멀티플레이어 지원

이동, 건설, 인터랙션, 공격 등
This commit is contained in:
2026-01-16 19:30:26 +09:00
parent 5d37aedc93
commit d6292b6879
36 changed files with 1967 additions and 492 deletions

View File

@@ -1,56 +1,45 @@
using UnityEngine;
using Unity.Netcode;
public class ConstructionSite : MonoBehaviour
public class ConstructionSite : NetworkBehaviour
{
private GameObject _finalPrefab;
private float _buildTime;
private float _timer;
private NetworkVariable<float> _currentTimer = new NetworkVariable<float>(0f);
private NetworkVariable<int> _syncTurretIndex = new NetworkVariable<int>();
private Vector3Int _gridPos;
private bool _isCompleted = false; // 중복 완공 방지 플래그
private float _targetBuildTime;
private bool _isCompleted = false;
public void Initialize(GameObject final, float time, Vector3Int pos)
public void Initialize(int index, Vector3Int pos)
{
_finalPrefab = final;
_buildTime = time;
if (!IsServer) return;
_syncTurretIndex.Value = index;
_gridPos = pos;
_timer = 0;
_isCompleted = false;
_targetBuildTime = BuildManager.Instance.GetTurretData(index).buildTime;
}
void Update()
{
if (_isCompleted) return;
if (!IsServer || _isCompleted) return;
// 매 프레임 자동으로 시간이 흐름
_timer += Time.deltaTime;
if (_timer >= _buildTime) Complete();
_currentTimer.Value += Time.deltaTime;
if (_currentTimer.Value >= _targetBuildTime) CompleteBuild();
}
// [핵심] 플레이어가 상호작용 버튼을 꾹 누를 때 호출되는 함수
public void AdvanceConstruction(float amount)
public void AdvanceConstruction(float amount) => AdvanceBuildRpc(amount);
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
private void AdvanceBuildRpc(float amount) => _currentTimer.Value += amount;
private void CompleteBuild()
{
if (_isCompleted) return;
_isCompleted = true;
var data = BuildManager.Instance.GetTurretData(_syncTurretIndex.Value);
_timer += amount;
if (_timer >= _buildTime) Complete();
}
// [중요] 저장된 그리드 좌표로부터 정확한 월드 좌표 복원
Vector3 finalPos = BuildManager.Instance.GridToWorld(_gridPos);
GameObject finalObj = Instantiate(data.finalPrefab, finalPos, Quaternion.identity);
private void Complete()
{
// 1. 터널 생성
GameObject tunnel = Instantiate(_finalPrefab, transform.position, Quaternion.identity);
TunnelNode node = tunnel.GetComponentInChildren<TunnelNode>();
if (node != null)
{
// 2. [수정] 완공된 터널의 루트 위치로 좌표 계산
Vector3Int myGridPos = BuildManager.Instance.WorldToGrid3D(tunnel.transform.position);
// 3. 레지스트리 등록 및 연결
BuildManager.Instance.RegisterTunnel(myGridPos, node);
node.LinkVertical();
}
Destroy(gameObject);
finalObj.GetComponent<NetworkObject>().Spawn();
GetComponent<NetworkObject>().Despawn();
}
}