using System; using Sirenix.OdinInspector; using UnityEngine; // ReSharper disable once CheckNamespace namespace BlueWaterProject { public class UnitController : MonoBehaviour { #region Property and variable [PropertyOrder(-11)] [EnableIf("@unit.AttackerType == AttackerType.OFFENSE")] [InlineButton("SetIslandInfoTest", "테스트 설정")] [SerializeField] private IslandInfo attackIslandInfo; [PropertyOrder(-10)] public Unit unit; private bool isClickedTypeAllButton; #endregion #region Unity built-in function private void OnDrawGizmosSelected() { if (unit == null || unit.SoliderCount <= 0) return; var unitManager = UnitManager.Inst != null ? UnitManager.Inst : FindObjectOfType(); var matrix = unitManager.UnitMatrices.Find(um => um.soldiers == unit.SoliderCount); if (matrix == null) return; for (var i = 0; i < unit.SoliderCount; i++) { var row = i / matrix.columns; var column = i % matrix.columns; var xOffset = (column - (matrix.columns - 1) / 2.0f) * unitManager.SoldierSpacing; var zOffset = (row - (matrix.rows - 1) / 2.0f) * unitManager.SoldierSpacing; var spawnPosition = transform.position + new Vector3(xOffset, 0, zOffset); var ray = new Ray(spawnPosition, Vector3.down); Gizmos.color = Physics.Raycast(ray, unitManager.MaxGroundDistance, unitManager.GroundLayer) ? Color.blue : Color.red; Gizmos.DrawRay(ray.origin, ray.direction * unitManager.MaxGroundDistance); } } private void Awake() { SetIslandInfoTest(); } #endregion #region Custom function [PropertyOrder(-9)] [HorizontalGroup("Split", 0.5f)] [GUIColor("GetCreateUnitButtonColor")] [Button("유닛 생성")] public void CreateUnit() { UnitManager.Inst.CreateUnit(this); } [PropertyOrder(-8)] [HorizontalGroup("Split", 0.5f)] [EnableIf("CanAssignUnit")] [Button("유닛 배치")] private void SetAssignUnitInScene() { if (UnitManager.Inst.CanAssignUnit(this, transform.position)) { UnitManager.Inst.AssignUnit(this, transform.position); } } private bool CanAssignUnit() { return UnitManager.Inst.CanAssignUnit(this, transform.position); } [PropertyOrder(2)] [Button("테스트 배치")] public void SetAssignUnit(Vector3 assignPos) { if (UnitManager.Inst.CanAssignUnit(this, assignPos)) { UnitManager.Inst.AssignUnit(this, assignPos); } else { print("병력이 땅과 맞닿아 있지 않아 배치할 수 없는 위치입니다."); } } [PropertyOrder(-7)] [GUIColor(1, 0, 0)] [Button("유닛 초기화")] private void ResetUnit() { unit = new Unit(); attackIslandInfo = null; isClickedTypeAllButton = false; } [PropertyOrder(1)] [GUIColor("GetTypeAllButtonColor")] [ShowIf("ShowTypeAllButton")] [Button("타입 모두 적용")] private void SetTypeAll() { foreach (var soldier in unit.soldierList) { soldier.SetAttackerType(unit.AttackerType); soldier.SetOffenseType(unit.OffenseType); soldier.SetDefenseType(unit.DefenseType); } isClickedTypeAllButton = true; } public void MoveCommand(Vector3 targetPos) { foreach (var soldier in unit.soldierList) { soldier.MoveTarget(targetPos); } } private void SetIslandInfoTest() { if (unit.AttackerType != AttackerType.OFFENSE) return; var islandInfo = FindObjectOfType(); attackIslandInfo = islandInfo; foreach (var soldier in unit.soldierList) { soldier.IslandInfo = attackIslandInfo; } } private bool ShowTypeAllButton() { switch (unit.AttackerType) { case AttackerType.NONE: return false; case AttackerType.OFFENSE: if (unit.OffenseType == OffenseType.NONE) { return false; } break; case AttackerType.DEFENSE: if (unit.DefenseType == DefenseType.NONE) { return false; } break; default: throw new ArgumentOutOfRangeException(); } return true; } private Color GetCreateUnitButtonColor() => unit.soldierList.Count > 0 ? Color.white : Color.green; private Color GetAttackerTypeButtonColor() { if (unit.soldierList.Count > 0) { return unit.AttackerType == AttackerType.NONE ? Color.green : Color.white; } return Color.white; } private Color GetTypeAllButtonColor() => isClickedTypeAllButton ? Color.white : Color.green; private void OnTypeChanged() => isClickedTypeAllButton = false; public void SetAttackerType(AttackerType value) => unit.AttackerType = value; #endregion } }