건물 건설 모드 및 건설 인터랙션
This commit is contained in:
17
Assets/Scripts/GameBase/Billboard.cs
Normal file
17
Assets/Scripts/GameBase/Billboard.cs
Normal file
@@ -0,0 +1,17 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class Billboard : MonoBehaviour
|
||||
{
|
||||
private Transform _camTransform;
|
||||
|
||||
void Start()
|
||||
{
|
||||
_camTransform = Camera.main.transform;
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
// UI가 항상 카메라를 정면으로 바라보게 함
|
||||
transform.LookAt(transform.position + _camTransform.rotation * Vector3.forward, _camTransform.rotation * Vector3.up);
|
||||
}
|
||||
}
|
||||
188
Assets/Scripts/GameBase/BuildManager.cs
Normal file
188
Assets/Scripts/GameBase/BuildManager.cs
Normal file
@@ -0,0 +1,188 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.EventSystems;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class BuildManager : MonoBehaviour
|
||||
{
|
||||
public static BuildManager Instance;
|
||||
|
||||
[System.Serializable]
|
||||
public struct TurretData // 타워별 정보를 담는 구조체
|
||||
{
|
||||
public string turretName;
|
||||
public GameObject finalPrefab; // 완공 후 실제 타워
|
||||
public GameObject ghostPrefab; // 건설 모드 시 미리보기
|
||||
public float buildTime; // 건설 소요 시간
|
||||
public Vector2Int size; // 점유 칸수
|
||||
}
|
||||
|
||||
[Header("Settings")]
|
||||
[SerializeField] private float cellSize = 1f;
|
||||
[SerializeField] private LayerMask groundLayer;
|
||||
[SerializeField] private GameObject constructionSitePrefab; // 공용 토대 프리팹
|
||||
|
||||
[Header("Current Selection")]
|
||||
[SerializeField] private TurretData selectedTurret; // 현재 선택된 타워 데이터
|
||||
[SerializeField] private bool isBuildMode = false;
|
||||
|
||||
private GameObject _ghostInstance;
|
||||
private Material _ghostMaterial;
|
||||
private HashSet<Vector2Int> _occupiedNodes = new HashSet<Vector2Int>();
|
||||
private PlayerInputActions _inputActions;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
_inputActions = new PlayerInputActions();
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
_inputActions.Player.Build.performed += OnBuildPerformed;
|
||||
_inputActions.Player.Cancel.performed += OnCancelPerformed;
|
||||
_inputActions.Player.ToggleBuild.performed += OnTogglePerformed;
|
||||
_inputActions.Enable();
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
_inputActions.Disable();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (isBuildMode)
|
||||
{
|
||||
UpdateGhost();
|
||||
}
|
||||
}
|
||||
|
||||
// --- Input Callbacks ---
|
||||
private void OnTogglePerformed(InputAction.CallbackContext context) => ToggleBuildMode();
|
||||
private void OnCancelPerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
if (isBuildMode) ToggleBuildMode();
|
||||
}
|
||||
|
||||
private void OnBuildPerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
if (!isBuildMode || EventSystem.current.IsPointerOverGameObject()) return;
|
||||
|
||||
Vector2 mousePos = Mouse.current.position.ReadValue();
|
||||
Ray ray = Camera.main.ScreenPointToRay(mousePos);
|
||||
|
||||
if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, groundLayer))
|
||||
{
|
||||
Vector2Int gridPos = WorldToGrid(hit.point);
|
||||
if (CanBuild(gridPos, selectedTurret.size))
|
||||
{
|
||||
Build(gridPos, selectedTurret);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --- Core Logic ---
|
||||
private void ToggleBuildMode()
|
||||
{
|
||||
isBuildMode = !isBuildMode;
|
||||
|
||||
if (isBuildMode) CreateGhost();
|
||||
else DestroyGhost();
|
||||
}
|
||||
|
||||
private void CreateGhost()
|
||||
{
|
||||
if (_ghostInstance != null) Destroy(_ghostInstance);
|
||||
_ghostInstance = Instantiate(selectedTurret.ghostPrefab);
|
||||
_ghostMaterial = _ghostInstance.GetComponentInChildren<Renderer>().material;
|
||||
}
|
||||
|
||||
private void DestroyGhost()
|
||||
{
|
||||
if (_ghostInstance != null) Destroy(_ghostInstance);
|
||||
}
|
||||
|
||||
private void UpdateGhost()
|
||||
{
|
||||
if (_ghostInstance == null) return;
|
||||
|
||||
Vector2 mousePos = Mouse.current.position.ReadValue();
|
||||
Ray ray = Camera.main.ScreenPointToRay(mousePos);
|
||||
|
||||
if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, groundLayer))
|
||||
{
|
||||
_ghostInstance.SetActive(true);
|
||||
Vector2Int gridPos = WorldToGrid(hit.point);
|
||||
_ghostInstance.transform.position = GridToWorld(gridPos, selectedTurret.size);
|
||||
|
||||
bool canBuild = CanBuild(gridPos, selectedTurret.size);
|
||||
_ghostMaterial.color = canBuild ? new Color(0, 1, 0, 0.5f) : new Color(1, 0, 0, 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
_ghostInstance.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
private void Build(Vector2Int gridPos, TurretData data)
|
||||
{
|
||||
// 1. 프리팹 할당 여부 체크
|
||||
if (constructionSitePrefab == null)
|
||||
{
|
||||
Debug.LogError("BuildManager: Construction Site Prefab이 할당되지 않았습니다!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (data.finalPrefab == null)
|
||||
{
|
||||
Debug.LogError($"BuildManager: {data.turretName}의 Final Prefab이 할당되지 않았습니다!");
|
||||
return;
|
||||
}
|
||||
|
||||
// 2. 점유 노드 등록
|
||||
for (int x = 0; x < data.size.x; x++)
|
||||
for (int y = 0; y < data.size.y; y++)
|
||||
_occupiedNodes.Add(new Vector2Int(gridPos.x + x, gridPos.y + y));
|
||||
|
||||
// 3. 토대 생성
|
||||
GameObject siteObj = Instantiate(constructionSitePrefab, GridToWorld(gridPos, data.size), Quaternion.identity);
|
||||
|
||||
// 4. 컴포넌트 존재 여부 체크
|
||||
ConstructionSite siteScript = siteObj.GetComponent<ConstructionSite>();
|
||||
if (siteScript != null)
|
||||
{
|
||||
siteScript.Initialize(data.finalPrefab, data.buildTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("BuildManager: 생성된 토대 프리팹에 ConstructionSite 스크립트가 없습니다!");
|
||||
}
|
||||
|
||||
ToggleBuildMode();
|
||||
}
|
||||
|
||||
// --- Utilities ---
|
||||
private bool CanBuild(Vector2Int startPos, Vector2Int size)
|
||||
{
|
||||
for (int x = 0; x < size.x; x++)
|
||||
for (int y = 0; y < size.y; y++)
|
||||
if (_occupiedNodes.Contains(new Vector2Int(startPos.x + x, startPos.y + y))) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
private Vector2Int WorldToGrid(Vector3 worldPos) => new Vector2Int(Mathf.RoundToInt(worldPos.x / cellSize), Mathf.RoundToInt(worldPos.z / cellSize));
|
||||
|
||||
private Vector3 GridToWorld(Vector2Int gridPos, Vector2Int size)
|
||||
{
|
||||
return new Vector3(gridPos.x * cellSize + (size.x - 1) * cellSize * 0.5f, 0.05f, gridPos.y * cellSize + (size.y - 1) * cellSize * 0.5f);
|
||||
}
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
Gizmos.color = new Color(1, 1, 1, 0.1f);
|
||||
for (int x = -10; x <= 10; x++)
|
||||
for (int z = -10; z <= 10; z++)
|
||||
Gizmos.DrawWireCube(new Vector3(x * cellSize, 0, z * cellSize), new Vector3(cellSize, 0.01f, cellSize));
|
||||
}
|
||||
}
|
||||
55
Assets/Scripts/GameBase/ConstructionSite.cs
Normal file
55
Assets/Scripts/GameBase/ConstructionSite.cs
Normal file
@@ -0,0 +1,55 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI; // UI 사용을 위해 추가
|
||||
|
||||
public class ConstructionSite : MonoBehaviour
|
||||
{
|
||||
[Header("UI Settings")]
|
||||
[SerializeField] private GameObject uiPrefab; // 방금 만든 Canvas 프리팹
|
||||
[SerializeField] private Vector3 uiOffset = new Vector3(0, 2f, 0); // 머리 위 높이
|
||||
|
||||
private Slider _progressSlider;
|
||||
private GameObject _finalTurretPrefab;
|
||||
private float _buildTime;
|
||||
private float _currentProgress = 0f;
|
||||
|
||||
public void Initialize(GameObject finalPrefab, float time)
|
||||
{
|
||||
_finalTurretPrefab = finalPrefab;
|
||||
_buildTime = time;
|
||||
|
||||
// UI 생성 및 초기화
|
||||
if (uiPrefab != null)
|
||||
{
|
||||
GameObject uiObj = Instantiate(uiPrefab, transform.position + uiOffset, Quaternion.identity, transform);
|
||||
_progressSlider = uiObj.GetComponentInChildren<Slider>();
|
||||
if (_progressSlider != null)
|
||||
{
|
||||
_progressSlider.maxValue = 1f;
|
||||
_progressSlider.value = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void AdvanceConstruction(float amount)
|
||||
{
|
||||
_currentProgress += amount;
|
||||
float ratio = _currentProgress / _buildTime;
|
||||
|
||||
// 슬라이더 업데이트
|
||||
if (_progressSlider != null)
|
||||
{
|
||||
_progressSlider.value = ratio;
|
||||
}
|
||||
|
||||
if (_currentProgress >= _buildTime)
|
||||
{
|
||||
CompleteBuild();
|
||||
}
|
||||
}
|
||||
|
||||
private void CompleteBuild()
|
||||
{
|
||||
Instantiate(_finalTurretPrefab, transform.position, transform.rotation);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
58
Assets/Scripts/Player/PlayerBuildInteract.cs
Normal file
58
Assets/Scripts/Player/PlayerBuildInteract.cs
Normal file
@@ -0,0 +1,58 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class PlayerBuildInteract : MonoBehaviour
|
||||
{
|
||||
[Header("Interaction Settings")]
|
||||
[SerializeField] private float interactRange = 3f; // 건설 가능 거리
|
||||
[SerializeField] private float buildSpeedMultiplier = 1f; // 건설 속도 배율
|
||||
[SerializeField] private LayerMask constructionLayer; // 토대 레이어 (선택 사항)
|
||||
|
||||
private PlayerInputActions _inputActions;
|
||||
private bool _isInteracting = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_inputActions = new PlayerInputActions();
|
||||
|
||||
// Interact 액션 연결 (Hold 방식)
|
||||
_inputActions.Player.Interact.started += ctx => _isInteracting = true;
|
||||
_inputActions.Player.Interact.canceled += ctx => _isInteracting = false;
|
||||
}
|
||||
|
||||
void OnEnable() => _inputActions.Enable();
|
||||
void OnDisable() => _inputActions.Disable();
|
||||
|
||||
void Update()
|
||||
{
|
||||
// 키를 누르고 있을 때만 실행
|
||||
if (_isInteracting)
|
||||
{
|
||||
PerformConstruction();
|
||||
}
|
||||
}
|
||||
|
||||
void PerformConstruction()
|
||||
{
|
||||
// 주변의 모든 콜라이더 검사
|
||||
Collider[] targets = Physics.OverlapSphere(transform.position, interactRange, constructionLayer);
|
||||
|
||||
foreach (var col in targets)
|
||||
{
|
||||
// 토대 컴포넌트가 있는지 확인
|
||||
ConstructionSite site = col.GetComponent<ConstructionSite>();
|
||||
if (site != null)
|
||||
{
|
||||
// 드디어 여기서 호출합니다!
|
||||
site.AdvanceConstruction(Time.deltaTime * buildSpeedMultiplier);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 에디터에서 상호작용 범위를 확인하기 위함
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(transform.position, interactRange);
|
||||
}
|
||||
}
|
||||
@@ -1,36 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem; // New Input System 사용
|
||||
|
||||
public class PlayerMovement : MonoBehaviour
|
||||
{
|
||||
private Rigidbody _rb;
|
||||
private Vector2 _inputVector;
|
||||
[SerializeField] private float moveSpeed = 5f;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_rb = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
// Player Input 컴포넌트의 Behavior가 'Send Messages'일 때 자동 호출됨
|
||||
// Input Action 이름이 "Move"라면 "OnMove"라는 메서드를 찾습니다.
|
||||
void OnMove(InputValue value)
|
||||
{
|
||||
_inputVector = value.Get<Vector2>();
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
// 물리 연산은 프레임 독립적인 FixedUpdate에서 수행
|
||||
Move();
|
||||
}
|
||||
|
||||
void Move()
|
||||
{
|
||||
Vector3 movement = new Vector3(_inputVector.x, 0, _inputVector.y) * moveSpeed;
|
||||
|
||||
// Rigidbody의 속도를 직접 제어하거나 MovePosition 사용
|
||||
// 등속도 이동을 위해 velocity의 x, z만 변경 (y는 중력 유지를 위해 기존 값 사용)
|
||||
_rb.linearVelocity = new Vector3(movement.x, _rb.linearVelocity.y, movement.z);
|
||||
}
|
||||
}
|
||||
36
Assets/Scripts/Player/PlayerMovement.cs
Normal file
36
Assets/Scripts/Player/PlayerMovement.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class PlayerMovement : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private float moveSpeed = 5f;
|
||||
private Vector2 _moveInput;
|
||||
private CharacterController _controller;
|
||||
private PlayerInputActions _inputActions;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_controller = GetComponent<CharacterController>();
|
||||
_inputActions = new PlayerInputActions();
|
||||
|
||||
// Move 액션 연결 (Vector2 타입으로 설정되어 있어야 함)
|
||||
_inputActions.Player.Move.performed += ctx => _moveInput = ctx.ReadValue<Vector2>();
|
||||
_inputActions.Player.Move.canceled += ctx => _moveInput = Vector2.zero;
|
||||
}
|
||||
|
||||
void OnEnable() => _inputActions.Enable();
|
||||
void OnDisable() => _inputActions.Disable();
|
||||
|
||||
void Update()
|
||||
{
|
||||
// 입력받은 방향으로 이동 계산
|
||||
Vector3 move = new Vector3(_moveInput.x, 0, _moveInput.y);
|
||||
_controller.Move(move * Time.deltaTime * moveSpeed);
|
||||
|
||||
// 이동 중일 때 바라보는 방향 전환 (선택 사항)
|
||||
if (move != Vector3.zero)
|
||||
{
|
||||
transform.forward = move;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user