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