldToGrid(hit.point);
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// [수정] CanBuild 호출 인자 변경
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if (CanBuild(gridPos, selectedTurret))
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{
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Build(gridPos, selectedTurret);
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}
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}
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ExitBuildMode();
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}
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// --- Core Logic ---
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private void ToggleBuildMode()
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public TunnelNode GetTunnelAt(Vector3Int pos) => _tunnelRegistry.GetValueOrDefault(pos);
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public Vector2Int WorldToGrid(Vector3 pos) => new Vector2Int(Mathf.FloorToInt(pos.x / cellSize), Mathf.FloorToInt(pos.z / cellSize));
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private void ToggleBuildMode() { if (_isBuildMode) ExitBuildMode(); else EnterBuildMode(); }
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private void EnterBuildMode()
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{
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isBuildMode = !isBuildMode;
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if (isBuildMode) CreateGhost();
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else DestroyGhost();
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}
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private void CreateGhost()
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{
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if (selectedTurret.ghostPrefab == null) return;
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if (_ghostInstance != null) Destroy(_ghostInstance);
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_isBuildMode = true;
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_ghostInstance = Instantiate(selectedTurret.ghostPrefab);
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// 고스트의 머티리얼 참조 (색상 변경용)
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Renderer ghostRenderer = _ghostInstance.GetComponentInChildren<Renderer>();
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if (ghostRenderer != null) _ghostMaterial = ghostRenderer.material;
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// 1. 비주얼 스케일 조절
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Transform visual = _ghostInstance.transform.Find("Visual");
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if (visual != null)
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{
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visual.localScale = new Vector3(selectedTurret.size.x, 1f, selectedTurret.size.y);
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}
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// 2. 바닥 정렬
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AlignToGround(_ghostInstance, 0f);
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_ghostMaterial = _ghostInstance.GetComponentInChildren<Renderer>().material;
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}
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private void DestroyGhost()
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private void ExitBuildMode()
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{
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if (_ghostInstance != null) Destroy(_ghostInstance);
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_ghostMaterial = null;
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}
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private void Build(Vector2Int gridPos, TurretData data)
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{
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if (constructionSitePrefab == null || data.finalPrefab == null)
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{
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Debug.LogError("BuildManager: 프리팹 할당 상태를 확인하세요!");
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return;
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}
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// 점유 노드 등록
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for (int x = 0; x < data.size.x; x++)
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for (int y = 0; y < data.size.y; y++)
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_occupiedNodes.Add(new Vector2Int(gridPos.x + x, gridPos.y + y));
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// 토대 생성
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GameObject siteObj = Instantiate(constructionSitePrefab, GridToWorld(gridPos, data.size), Quaternion.identity);
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// 토대 비주얼 스케일 조절
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Transform visual = siteObj.transform.Find("Visual");
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if (visual != null)
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{
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visual.localScale = new Vector3(data.size.x, 1f, data.size.y);
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}
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// 토대 바닥 정렬
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AlignToGround(siteObj, 0f);
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// 컴포넌트 초기화
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ConstructionSite siteScript = siteObj.GetComponent<ConstructionSite>();
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if (siteScript != null)
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{
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siteScript.Initialize(data.finalPrefab, data.buildTime, data.size);
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}
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ToggleBuildMode();
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}
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// --- Utilities ---
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private bool CanBuild(Vector2Int startPos, TurretData data)
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{
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// 1. 기존 점유 노드 및 플레이어 충돌 체크
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for (int x = 0; x < data.size.x; x++)
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{
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for (int y = 0; y < data.size.y; y++)
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{
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if (_occupiedNodes.Contains(new Vector2Int(startPos.x + x, startPos.y + y)))
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return false;
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}
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}
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// 플레이어와 겹치는지 체크
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Vector3 center = GridToWorld(startPos, data.size);
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center.y = 1f;
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Vector3 halfExtents = new Vector3(data.size.x * 0.45f, 0.5f, data.size.y * 0.45f);
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if (Physics.CheckBox(center, halfExtents, Quaternion.identity, playerLayer))
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return false;
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// 2. 터널 연결 제약 조건 체크
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if (data.isTunnel)
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{
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return IsConnectedToExistingTunnel(startPos, data);
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}
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return true;
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}
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private bool IsConnectedToExistingTunnel(Vector2Int startPos, TurretData data)
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{
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// 첫 번째 터널은 자유롭게 설치 (또는 특정 구역 제한)
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if (_occupiedNodes.Count == 0) return true;
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Vector3 ghostWorldPos = GridToWorld(startPos, data.size);
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float checkRadius = cellSize * 1.5f;
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Collider[] neighbors = Physics.OverlapSphere(ghostWorldPos, checkRadius, LayerMask.GetMask("Tunnel"));
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foreach (var col in neighbors)
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{
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TunnelNode node = col.GetComponent<TunnelNode>();
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if (node != null && node.gameObject.activeInHierarchy)
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{
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return true;
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}
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}
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return false;
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}
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public Vector2Int WorldToGrid(Vector3 worldPos) => new Vector2Int(Mathf.FloorToInt(worldPos.x / cellSize), Mathf.FloorToInt(worldPos.z / cellSize));
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public Vector3 GridToWorld(Vector2Int gridPos, Vector2Int size)
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{
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return new Vector3(gridPos.x * cellSize + (size.x - 1) * cellSize * 0.5f, 0.05f, gridPos.y * cellSize + (size.y - 1) * cellSize * 0.5f);
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}
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public void AlignToGround(GameObject obj, float yOffset)
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{
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Transform visual = obj.transform.Find("Visual");
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if (visual == null) return;
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MeshRenderer[] renderers = visual.GetComponentsInChildren<MeshRenderer>();
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if (renderers.Length == 0) return;
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Bounds bounds = renderers[0].bounds;
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foreach (var renderer in renderers)
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{
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bounds.Encapsulate(renderer.bounds);
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}
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float bottomY = bounds.min.y - obj.transform.position.y;
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visual.localPosition = new Vector3(0, -bottomY + yOffset, 0);
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}
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private void OnDrawGizmos()
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{
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Gizmos.color = new Color(1, 1, 1, 0.1f);
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for (int x = -10; x <= 10; x++)
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for (int z = -10; z <= 10; z++)
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Gizmos.DrawWireCube(new Vector3(x * cellSize, 0, z * cellSize), new Vector3(cellSize, 0.01f, cellSize));
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_isBuildMode = false;
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if (_ghostInstance) Destroy(_ghostInstance);
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}
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// BuildManager.cs 내부
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public void SelectTurret(int index)
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{
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if (index >= 0 && index < turretLibrary.Count)
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{
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selectedTurret = turretLibrary[index];
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if (isBuildMode) CreateGhost();
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// 현재 건설 모드가 아니라면 건설 모드로 진입
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if (!_isBuildMode)
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{
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EnterBuildMode();
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}
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else
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{
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// 이미 건설 모드라면 고스트만 교체
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if (_ghostInstance) Destroy(_ghostInstance);
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_ghostInstance = Instantiate(selectedTurret.ghostPrefab);
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_ghostMaterial = _ghostInstance.GetComponentInChildren<Renderer>().material;
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}
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Debug.Log($"{selectedTurret.turretName} 선택됨");
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}
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}
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}
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Reference in New Issue
Block a user