OldBlueWater/BlueWater/Assets/02.Scripts/Ai/Unit/UnitManager.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using Sirenix.OdinInspector;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
[Serializable]
public class UnitMatrix
{
public int soldiers; // 부대 안의 병사 수
public int rows; // 배치될 행의 갯수
public int columns; // 배치될 열의 갯수
//public int centerNum; // 부대의 중심 번호
public UnitMatrix(int soldiers, int rows, int columns)
{
this.soldiers = soldiers;
this.rows = rows;
this.columns = columns;
}
}
public class UnitManager : Singleton<UnitManager>
{
#region Property and variable
[Tooltip("바닥 레이어")]
[field: SerializeField] public LayerMask GroundLayer { get; private set; }
[Tooltip("바닥과의 최대 허용 거리")]
[field: SerializeField] public float MaxGroundDistance { get; private set; } = 0.5f;
[Tooltip("병력 간의 간격")]
[field: SerializeField] public float SoldierSpacing { get; private set; } = 0.5f;
[Tooltip("부대 배치 행렬")]
[field: SerializeField] public List<UnitMatrix> UnitMatrices { get; private set; } = new(MATRICES_CAPACITY);
[Tooltip("병력들의 프리팹 리스트(순서 중요)")]
[SerializeField] private List<GameObject> soldierPrefabList = new(SOLDIER_PREFAB_CAPACITY);
[Tooltip("플레이어가 가지고 있는 부대리스트")]
[SerializeField] private List<UnitController> playerUnitList = new(PLAYER_UNIT_CAPACITY);
public IReadOnlyList<UnitController> PlayerUnitList => playerUnitList;
private Transform playerUnits;
private const int MATRICES_CAPACITY = 9;
private const int SOLDIER_PREFAB_CAPACITY = 10;
private const int PLAYER_UNIT_CAPACITY = 50;
#endregion
#region Unity built-in function
protected override void Awake()
{
base.Awake();
GroundLayer = LayerMask.GetMask("Ground");
InitUnitMatrices();
InitPlayerUnitList();
}
private void Reset()
{
GroundLayer = LayerMask.GetMask("Ground");
MaxGroundDistance = 0.5f;
SoldierSpacing = 0.5f;
soldierPrefabList = new List<GameObject>(SOLDIER_PREFAB_CAPACITY); // TODO : 프리팹 자동 리셋화 필요
InitUnitMatrices();
InitSoldierPrefabList();
InitPlayerUnitList();
}
#endregion
#region Custom function
/// <summary>
/// 부대 배치 행렬 초기화 함수
/// </summary>
[GUIColor(0, 1, 0)]
[ShowIf("@UnitMatrices.Count != MATRICES_CAPACITY")]
[Button("행렬 초기화")]
private void InitUnitMatrices()
{
UnitMatrices = new List<UnitMatrix>(MATRICES_CAPACITY)
{
new(1, 1, 1),
new(2, 1, 2),
new(3, 1, 3),
new(4, 2, 2),
new(6, 2, 3),
new(8, 2, 4),
new(9, 3, 3),
new(12, 3, 4),
new(16, 4, 4),
};
}
#if UNITY_EDITOR
/// <summary>
/// 프리팹 초기화 함수
/// </summary>
[GUIColor(0, 1, 0)]
[ShowIf("@soldierPrefabList.Count != SOLDIER_PREFAB_CAPACITY")]
[Button("프리팹 초기화")]
private void InitSoldierPrefabList()
{
soldierPrefabList = new List<GameObject>(SOLDIER_PREFAB_CAPACITY)
{
Utils.LoadPrefabFromFolder("Assets/05.Prefabs/Character/Enemy", "Archer_E"),
Utils.LoadPrefabFromFolder("Assets/05.Prefabs/Character/Enemy", "SpearKnight_E"),
Utils.LoadPrefabFromFolder("Assets/05.Prefabs/Character/Enemy", "Spearman_E"),
Utils.LoadPrefabFromFolder("Assets/05.Prefabs/Character/Enemy", "SwordKnight_E"),
Utils.LoadPrefabFromFolder("Assets/05.Prefabs/Character/Enemy", "Swordman_E"),
Utils.LoadPrefabFromFolder("Assets/05.Prefabs/Character/Pirate", "Archer_P"),
Utils.LoadPrefabFromFolder("Assets/05.Prefabs/Character/Pirate", "Axeman_P"),
Utils.LoadPrefabFromFolder("Assets/05.Prefabs/Character/Pirate", "Spearman_P"),
Utils.LoadPrefabFromFolder("Assets/05.Prefabs/Character/Pirate", "SwordKnight_P"),
Utils.LoadPrefabFromFolder("Assets/05.Prefabs/Character/Pirate", "Swordman_P")
};
}
#endif
/// <summary>
/// 플레이어가 가진 유닛 리스트 초기화
/// </summary>
[GUIColor(0, 1, 0)]
[Button("플레이어 유닛 가져오기")]
private void InitPlayerUnitList()
{
var playerUnitsObj = GameObject.Find("PlayerUnits");
if (playerUnitsObj)
{
playerUnits = playerUnitsObj.transform;
}
else
{
playerUnitsObj = new GameObject("PlayerUnits");
playerUnitsObj.transform.SetPositionAndRotation(Vector3.zero, Quaternion.identity);
playerUnits = playerUnitsObj.transform;
}
playerUnitList = new List<UnitController>(PLAYER_UNIT_CAPACITY);
foreach (Transform item in playerUnits)
{
if (!item.gameObject.activeSelf) continue;
playerUnitList.Add(item.GetComponent<UnitController>());
}
}
/// <summary>
/// 부대 생성 함수
/// </summary>
public void CreateUnit(UnitController unitController)
{
DestroyDeployedSoldiers(unitController);
var baseName = soldierPrefabList[(int)unitController.unit.unitType - 1].name;
if (string.IsNullOrEmpty(unitController.unit.unitName))
{
const int maxIterations = 100;
var namingNum = 0;
while (namingNum < maxIterations)
{
var newUnitName = $"{baseName}_Unit_{namingNum + 1:00}";
var checkGameObject = GameObject.Find(newUnitName);
if (checkGameObject && checkGameObject != unitController.gameObject)
{
namingNum++;
}
else
{
unitController.gameObject.name = newUnitName;
break;
}
}
}
else
{
unitController.gameObject.name = unitController.unit.unitName;
}
unitController.gameObject.layer = LayerMask.NameToLayer("Unit");
unitController.unit.soldierList = new List<AiController>(unitController.unit.soliderCount);
var matrix = UnitMatrices.Find(um => um.soldiers == unitController.unit.soliderCount);
if (matrix == null)
{
Debug.LogError("사용할 수 없는 병력의 숫자입니다. UnitManager의 UnitMatrices를 확인해주세요.");
return;
}
var unitControllerTransform = unitController.transform;
var unitControllerRotation = unitControllerTransform.rotation;
unitControllerTransform.rotation = Quaternion.identity;
for (var i = 0; i < unitController.unit.soliderCount; i++)
{
var row = i / matrix.columns;
var column = i % matrix.columns;
var xOffset = (column - (matrix.columns - 1) / 2.0f) * SoldierSpacing;
var zOffset = (row - (matrix.rows - 1) / 2.0f) * SoldierSpacing;
var spawnPosition = unitControllerTransform.position + new Vector3(xOffset, 0, zOffset);
var soldierObject = Instantiate(soldierPrefabList[(int)unitController.unit.unitType - 1], spawnPosition,
Quaternion.identity, unitController.transform).GetComponent<AiController>();
var newSoldierName = $"{baseName}_{i + 1:00}";
soldierObject.name = newSoldierName;
unitController.unit.soldierList.Add(soldierObject);
soldierObject.gameObject.SetActive(false);
}
unitController.transform.rotation *= unitControllerRotation;
if (unitController.unit.unitType.ToString().Contains("_E"))
{
unitController.SetAttackerType(AttackerType.DEFENSE);
foreach (var soldier in unitController.unit.soldierList)
{
soldier.SetAttackerType(AttackerType.DEFENSE);
}
}
else if (unitController.unit.unitType.ToString().Contains("_P"))
{
unitController.SetAttackerType(AttackerType.OFFENSE);
foreach (var soldier in unitController.unit.soldierList)
{
soldier.SetAttackerType(AttackerType.DEFENSE);
}
}
}
/// <summary>
/// 유닛 배치 함수
/// </summary>
public bool CanAssignUnit(UnitController unitController, Vector3 assignPos)
{
if (unitController.unit.soldierList.Count <= 0) return false;
unitController.transform.position = assignPos;
for (var i = 0; i < unitController.unit.soliderCount; i++)
{
var soldierPos = unitController.unit.soldierList[i].transform.position;
var ray = new Ray(soldierPos, Vector3.down);
if (Physics.Raycast(ray, out var hit, MaxGroundDistance, GroundLayer))
{
soldierPos.y = hit.point.y;
}
else
{
return false;
}
}
return true;
}
public void AssignUnit(UnitController unitController, Vector3 assignPos)
{
unitController.transform.position = assignPos;
foreach (var item in unitController.unit.soldierList)
{
item.gameObject.SetActive(true);
}
}
/// <summary>
/// 기존에 생성된 부대 병력들이 있으면 확인해서 삭제해주는 함수
/// </summary>
private void DestroyDeployedSoldiers(UnitController unitController)
{
if (unitController.transform.childCount <= 0) return;
for (var i = unitController.transform.childCount - 1; i >= 0; i--)
{
if (Application.isPlaying)
{
Destroy(unitController.transform.GetChild(i).gameObject);
}
else
{
DestroyImmediate(unitController.transform.GetChild(i).gameObject);
}
}
}
/// <summary>
/// playerUnitList 내의 속성
/// </summary>
public void RemovePlayerUnitListElement(UnitController unitController)
{
if (playerUnitList.Contains(unitController))
{
playerUnitList.Remove(unitController);
}
else
{
Debug.Log("제거하려는 속성이 리스트 내에 존재하지 않습니다.");
}
}
#endregion
}
}