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.SailorCount <= 0) return; var unitManager = UnitManager.Inst != null ? UnitManager.Inst : FindObjectOfType(); var matrix = unitManager.UnitMatrices.Find(um => um.units == unit.SailorCount); if (matrix == null) return; for (var i = 0; i < unit.SailorCount; i++) { var row = i / matrix.columns; var column = i % matrix.columns; var xOffset = (column - (matrix.columns - 1) / 2.0f) * unitManager.UnitSpacing; var zOffset = (row - (matrix.rows - 1) / 2.0f) * unitManager.UnitSpacing; 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 Start() // { // 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.UnitList) { soldier.SetOffenseType(unit.OffenseType); soldier.SetDefenseType(unit.DefenseType); } isClickedTypeAllButton = true; } public void MoveCommand(Vector3 targetPos) { foreach (var soldier in unit.UnitList) { soldier.MoveTarget(targetPos); } } // private void SetIslandInfoTest() // { // if (unit.AttackerType != AttackerType.OFFENSE) return; // // var islandInfo = FindObjectOfType(); // attackIslandInfo = islandInfo; // // foreach (var soldier in unit.UnitList) // { // 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.UnitList.Count > 0 ? Color.white : Color.green; // private Color GetAttackerTypeButtonColor() // { // if (unit.UnitList.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 } }