OldBlueWater/BlueWater/Assets/02.Scripts/Ai/Unit/UnitController.cs
2023-08-16 14:40:33 +09:00

94 lines
2.9 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
[Serializable]
public class Unit
{
[Tooltip("부대의 이름")]
public string unitName;
[Tooltip("부대의 종류")]
public GlobalValue.UnitType unitType;
[Tooltip("부대의 병력 수")]
public int soliderCount;
[Tooltip("부대 병력 리스트")]
public List<AiController> soldierList;
public Unit()
{
unitName = null;
unitType = GlobalValue.UnitType.NONE;
soliderCount = 0;
soldierList = new List<AiController>();
}
public Unit(string unitName, GlobalValue.UnitType unitType, int soliderCount, List<AiController> soldierList)
{
this.unitName = unitName;
this.unitType = unitType;
this.soliderCount = soliderCount;
this.soldierList = new List<AiController>(this.soliderCount);
this.soldierList = soldierList;
}
}
public class UnitController : MonoBehaviour
{
public Unit unit;
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
if (unit == null || unit.soliderCount <= 0) return;
var unitManager = Application.isPlaying ? GameManager.Inst.UnitManager : FindObjectOfType<UnitManager>();
if (unitManager == null) return;
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) * 0.5f;
var zOffset = (row - (matrix.rows - 1) / 2.0f) * 0.5f;
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.green : Color.red;
Gizmos.DrawRay(ray.origin, ray.direction * unitManager.MaxGroundDistance);
}
}
#endif
[ContextMenu("유닛 생성")]
public void CreateUnit()
{
if (!Application.isPlaying)
{
var unitManager = FindObjectOfType<UnitManager>();
unitManager.CreateUnit(this, unit);
return;
}
GameManager.Inst.UnitManager.CreateUnit(this, unit);
}
public void MoveCommand(Vector3 targetPos)
{
foreach (var soldier in unit.soldierList)
{
soldier.GetNavMeshAgent().SetDestination(targetPos);
}
}
}
}