280 lines
9.1 KiB
C#
280 lines
9.1 KiB
C#
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<TurretData> turretLibrary; // 인스펙터에서 여러 타워 등록
|
|
|
|
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 || _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<TowerRangeOverlay>();
|
|
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<Renderer>();
|
|
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<ConstructionSite>();
|
|
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<TunnelNode>();
|
|
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<MeshRenderer>();
|
|
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();
|
|
}
|
|
}
|
|
} |