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; [SerializeField] private LayerMask playerLayer; // 플레이어의 레이어를 지정하세요. [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); // 건설 가능 여부 실시간 체크 bool canPlace = CanBuild(gridPos, selectedTurret.size); // 고스트 색상 변경 (Material의 _Color 속성이 있다고 가정) if (_ghostMaterial != null) { _ghostMaterial.color = canPlace ? new Color(0, 1, 0, 0.5f) : new Color(1, 0, 0, 0.5f); } } } // --- 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 (selectedTurret.ghostPrefab == null) return; if (_ghostInstance != null) Destroy(_ghostInstance); _ghostInstance = Instantiate(selectedTurret.ghostPrefab); // [추가] 고스트의 크기도 데이터에 맞게 조정 _ghostInstance.transform.localScale = new Vector3(selectedTurret.size.x, 5f, selectedTurret.size.y); } 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); // [추가] 토대의 비주얼 크기를 타워 사이즈에 맞게 조정 // x와 z는 타워의 가로/세로 사이즈를 따르고, y(높이)는 1로 유지합니다. siteObj.transform.localScale = new Vector3(data.size.x, 5f, data.size.y); // 4. 컴포넌트 존재 여부 체크 ConstructionSite siteScript = siteObj.GetComponent(); if (siteScript != null) { siteScript.Initialize(data.finalPrefab, data.buildTime, data.size); } 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; // 2. 플레이어와 겹치는지 물리적 박스 검사 Vector3 center = GridToWorld(startPos, size); // 타워 높이의 절반 정도 위에서 검사 (y축 위치 보정) center.y = 1f; // 타워 사이즈보다 아주 살짝 작게 설정하여 여유 공간 부여 (0.45f) Vector3 halfExtents = new Vector3(size.x * 0.45f, 0.5f, size.y * 0.45f); // 해당 영역에 playerLayer를 가진 콜라이더가 있는지 확인 bool isPlayerOverlapping = Physics.CheckBox(center, halfExtents, Quaternion.identity, playerLayer); return !isPlayerOverlapping; } private Vector2Int WorldToGrid(Vector3 worldPos) => new Vector2Int(Mathf.FloorToInt(worldPos.x / cellSize), Mathf.FloorToInt(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)); } // 현재 선택된 타워를 변경하는 공용 메서드 public void SelectTurret(int index) { if (index >= 0 && index < turretLibrary.Count) { selectedTurret = turretLibrary[index]; Debug.Log($"{selectedTurret.turretName} 선택됨!"); // 만약 건설 모드 중이라면 고스트도 즉시 교체 if (isBuildMode) { CreateGhost(); } } } }