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

151 lines
5.1 KiB
C#

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