Files
ProjectMD/Assets/Scripts/Tower/ConstructionSite.cs

75 lines
2.6 KiB
C#

using UnityEngine;
using UnityEngine.UI; // UI 사용을 위해 추가
public class ConstructionSite : MonoBehaviour
{
[Header("UI Settings")]
[SerializeField] private GameObject uiPrefab; // 방금 만든 Canvas 프리팹
[SerializeField] private Vector3 uiOffset = new Vector3(0, 2f, 0); // 머리 위 높이
private Slider _progressSlider;
private GameObject _finalTurretPrefab;
private float _buildTime;
private float _currentProgress = 0f;
private Vector2Int _size; // 사이즈를 저장할 변수 추가
public void Initialize(GameObject finalPrefab, float time, Vector2Int size) // 매개변수 추가)
{
_finalTurretPrefab = finalPrefab;
_buildTime = time;
_size = size; // 사이즈 저장
// UI 생성 및 초기화
if (uiPrefab != null)
{
GameObject uiObj = Instantiate(uiPrefab, transform.position + uiOffset, Quaternion.identity, transform);
_progressSlider = uiObj.GetComponentInChildren<Slider>();
if (_progressSlider != null)
{
_progressSlider.transform.localScale = Vector3.one; // 슬라이더 크기 조절
_progressSlider.maxValue = 1f;
_progressSlider.value = 0f;
}
}
}
public void AdvanceConstruction(float amount)
{
_currentProgress += amount;
float ratio = _currentProgress / _buildTime;
// 슬라이더 업데이트
if (_progressSlider != null)
{
_progressSlider.value = ratio;
}
if (_currentProgress >= _buildTime)
{
CompleteBuild();
}
}
private void CompleteBuild()
{
GameObject finalTurret = Instantiate(_finalPrefab, transform.position, Quaternion.identity);
BuildManager.Instance.AlignToGround(finalTurret, 0f);
// [추가] 새로 생긴 터널의 노드들에게 주변 연결을 찾으라고 명령
TunnelNode[] newNodes = finalTurret.GetComponentsInChildren<TunnelNode>();
foreach (var node in newNodes)
{
node.FindNeighborNode();
}
// [추가] 주변에 있던 기존 노드들도 새 노드를 찾도록 주변 검색 실행
Collider[] neighbors = Physics.OverlapSphere(transform.position, 5f, LayerMask.GetMask("Tunnel"));
foreach (var col in neighbors)
{
TunnelNode neighborNode = col.GetComponent<TunnelNode>();
if (neighborNode != null) neighborNode.FindNeighborNode();
}
Destroy(gameObject);
}
}