1.enum 변수들 NONE = 0 -> NONE = -1 변경 2.meleeWeapon -> closeWeapon 이름 변경 3.BaseCharacter(기본캐릭터) 조립형 프리팹 수정
185 lines
5.7 KiB
C#
185 lines
5.7 KiB
C#
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<UnitManager>();
|
|
var matrix = unitManager.UnitMatrices.Find(um => um.soldiers == 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.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.UnitList)
|
|
{
|
|
soldier.SetAttackerType(unit.AttackerType);
|
|
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<IslandInfo>();
|
|
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
|
|
}
|
|
} |