Files
ProjectMD/Assets/Scripts/GameBase/BuildManager.cs
2026-01-15 22:46:40 +09:00

213 lines
7.3 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;
public GameObject finalPrefab;
public GameObject ghostPrefab;
public float buildTime;
public Vector2Int size;
}
[Header("Settings")]
public float cellSize = 1f;
public float tunnelHeight = 3f;
[SerializeField] private LayerMask groundLayer;
[SerializeField] private GameObject constructionSitePrefab;
[SerializeField] private LayerMask playerLayer;
[Header("Turret Library")]
[SerializeField] private List<TurretData> turretLibrary;
[SerializeField] private TurretData selectedTurret;
private GameObject _ghostInstance;
private Material _ghostMaterial;
private bool _isBuildMode = false;
public bool IsBuildMode => _isBuildMode;
// 좌표 레지스트리 (물리 탐색 대체)
private Dictionary<Vector3Int, TunnelNode> _tunnelRegistry = new Dictionary<Vector3Int, TunnelNode>();
private HashSet<Vector3Int> _occupiedNodes = new HashSet<Vector3Int>();
private PlayerInputActions _inputActions;
private Vector3Int _currentGridPos;
private float _currentY;
// 게임 시작 시 기존 터널들 등록 (반드시 필요!)
void Start()
{
// 1. 씬에 배치된 모든 터널을 찾아 등록하고 연결합니다.
RegisterAllExistingTunnels();
}
public void RegisterTunnel(Vector3Int pos, TunnelNode node)
{
if (!_tunnelRegistry.ContainsKey(pos))
{
_tunnelRegistry.Add(pos, node);
_occupiedNodes.Add(pos);
Debug.Log($"<color=green>[Registry]</color> {pos} 좌표에 {node.name} 등록 완료");
}
}
// 씬에 이미 배치된 터널들을 등록하는 함수 (Start에서 호출)
public void RegisterAllExistingTunnels()
{
_tunnelRegistry.Clear();
_occupiedNodes.Clear();
TunnelNode[] nodes = FindObjectsByType<TunnelNode>(FindObjectsSortMode.None);
HashSet<Transform> roots = new HashSet<Transform>();
foreach (var node in nodes)
{
Transform root = node.transform.parent.parent; // Tunnel (1)
if (!roots.Contains(root))
{
Vector3Int pos = WorldToGrid3D(root.position);
RegisterTunnel(pos, node);
roots.Add(root);
}
}
// 모든 등록이 끝난 후 '동시에' 연결
foreach (var node in nodes) node.LinkVertical();
}
// [핵심 수정] 노드의 위치가 아닌, 터널 부모의 위치를 넣어도 정확한 격자가 나오도록 함
public Vector3Int WorldToGrid3D(Vector3 worldPos)
{
int x = Mathf.FloorToInt(worldPos.x / cellSize);
int z = Mathf.FloorToInt(worldPos.z / cellSize);
// Y값은 tunnelHeight로 나눈 뒤 반올림(Round)하여 오차 극복
int y = Mathf.RoundToInt(worldPos.y / tunnelHeight);
return new Vector3Int(x, y, z);
}
void Awake()
{
Instance = this;
_inputActions = new PlayerInputActions();
}
void OnEnable()
{
// 최신 Input System 콜백 등록
_inputActions.Player.Build.performed += ctx => OnBuildRequested();
_inputActions.Player.Cancel.performed += ctx => ExitBuildMode();
_inputActions.Player.ToggleBuild.performed += ctx => ToggleBuildMode();
_inputActions.Enable();
}
void OnDisable() => _inputActions.Disable();
void Update()
{
if (!_isBuildMode || _ghostInstance == null) return;
UpdateGhostPosition();
}
private void UpdateGhostPosition()
{
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
int tunnelMask = LayerMask.GetMask("Tunnel");
if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, groundLayer | tunnelMask))
{
Vector2Int xz = WorldToGrid(hit.point);
float targetY = 0.05f;
int floor = 0;
// 터널 조준 시 지하로 스냅
if (((1 << hit.collider.gameObject.layer) & tunnelMask) != 0)
{
xz = WorldToGrid(hit.collider.transform.position);
targetY = hit.collider.transform.position.y - tunnelHeight;
floor = Mathf.RoundToInt(targetY / tunnelHeight);
}
_currentGridPos = new Vector3Int(xz.x, floor, xz.y);
_currentY = targetY;
_ghostInstance.transform.position = new Vector3(xz.x * cellSize, targetY, xz.y * cellSize);
bool canBuild = CanBuildVertical(_currentGridPos);
_ghostMaterial.color = canBuild ? new Color(0, 1, 0, 0.5f) : new Color(1, 0, 0, 0.5f);
}
}
private bool CanBuildVertical(Vector3Int pos)
{
if (_occupiedNodes.Contains(pos)) return false;
// 지하 건설 시 위층 터널 존재 여부 확인
if (pos.y < 0 && !_occupiedNodes.Contains(pos + Vector3Int.up)) return false;
// 플레이어와 겹치는지 확인
return !Physics.CheckBox(new Vector3(pos.x * cellSize, pos.y * tunnelHeight + 1f, pos.z * cellSize),
new Vector3(0.45f, 0.5f, 0.45f), Quaternion.identity, playerLayer);
}
private void OnBuildRequested()
{
if (!_isBuildMode || EventSystem.current.IsPointerOverGameObject()) return;
if (!CanBuildVertical(_currentGridPos)) return;
_occupiedNodes.Add(_currentGridPos);
GameObject site = Instantiate(constructionSitePrefab, _ghostInstance.transform.position, Quaternion.identity);
site.GetComponent<ConstructionSite>().Initialize(selectedTurret.finalPrefab, selectedTurret.buildTime, _currentGridPos);
ExitBuildMode();
}
public TunnelNode GetTunnelAt(Vector3Int pos) => _tunnelRegistry.GetValueOrDefault(pos);
public Vector2Int WorldToGrid(Vector3 pos) => new Vector2Int(Mathf.FloorToInt(pos.x / cellSize), Mathf.FloorToInt(pos.z / cellSize));
private void ToggleBuildMode() { if (_isBuildMode) ExitBuildMode(); else EnterBuildMode(); }
private void EnterBuildMode()
{
_isBuildMode = true;
_ghostInstance = Instantiate(selectedTurret.ghostPrefab);
_ghostMaterial = _ghostInstance.GetComponentInChildren<Renderer>().material;
}
private void ExitBuildMode()
{
_isBuildMode = false;
if (_ghostInstance) Destroy(_ghostInstance);
}
// BuildManager.cs 내부
public void SelectTurret(int index)
{
if (index >= 0 && index < turretLibrary.Count)
{
selectedTurret = turretLibrary[index];
// 현재 건설 모드가 아니라면 건설 모드로 진입
if (!_isBuildMode)
{
EnterBuildMode();
}
else
{
// 이미 건설 모드라면 고스트만 교체
if (_ghostInstance) Destroy(_ghostInstance);
_ghostInstance = Instantiate(selectedTurret.ghostPrefab);
_ghostMaterial = _ghostInstance.GetComponentInChildren<Renderer>().material;
}
Debug.Log($"{selectedTurret.turretName} 선택됨");
}
}
}