건물 건설 모드 및 건설 인터랙션
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17
Assets/Scripts/GameBase/Billboard.cs
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17
Assets/Scripts/GameBase/Billboard.cs
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using UnityEngine;
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public class Billboard : MonoBehaviour
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{
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private Transform _camTransform;
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void Start()
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{
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_camTransform = Camera.main.transform;
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}
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void LateUpdate()
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{
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// UI가 항상 카메라를 정면으로 바라보게 함
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transform.LookAt(transform.position + _camTransform.rotation * Vector3.forward, _camTransform.rotation * Vector3.up);
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}
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}
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188
Assets/Scripts/GameBase/BuildManager.cs
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188
Assets/Scripts/GameBase/BuildManager.cs
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.EventSystems;
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using System.Collections.Generic;
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public class BuildManager : MonoBehaviour
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{
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public static BuildManager Instance;
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[System.Serializable]
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public struct TurretData // 타워별 정보를 담는 구조체
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{
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public string turretName;
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public GameObject finalPrefab; // 완공 후 실제 타워
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public GameObject ghostPrefab; // 건설 모드 시 미리보기
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public float buildTime; // 건설 소요 시간
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public Vector2Int size; // 점유 칸수
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}
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[Header("Settings")]
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[SerializeField] private float cellSize = 1f;
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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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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 PlayerInputActions _inputActions;
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void Awake()
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{
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Instance = this;
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_inputActions = new PlayerInputActions();
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}
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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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_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 Update()
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{
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if (isBuildMode)
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{
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UpdateGhost();
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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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{
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if (isBuildMode) ToggleBuildMode();
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}
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private void OnBuildPerformed(InputAction.CallbackContext context)
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{
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if (!isBuildMode || EventSystem.current.IsPointerOverGameObject()) 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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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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if (CanBuild(gridPos, selectedTurret.size))
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{
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Build(gridPos, selectedTurret);
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}
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}
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}
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// --- Core Logic ---
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private void ToggleBuildMode()
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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 (_ghostInstance != null) 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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private void DestroyGhost()
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{
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if (_ghostInstance != null) Destroy(_ghostInstance);
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}
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private void UpdateGhost()
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{
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if (_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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if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, groundLayer))
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{
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_ghostInstance.SetActive(true);
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Vector2Int gridPos = WorldToGrid(hit.point);
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_ghostInstance.transform.position = GridToWorld(gridPos, selectedTurret.size);
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bool canBuild = CanBuild(gridPos, selectedTurret.size);
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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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else
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{
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_ghostInstance.SetActive(false);
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}
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}
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private void Build(Vector2Int gridPos, TurretData data)
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{
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// 1. 프리팹 할당 여부 체크
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if (constructionSitePrefab == null)
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{
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Debug.LogError("BuildManager: Construction Site Prefab이 할당되지 않았습니다!");
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return;
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}
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if (data.finalPrefab == null)
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{
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Debug.LogError($"BuildManager: {data.turretName}의 Final Prefab이 할당되지 않았습니다!");
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return;
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}
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// 2. 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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// 3. 토대 생성
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GameObject siteObj = Instantiate(constructionSitePrefab, GridToWorld(gridPos, data.size), Quaternion.identity);
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// 4. 컴포넌트 존재 여부 체크
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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);
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}
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else
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{
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Debug.LogError("BuildManager: 생성된 토대 프리팹에 ConstructionSite 스크립트가 없습니다!");
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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, Vector2Int size)
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{
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for (int x = 0; x < size.x; x++)
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for (int y = 0; y < size.y; y++)
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if (_occupiedNodes.Contains(new Vector2Int(startPos.x + x, startPos.y + y))) return false;
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return true;
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}
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private Vector2Int WorldToGrid(Vector3 worldPos) => new Vector2Int(Mathf.RoundToInt(worldPos.x / cellSize), Mathf.RoundToInt(worldPos.z / cellSize));
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private 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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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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}
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}
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55
Assets/Scripts/GameBase/ConstructionSite.cs
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55
Assets/Scripts/GameBase/ConstructionSite.cs
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@@ -0,0 +1,55 @@
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using UnityEngine;
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using UnityEngine.UI; // UI 사용을 위해 추가
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public class ConstructionSite : MonoBehaviour
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{
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[Header("UI Settings")]
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[SerializeField] private GameObject uiPrefab; // 방금 만든 Canvas 프리팹
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[SerializeField] private Vector3 uiOffset = new Vector3(0, 2f, 0); // 머리 위 높이
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private Slider _progressSlider;
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private GameObject _finalTurretPrefab;
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private float _buildTime;
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private float _currentProgress = 0f;
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public void Initialize(GameObject finalPrefab, float time)
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{
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_finalTurretPrefab = finalPrefab;
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_buildTime = time;
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// UI 생성 및 초기화
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if (uiPrefab != null)
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{
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GameObject uiObj = Instantiate(uiPrefab, transform.position + uiOffset, Quaternion.identity, transform);
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_progressSlider = uiObj.GetComponentInChildren<Slider>();
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if (_progressSlider != null)
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{
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_progressSlider.maxValue = 1f;
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_progressSlider.value = 0f;
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}
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}
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}
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public void AdvanceConstruction(float amount)
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{
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_currentProgress += amount;
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float ratio = _currentProgress / _buildTime;
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// 슬라이더 업데이트
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if (_progressSlider != null)
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{
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_progressSlider.value = ratio;
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}
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if (_currentProgress >= _buildTime)
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{
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CompleteBuild();
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}
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}
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private void CompleteBuild()
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{
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Instantiate(_finalTurretPrefab, transform.position, transform.rotation);
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Destroy(gameObject);
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}
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}
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