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