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

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using System;
using System.Collections.Generic;
using Sirenix.OdinInspector;
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using UnityEditor.Animations;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class UnitManager : Singleton<UnitManager>
{
#region Property and variable
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[Tooltip("Pirate 프리팹")]
[field: SerializeField] public GameObject PiratePrefab { get; private set; }
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[Tooltip("캐릭터 기초 프리팹")]
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[field: SerializeField] public GameObject BaseHumanPrefab { get; private set; }
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[Tooltip("화살 프리팹")]
[field: SerializeField] public GameObject ArrowPrefab { get; private set; }
[Tooltip("바닥 레이어")]
[field: SerializeField] public LayerMask GroundLayer { get; private set; }
[Tooltip("바닥과의 최대 허용 거리")]
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[field: SerializeField] public float MaxGroundDistance { get; private set; } = 4f;
[Tooltip("병력 간의 간격")]
[field: SerializeField] public float UnitSpacing { get; private set; } = 2.5f;
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[field: Tooltip("병력들의 애니메이터 컨트롤러 리스트")]
[field: SerializeField] public List<AnimatorController> AIAnimatorControllerList { get; private set; } = new(GlobalValue.AI_ANIMATOR_CAPACITY);
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private Transform pirateUnits;
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private const int ANIMATOR_CONTROLLER_PREFAB_CAPACITY = 6;
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private const int PIRATE_UNIT_CAPACITY = 50;
#endregion
#region Unity built-in function
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protected override void OnAwake()
{
GroundLayer = LayerMask.GetMask("Ground");
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//InitPlayerUnitList();
}
private void Reset()
{
GroundLayer = LayerMask.GetMask("Ground");
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MaxGroundDistance = 4f;
UnitSpacing = 2.5f;
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InitCharacterPrefabList();
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//InitPlayerUnitList();
}
#endregion
#region Custom function
#if UNITY_EDITOR
/// <summary>
/// 프리팹 초기화 함수
/// </summary>
[GUIColor(0, 1, 0)]
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[ShowIf("@PiratePrefab == null || BaseHumanPrefab == null || ArrowPrefab == null ||" +
"AIAnimatorControllerList == null || AIAnimatorControllerList.Count != ANIMATOR_CONTROLLER_PREFAB_CAPACITY")]
[Button("프리팹 초기화")]
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private void InitCharacterPrefabList()
{
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PiratePrefab = Utils.LoadPrefabFromFolder("Assets/05.Prefabs/Character/Unit", "PirateUnit");
BaseHumanPrefab = Utils.LoadPrefabFromFolder("Assets/05.Prefabs/Character", "BaseHuman");
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ArrowPrefab = Utils.LoadPrefabFromFolder("Assets/05.Prefabs", "Arrow_01");
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AIAnimatorControllerList = new List<AnimatorController>(ANIMATOR_CONTROLLER_PREFAB_CAPACITY)
{
Utils.LoadAnimatorControllerFromFolder("Assets/07.Animation", "Archer"),
Utils.LoadAnimatorControllerFromFolder("Assets/07.Animation", "Axeman"),
Utils.LoadAnimatorControllerFromFolder("Assets/07.Animation", "SpearKnight"),
Utils.LoadAnimatorControllerFromFolder("Assets/07.Animation", "Spearman"),
Utils.LoadAnimatorControllerFromFolder("Assets/07.Animation", "SwordKnight"),
Utils.LoadAnimatorControllerFromFolder("Assets/07.Animation", "Swordman")
};
}
#endif
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// /// <summary>
// /// 플레이어가 가진 유닛 리스트 초기화
// /// </summary>
// [GUIColor(0, 1, 0)]
// [Button("플레이어 유닛 가져오기")]
// private void InitPlayerUnitList()
// {
// SetPlayerUnits();
//
// pirateUnitList = new List<PirateUnit>(PIRATE_UNIT_CAPACITY);
//
// foreach (Transform item in pirateUnits)
// {
// if (!item.gameObject.activeSelf) continue;
//
// pirateUnitList.Add(item.GetComponent<PirateUnit>());
// }
// }
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private void SetPlayerUnits()
{
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var pirateUnitsObj = GameObject.Find("PirateUnits");
if (pirateUnitsObj)
{
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pirateUnits = pirateUnitsObj.transform;
}
else
{
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pirateUnitsObj = new GameObject("PirateUnits");
pirateUnitsObj.transform.SetPositionAndRotation(Vector3.zero, Quaternion.identity);
pirateUnits = pirateUnitsObj.transform;
}
}
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private void SetUnitName(BaseUnit baseUnit, string unitName, string baseName)
{
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if (string.IsNullOrEmpty(unitName))
{
const int maxIterations = 100;
var namingNum = 0;
while (namingNum < maxIterations)
{
var newUnitName = $"{baseName}_Unit_{namingNum + 1:00}";
var checkGameObject = GameObject.Find(newUnitName);
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if (checkGameObject && checkGameObject != baseUnit.gameObject)
{
namingNum++;
}
else
{
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baseUnit.gameObject.name = newUnitName;
break;
}
}
}
else
{
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baseUnit.gameObject.name = unitName;
}
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}
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public void PirateUnitCreateAndAssign(string cardIdx, Vector3 assignPos)
{
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var newUnitController = CreatePirateUnit(cardIdx, EAttackerType.OFFENSE);
AssignPirateUnit(newUnitController, assignPos, true);
}
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/// <summary>
/// 동적 생성용 부대 생성 함수
/// </summary>
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public PirateUnit CreatePirateUnit(string cardIdx, EAttackerType attackerType)
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{
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var card = DataManager.Inst.GetCardDictionaryFromKey(cardIdx);
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var unit = DataManager.Inst.GetPirateUnitStatDictionaryFromKey(card.UnitIdx);
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var captainStat = DataManager.Inst.GetPirateStatDictionaryFromKey(unit.CaptainStatIdx);
var sailorStat = DataManager.Inst.GetPirateStatDictionaryFromKey(unit.SailorStatIdx);
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SetPlayerUnits();
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var newUnitController = Instantiate(PiratePrefab, Vector3.zero, Quaternion.identity, pirateUnits).GetComponent<PirateUnit>();
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newUnitController.pirateUnitStat = new PirateUnitStat(unit);
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DestroyDeployedUnits(newUnitController);
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var pirateStat = DataManager.Inst.GetPirateStatDictionaryFromKey(newUnitController.pirateUnitStat.SailorStatIdx);
var baseName = pirateStat.UnitType.ToString();
SetUnitName(newUnitController, newUnitController.pirateUnitStat.UnitName, baseName);
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newUnitController.pirateUnitStat.PirateAiList = new List<PirateAi>(newUnitController.pirateUnitStat.SailorCount + 1);
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var unitControllerTransform = newUnitController.transform;
var unitControllerRotation = unitControllerTransform.rotation;
unitControllerTransform.rotation = Quaternion.identity;
var gridSize = 0;
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switch (newUnitController.pirateUnitStat.SailorCount)
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{
case 0:
gridSize = 1;
break;
case <= 3:
gridSize = 2;
break;
case <= 8:
gridSize = 3;
break;
case <= 15:
gridSize = 4;
break;
default:
print("유닛의 병사 숫자 설정 에러");
break;
}
var heroPosition = (gridSize * gridSize) / 2;
for (var i = 0; i < gridSize; i++)
{
for (var j = 0; j < gridSize; j++)
{
var currentPos = i * gridSize + j;
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if (currentPos > newUnitController.pirateUnitStat.SailorCount) break;
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var zOffset = (i - (gridSize - 1) / 2.0f) * UnitSpacing;
var xOffset = (j - (gridSize - 1) / 2.0f) * UnitSpacing;
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var spawnPosition = unitControllerTransform.position + new Vector3(xOffset, 0, zOffset);
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var baseObj = Instantiate(BaseHumanPrefab, spawnPosition,
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Quaternion.identity, newUnitController.transform);
var newSoldierName = $"{baseName}_{currentPos + 1:00}";
baseObj.name = newSoldierName;
baseObj.gameObject.SetActive(false);
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var pirateAi = GetPirateAi(baseObj, pirateStat.UnitType, currentPos == heroPosition ? captainStat : sailorStat);
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pirateAi.SetAttackerType(attackerType);
pirateAi.SetOffenseType(newUnitController.pirateUnitStat.OffenseType);
pirateAi.SetDefenseType(newUnitController.pirateUnitStat.DefenseType);
newUnitController.pirateUnitStat.PirateAiList.Add(pirateAi);
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}
}
newUnitController.transform.rotation *= unitControllerRotation;
return newUnitController;
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}
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/// <summary>
/// 에디터용 부대 생성 함수
/// </summary>
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public void CreateEnemyUnitInEditor(EnemyUnit enemyUnit)
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{
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var unit = DataManager.Inst.GetEnemyUnitStatSoFromKey(enemyUnit.enemyUnitStat.Idx);
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SetPlayerUnits();
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enemyUnit.enemyUnitStat = new EnemyUnitStat(unit);
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var captainStat = DataManager.Inst.GetEnemyStatSoFromKey(enemyUnit.enemyUnitStat.CaptainStatIdx);
var sailorStat = DataManager.Inst.GetEnemyStatSoFromKey(enemyUnit.enemyUnitStat.SailorStatIdx);
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DestroyDeployedUnits(enemyUnit);
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var enemyStat = DataManager.Inst.GetEnemyStatSoFromKey(enemyUnit.enemyUnitStat.SailorStatIdx);
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var baseName = enemyStat.UnitType.ToString();
SetUnitName(enemyUnit, enemyUnit.enemyUnitStat.UnitName, baseName);
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enemyUnit.enemyUnitStat.EnemyAiList = new List<EnemyAi>(enemyUnit.enemyUnitStat.SailorCount + 1);
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var unitControllerTransform = enemyUnit.transform;
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var unitControllerRotation = unitControllerTransform.rotation;
unitControllerTransform.rotation = Quaternion.identity;
var gridSize = 0;
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switch (enemyUnit.enemyUnitStat.SailorCount)
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{
case 0:
gridSize = 1;
break;
case <= 3:
gridSize = 2;
break;
case <= 8:
gridSize = 3;
break;
case <= 15:
gridSize = 4;
break;
default:
print("유닛의 병사 숫자 설정 에러");
break;
}
var heroPosition = (gridSize * gridSize) / 2;
for (var i = 0; i < gridSize; i++)
{
for (var j = 0; j < gridSize; j++)
{
var currentPos = i * gridSize + j;
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if (currentPos > enemyUnit.enemyUnitStat.SailorCount) break;
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var zOffset = (i - (gridSize - 1) / 2.0f) * UnitSpacing;
var xOffset = (j - (gridSize - 1) / 2.0f) * UnitSpacing;
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var spawnPosition = unitControllerTransform.position + new Vector3(xOffset, 0, zOffset);
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var baseObj = Instantiate(BaseHumanPrefab, spawnPosition,
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Quaternion.identity, enemyUnit.transform);
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var newSoldierName = $"{baseName}_{currentPos + 1:00}";
baseObj.name = newSoldierName;
baseObj.gameObject.SetActive(false);
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var currentStat = currentPos == heroPosition ? captainStat : sailorStat;
var enemyAi = GetEnemyAi(baseObj, enemyStat.UnitType, currentStat);
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enemyAi.SetAttackerType(enemyUnit.enemyUnitStat.AttackerType);
enemyAi.SetOffenseType(enemyUnit.enemyUnitStat.OffenseType);
enemyAi.SetDefenseType(enemyUnit.enemyUnitStat.DefenseType);
enemyAi.InitStartInEditor();
enemyUnit.enemyUnitStat.EnemyAiList.Add(enemyAi);
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}
}
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enemyUnit.transform.rotation *= unitControllerRotation;
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}
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private EnemyAi GetEnemyAi(GameObject baseObj, GlobalValue.UnitType unitType, EnemyStat enemyStat)
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{
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EnemyAi enemyAi = unitType switch
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{
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GlobalValue.UnitType.ARCHER_E => baseObj.AddComponent<EnemyArcher>(),
GlobalValue.UnitType.SPEAR_KNIGHT_E => baseObj.AddComponent<EnemySpearKnight>(),
GlobalValue.UnitType.SPEARMAN_E => baseObj.AddComponent<EnemySpearman>(),
GlobalValue.UnitType.SWORD_KNIGHT_E => baseObj.AddComponent<EnemySwordKnight>(),
GlobalValue.UnitType.SWORDMAN_E => baseObj.AddComponent<EnemySwordman>(),
_ => throw new ArgumentOutOfRangeException(nameof(unitType), unitType, null)
};
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if (enemyAi == null) return null;
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enemyAi.EnemyStat = new EnemyStat(enemyStat);
return enemyAi;
}
private PirateAi GetPirateAi(GameObject baseObj, GlobalValue.UnitType unitType, PirateStat pirateStat)
{
PirateAi pirateAi = unitType switch
{
GlobalValue.UnitType.ARCHER_P => baseObj.AddComponent<PirateArcher>(),
GlobalValue.UnitType.AXEMAN_P => baseObj.AddComponent<PirateAxeman>(),
GlobalValue.UnitType.SPEARMAN_P => baseObj.AddComponent<PirateSpearman>(),
GlobalValue.UnitType.SWORD_KNIGHT_P => baseObj.AddComponent<PirateSwordKnight>(),
GlobalValue.UnitType.SWORDMAN_P => baseObj.AddComponent<PirateSwordman>(),
_ => throw new ArgumentOutOfRangeException(nameof(unitType), unitType, null)
};
if (pirateAi == null) return null;
pirateAi.PirateStat = new PirateStat(pirateStat);
return pirateAi;
}
/// <summary>
/// 유닛 배치 함수
/// </summary>
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public bool CanAssignUnit(EnemyUnit enemyUnit, Vector3 assignPos)
{
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if (enemyUnit.enemyUnitStat.EnemyAiList.Count <= 0) return false;
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enemyUnit.transform.position = assignPos;
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for (var i = 0; i < enemyUnit.enemyUnitStat.SailorCount; i++)
{
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var unitPos = enemyUnit.enemyUnitStat.EnemyAiList[i].transform.position;
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var ray = new Ray(unitPos + Vector3.up, Vector3.down);
if (Physics.Raycast(ray, out var hit, MaxGroundDistance, GroundLayer))
{
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unitPos.y = hit.point.y;
}
else
{
return false;
}
}
return true;
}
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public void AssignEnemyUnit(EnemyUnit enemyUnit, Vector3 assignPos)
{
enemyUnit.transform.position = assignPos;
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foreach (var unit in enemyUnit.enemyUnitStat.EnemyAiList)
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{
var myPos = unit.transform.position;
var ray = new Ray(myPos + Vector3.up, Vector3.down);
if (Physics.Raycast(ray, out var hit, MaxGroundDistance, GroundLayer))
{
unit.transform.position = new Vector3(myPos.x, hit.point.y, myPos.z);
}
}
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foreach (var unit in enemyUnit.enemyUnitStat.EnemyAiList)
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{
unit.gameObject.SetActive(true);
}
}
public void AssignPirateUnit(PirateUnit pirateUnit, Vector3 assignPos, bool isOffense)
{
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pirateUnit.transform.position = assignPos;
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IslandInfo hitIslandInfo = null;
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foreach (var unit in pirateUnit.pirateUnitStat.PirateAiList)
{
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var myPos = unit.transform.position;
var ray = new Ray(myPos + Vector3.up, Vector3.down);
if (Physics.Raycast(ray, out var hit, MaxGroundDistance, GroundLayer))
{
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unit.transform.position = new Vector3(myPos.x, hit.point.y, myPos.z);
if (isOffense && hitIslandInfo == null)
{
hitIslandInfo = hit.transform.root.GetComponent<IslandInfo>();
}
}
}
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foreach (var unit in pirateUnit.pirateUnitStat.PirateAiList)
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{
if (isOffense)
{
unit.SetIslandInfo(hitIslandInfo);
}
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unit.gameObject.SetActive(true);
}
}
/// <summary>
/// 기존에 생성된 부대 병력들이 있으면 확인해서 삭제해주는 함수
/// </summary>
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public void DestroyDeployedUnits(BaseUnit baseUnit)
{
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if (baseUnit.transform.childCount <= 0) return;
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for (var i = baseUnit.transform.childCount - 1; i >= 0; i--)
{
if (Application.isPlaying)
{
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Destroy(baseUnit.transform.GetChild(i).gameObject);
}
else
{
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DestroyImmediate(baseUnit.transform.GetChild(i).gameObject);
}
}
}
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// /// <summary>
// /// pirateUnitList 내의 속성
// /// </summary>
// public void RemovePlayerUnitListElement(PirateUnit pirateUnit)
// {
// if (pirateUnitList.Contains(pirateUnit))
// {
// pirateUnitList.Remove(pirateUnit);
// }
// else
// {
// Debug.Log("제거하려는 속성이 리스트 내에 존재하지 않습니다.");
// }
// }
#endregion
}
}