Files
ProjectMD/Assets/Scripts/GameBase/BuildManager.cs

253 lines
8.8 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 // 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<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);
// 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);
}
// 미리보기 타워의 사거리 표시기를 켭니다.
TowerRangeOverlay overlay = _ghostInstance.GetComponentInChildren<TowerRangeOverlay>();
if (overlay != null)
{
overlay.ShowRange(true);
}
}
}
// --- 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, 1f, 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, 1f, data.size.y);
// 4. 컴포넌트 존재 여부 체크
ConstructionSite siteScript = siteObj.GetComponent<ConstructionSite>();
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();
}
}
}
}