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ProjectMD/Assets/Scripts/GameBase/BuildManager.cs
Dal4segno 59246a67bd 지하 최적화
블록 프리팹 단위 -> 블록 청크 단위 스폰
기타 건설, 조준 관련 사이드이펙트 버그 수정
2026-01-21 21:34:05 +09:00

250 lines
8.7 KiB
C#

using UnityEngine;
using Unity.Netcode;
using UnityEngine.InputSystem;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using System.Collections.Generic;
public class BuildManager : NetworkBehaviour
{
public static BuildManager Instance;
[System.Serializable]
public struct TurretData
{
public string turretName;
public GameObject finalPrefab;
public GameObject ghostPrefab;
public float buildTime;
}
[Header("Uniform Grid Settings")]
public float cellSize = 1f;
[SerializeField] private float pivotOffset = 0.5f; // 블록/터널 에셋의 중심점
[Header("Tunnel Settings")]
public int tunnelLengthInBlocks = 3;
[Header("Prefabs & Layers")]
[SerializeField] private GameObject constructionSitePrefab;
[SerializeField] private List<TurretData> turretLibrary = new List<TurretData>();
[SerializeField] private LayerMask groundLayer;
[SerializeField] private LayerMask tunnelLayer;
private int _selectedTurretIndex = 0;
private bool _isBuildMode = false;
private GameObject _ghostInstance;
private Vector3Int _currentGridPos;
private PlayerInputActions _inputActions;
// Public property to check if currently in build mode
public bool IsBuildMode => _isBuildMode;
private Dictionary<Vector3Int, TunnelNode> _tunnelRegistry = new Dictionary<Vector3Int, TunnelNode>();
private HashSet<Vector3Int> _occupiedNodes = new HashSet<Vector3Int>();
void Awake()
{
if (Instance == null) Instance = this;
else Destroy(gameObject);
_inputActions = new PlayerInputActions();
}
public override void OnNetworkSpawn()
{
_inputActions.Player.ToggleBuild.performed += ctx => ToggleBuildMode();
_inputActions.Player.Build.performed += ctx => OnBuildRequested();
_inputActions.Player.Cancel.performed += ctx => ExitBuildMode();
_inputActions.Player.Select1.performed += ctx => SelectTurret(0);
_inputActions.Player.Select2.performed += ctx => SelectTurret(1);
_inputActions.Player.Select3.performed += ctx => SelectTurret(2);
_inputActions.Enable();
}
void Update()
{
if (!_isBuildMode || _ghostInstance == null) return;
UpdateGhostPosition();
}
private void UpdateGhostPosition()
{
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, groundLayer | tunnelLayer))
{
Vector3 targetPos;
// 터널 조준 시: 복잡한 계산 없이 X, Z는 유지, Y만 3 낮춤
if (((1 << hit.collider.gameObject.layer) & tunnelLayer) != 0)
{
Vector3 parentPos = hit.collider.transform.position;
targetPos = new Vector3(parentPos.x, parentPos.y - (tunnelLengthInBlocks * cellSize), parentPos.z);
}
else
{
// 지형 조준 시: 격자에 맞춤
_currentGridPos = WorldToGrid3D(hit.point + hit.normal * 0.01f);
targetPos = GridToWorld(_currentGridPos);
}
_currentGridPos = WorldToGrid3D(targetPos);
_ghostInstance.transform.position = targetPos;
}
}
// 모든 좌표를 반올림하여 0.5 단위 오차를 제거
public Vector3Int WorldToGrid3D(Vector3 worldPos)
{
return new Vector3Int(
Mathf.RoundToInt((worldPos.x - pivotOffset) / cellSize),
Mathf.RoundToInt((worldPos.y - pivotOffset) / cellSize),
Mathf.RoundToInt((worldPos.z - pivotOffset) / cellSize)
);
}
public Vector3 GridToWorld(Vector3Int gridPos)
{
return new Vector3(
(gridPos.x * cellSize) + pivotOffset,
(gridPos.y * cellSize) + pivotOffset,
(gridPos.z * cellSize) + pivotOffset
);
}
// [에러 해결] ConstructionSite.cs 참조용
public TurretData GetTurretData(int index)
{
if (index < 0 || index >= turretLibrary.Count) return default;
return turretLibrary[index];
}
// BuildManager.cs 내 핵심 수정 부분
// [수정] 서버와 클라이언트 모두에서 터널 위치를 기록하도록 함
// BuildManager.cs 내부
public void RegisterTunnel(Vector3Int topPos, TunnelNode node)
{
// 터널이 점유하는 Y, Y-1, Y-2 세 칸 모두에 노드를 등록합니다.
for (int i = 0; i < 3; i++)
{
Vector3Int cellPos = topPos + (Vector3Int.down * i);
if (!_tunnelRegistry.ContainsKey(cellPos))
{
_tunnelRegistry.Add(cellPos, node);
}
}
}
// [수정] 특정 좌표의 터널을 찾는 공용 함수
public TunnelNode GetTunnelAt(Vector3Int pos)
{
return _tunnelRegistry.GetValueOrDefault(pos);
}
// Helper method to properly check if pointer is over UI with New Input System
private bool IsPointerOverUI()
{
if (EventSystem.current == null) return false;
// Use the new input system's pointer position
Vector2 pointerPosition = Mouse.current.position.ReadValue();
PointerEventData eventData = new PointerEventData(EventSystem.current)
{
position = pointerPosition
};
List<RaycastResult> results = new List<RaycastResult>();
EventSystem.current.RaycastAll(eventData, results);
// Filter out non-interactive UI elements (crosshair, HUD, etc.)
foreach (var result in results)
{
GameObject uiObject = result.gameObject;
// Ignore non-interactive UI elements by name
if (uiObject.name == "Crosshair" ||
uiObject.name.Contains("HUD") ||
uiObject.name.Contains("Display"))
{
continue;
}
// Check if the UI element is actually interactive (has a Selectable component)
UnityEngine.UI.Selectable selectable = uiObject.GetComponent<UnityEngine.UI.Selectable>();
if (selectable != null && selectable.interactable)
{
return true;
}
// Also check parent objects for Selectable components (in case we hit a child element)
selectable = uiObject.GetComponentInParent<UnityEngine.UI.Selectable>();
if (selectable != null && selectable.interactable)
{
return true;
}
}
// No interactive UI elements found
return false;
}
// 1. 건설 요청 시 실제 계산된 worldPos를 넘겨줍니다.
private void OnBuildRequested()
{
if (!_isBuildMode) return;
if (IsPointerOverUI()) return;
// 고스트가 현재 위치한 '그 좌표'를 그대로 보냅니다.
RequestBuildRpc(_selectedTurretIndex, _currentGridPos, _ghostInstance.transform.position);
ExitBuildMode();
}
// 2. RPC에서 넘겨받은 worldPos를 사용하여 토대를 생성합니다.
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
private void RequestBuildRpc(int index, Vector3Int gridPos, Vector3 worldPos)
{
if (constructionSitePrefab == null)
{
Debug.LogError("[BuildManager] Construction site prefab is null!");
return;
}
// GridToWorld를 다시 계산하지 않고 전달받은 worldPos를 그대로 사용합니다.
GameObject siteObj = Instantiate(constructionSitePrefab, worldPos, Quaternion.identity);
NetworkObject netObj = siteObj.GetComponent<NetworkObject>();
if (netObj == null)
{
Debug.LogError("[BuildManager] Construction site has no NetworkObject component!");
Destroy(siteObj);
return;
}
netObj.Spawn();
ConstructionSite site = siteObj.GetComponent<ConstructionSite>();
if (site != null)
{
site.Initialize(index, gridPos);
}
}
public void SelectTurret(int index)
{
if (index < 0 || index >= turretLibrary.Count) return;
_selectedTurretIndex = index;
if (_isBuildMode && _ghostInstance != null)
{
Destroy(_ghostInstance);
_ghostInstance = Instantiate(turretLibrary[_selectedTurretIndex].ghostPrefab);
}
}
private void ToggleBuildMode() { if (_isBuildMode) ExitBuildMode(); else EnterBuildMode(); }
private void EnterBuildMode() { _isBuildMode = true; if (turretLibrary.Count > 0) _ghostInstance = Instantiate(turretLibrary[_selectedTurretIndex].ghostPrefab); }
private void ExitBuildMode() { _isBuildMode = false; if (_ghostInstance) Destroy(_ghostInstance); }
public override void OnNetworkDespawn() => _inputActions.Disable();
}