OldBlueWater/BlueWater/Assets/02.Scripts/Ai/Human/Unit/UnitSelection.cs

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using UnityEngine;
using UnityEngine.InputSystem;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class UnitSelection : MonoBehaviour
{
#region Property and variable
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[Tooltip("선택된 부대")]
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[field: SerializeField] public bool IsSelectable { get; private set; } = true;
[field: SerializeField] public PirateUnit SelectedPirateUnit { get; private set; }
[SerializeField] private LayerMask unitLayer;
[SerializeField] private LayerMask groundLayer;
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private PirateUnit previousUnitController;
private Camera mainCamera;
#endregion
#region Unity built-in function
private void Reset()
{
unitLayer = LayerMask.GetMask("Pirate");
groundLayer = LayerMask.GetMask("Ground");
}
private void Awake()
{
var controls = new BlueWater();
controls.Unit.LeftClick.performed += OnLeftClick;
controls.Unit.RightClick.performed += OnRightClick;
controls.Enable();
unitLayer = LayerMask.GetMask("Pirate");
groundLayer = LayerMask.GetMask("Ground");
mainCamera = Camera.main;
}
#endregion
#region New input system
private void OnLeftClick(InputAction.CallbackContext context)
{
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if (!context.performed || !IsSelectable) return;
var ray = mainCamera.ScreenPointToRay(Mouse.current.position.ReadValue());
// 부대를 클릭 했을 때,
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if (Physics.Raycast(ray, out var hit, Mathf.Infinity, unitLayer, QueryTriggerInteraction.Collide))
{
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var pirateUnit = hit.collider.transform.parent.GetComponent<PirateUnit>();
if (pirateUnit == null) return;
// 선택된 부대가 없었을 때,
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if (SelectedPirateUnit == null)
{
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foreach (var pirateAi in pirateUnit.pirateUnitStat.PirateAiList)
{
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pirateAi.SelectedHighlight();
}
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SelectedPirateUnit = pirateUnit;
GameManager.Inst.SlowSpeedMode();
}
// 선택된 부대가 이미 선택된 부대일 때,
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else if (SelectedPirateUnit == pirateUnit)
{
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foreach (var pirateAi in SelectedPirateUnit.pirateUnitStat.PirateAiList)
{
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pirateAi.ResetHighlight();
}
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SelectedPirateUnit = null;
GameManager.Inst.DefaultSpeedMode();
}
// 다른 부대가 선택될 때,
else
{
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foreach (var pirateAi in pirateUnit.pirateUnitStat.PirateAiList)
{
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pirateAi.SelectedHighlight();
}
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foreach (var pirateAi in SelectedPirateUnit.pirateUnitStat.PirateAiList)
{
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pirateAi.ResetHighlight();
}
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SelectedPirateUnit = pirateUnit;
}
}
// 부대를 클릭하지 않았을 때,
else
{
// 선택된 부대가 없었을 때,
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if (SelectedPirateUnit == null) return;
// 선택된 부대가 있었을 때,
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foreach (var pirateAi in SelectedPirateUnit.pirateUnitStat.PirateAiList)
{
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pirateAi.ResetHighlight();
}
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SelectedPirateUnit = null;
GameManager.Inst.DefaultSpeedMode();
}
}
private void OnRightClick(InputAction.CallbackContext context)
{
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if (!context.performed || !IsSelectable || SelectedPirateUnit == null) return;
var ray = mainCamera.ScreenPointToRay(Mouse.current.position.ReadValue());
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if (Physics.Raycast(ray, out var hit, Mathf.Infinity, groundLayer, QueryTriggerInteraction.Collide))
{
var targetPos = hit.point;
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SelectedPirateUnit.MoveCommand(targetPos);
}
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foreach (var pirateAi in SelectedPirateUnit.pirateUnitStat.PirateAiList)
{
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pirateAi.ResetHighlight();
}
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SelectedPirateUnit = null;
GameManager.Inst.DefaultSpeedMode();
}
#endregion
}
}