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 { public string turretName; public bool isTunnel; // [추가] 터널 여부 체크 public GameObject finalPrefab; public GameObject ghostPrefab; public float buildTime; public Vector2Int size; } public bool IsBuildMode => isBuildMode; [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; [SerializeField] private LayerMask playerLayer; // 플레이어의 레이어 [Header("Turret Library")] [SerializeField] private List turretLibrary; // 인스펙터에서 여러 타워 등록 private GameObject _ghostInstance; private Material _ghostMaterial; private HashSet _occupiedNodes = new HashSet(); 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 || _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)) { Vector2Int gridPos = WorldToGrid(hit.point); _ghostInstance.transform.position = GridToWorld(gridPos, selectedTurret.size); // [수정] CanBuild 호출 인자를 selectedTurret 전체로 변경 bool canPlace = CanBuild(gridPos, selectedTurret); // 고스트 색상 변경 if (_ghostMaterial != null) { _ghostMaterial.color = canPlace ? new Color(0, 1, 0, 0.5f) : new Color(1, 0, 0, 0.5f); } // 미리보기 타워의 사거리 표시기 제어 TowerRangeOverlay overlay = _ghostInstance.GetComponentInChildren(); if (overlay != null) { overlay.ShowRange(true); overlay.UpdateRangeScale(); // 매 프레임 스케일 보정 } } } // --- 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); // [수정] CanBuild 호출 인자 변경 if (CanBuild(gridPos, selectedTurret)) { Build(gridPos, selectedTurret); } } } // --- Core Logic --- private void ToggleBuildMode() { isBuildMode = !isBuildMode; if (isBuildMode) CreateGhost(); else DestroyGhost(); } private void CreateGhost() { if (selectedTurret.ghostPrefab == null) return; if (_ghostInstance != null) Destroy(_ghostInstance); _ghostInstance = Instantiate(selectedTurret.ghostPrefab); // 고스트의 머티리얼 참조 (색상 변경용) Renderer ghostRenderer = _ghostInstance.GetComponentInChildren(); if (ghostRenderer != null) _ghostMaterial = ghostRenderer.material; // 1. 비주얼 스케일 조절 Transform visual = _ghostInstance.transform.Find("Visual"); if (visual != null) { visual.localScale = new Vector3(selectedTurret.size.x, 1f, selectedTurret.size.y); } // 2. 바닥 정렬 AlignToGround(_ghostInstance, 0f); } private void DestroyGhost() { if (_ghostInstance != null) Destroy(_ghostInstance); _ghostMaterial = null; } private void Build(Vector2Int gridPos, TurretData data) { if (constructionSitePrefab == null || data.finalPrefab == null) { Debug.LogError("BuildManager: 프리팹 할당 상태를 확인하세요!"); return; } // 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)); // 토대 생성 GameObject siteObj = Instantiate(constructionSitePrefab, GridToWorld(gridPos, data.size), Quaternion.identity); // 토대 비주얼 스케일 조절 Transform visual = siteObj.transform.Find("Visual"); if (visual != null) { visual.localScale = new Vector3(data.size.x, 1f, data.size.y); } // 토대 바닥 정렬 AlignToGround(siteObj, 0f); // 컴포넌트 초기화 ConstructionSite siteScript = siteObj.GetComponent(); if (siteScript != null) { siteScript.Initialize(data.finalPrefab, data.buildTime, data.size); } ToggleBuildMode(); } // --- Utilities --- private bool CanBuild(Vector2Int startPos, TurretData data) { // 1. 기존 점유 노드 및 플레이어 충돌 체크 for (int x = 0; x < data.size.x; x++) { for (int y = 0; y < data.size.y; y++) { if (_occupiedNodes.Contains(new Vector2Int(startPos.x + x, startPos.y + y))) return false; } } // 플레이어와 겹치는지 체크 Vector3 center = GridToWorld(startPos, data.size); center.y = 1f; Vector3 halfExtents = new Vector3(data.size.x * 0.45f, 0.5f, data.size.y * 0.45f); if (Physics.CheckBox(center, halfExtents, Quaternion.identity, playerLayer)) return false; // 2. 터널 연결 제약 조건 체크 if (data.isTunnel) { return IsConnectedToExistingTunnel(startPos, data); } return true; } private bool IsConnectedToExistingTunnel(Vector2Int startPos, TurretData data) { // 첫 번째 터널은 자유롭게 설치 (또는 특정 구역 제한) if (_occupiedNodes.Count == 0) return true; Vector3 ghostWorldPos = GridToWorld(startPos, data.size); float checkRadius = cellSize * 1.5f; Collider[] neighbors = Physics.OverlapSphere(ghostWorldPos, checkRadius, LayerMask.GetMask("Tunnel")); foreach (var col in neighbors) { TunnelNode node = col.GetComponent(); if (node != null && node.gameObject.activeInHierarchy) { return true; } } return false; } public Vector2Int WorldToGrid(Vector3 worldPos) => new Vector2Int(Mathf.FloorToInt(worldPos.x / cellSize), Mathf.FloorToInt(worldPos.z / cellSize)); public 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); } public void AlignToGround(GameObject obj, float yOffset) { Transform visual = obj.transform.Find("Visual"); if (visual == null) return; MeshRenderer[] renderers = visual.GetComponentsInChildren(); if (renderers.Length == 0) return; Bounds bounds = renderers[0].bounds; foreach (var renderer in renderers) { bounds.Encapsulate(renderer.bounds); } float bottomY = bounds.min.y - obj.transform.position.y; visual.localPosition = new Vector3(0, -bottomY + yOffset, 0); } 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)); } public void SelectTurret(int index) { if (index >= 0 && index < turretLibrary.Count) { selectedTurret = turretLibrary[index]; if (isBuildMode) CreateGhost(); } } }