OldBlueWater/BlueWater/Assets/02.Scripts/Ai/Human/Unit/UnitSelection.cs
2023-09-12 16:41:11 +09:00

138 lines
4.4 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 UnitController SelectedUnitController { get; private set; }
[SerializeField] private LayerMask unitLayer;
[SerializeField] private LayerMask groundLayer;
private UnitController previousUnitController;
private Camera mainCamera;
#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.LeftClick.performed += OnLeftClick;
controls.Unit.RightClick.performed += OnRightClick;
controls.Enable();
unitLayer = LayerMask.GetMask("Pirate");
groundLayer = LayerMask.GetMask("Ground");
mainCamera = Camera.main;
}
#endregion
#region New input system
private void OnLeftClick(InputAction.CallbackContext context)
{
if (!context.performed) return;
var ray = mainCamera.ScreenPointToRay(Mouse.current.position.ReadValue());
// 부대를 클릭 했을 때,
if (Physics.Raycast(ray, out var hit, Mathf.Infinity, unitLayer))
{
var unitController = hit.collider.transform.parent.GetComponent<UnitController>();
if (unitController == null) return;
// 선택된 부대가 없었을 때,
if (SelectedUnitController == null)
{
foreach (var soldier in unitController.unit.UnitList)
{
soldier.SelectedHighlight();
}
SelectedUnitController = unitController;
GameManager.Inst.SlowSpeedMode();
}
// 선택된 부대가 이미 선택된 부대일 때,
else if (SelectedUnitController == unitController)
{
foreach (var soldier in SelectedUnitController.unit.UnitList)
{
soldier.ResetHighlight();
}
SelectedUnitController = null;
GameManager.Inst.DefaultSpeedMode();
}
// 다른 부대가 선택될 때,
else
{
foreach (var soldier in unitController.unit.UnitList)
{
soldier.SelectedHighlight();
}
foreach (var soldier in SelectedUnitController.unit.UnitList)
{
soldier.ResetHighlight();
}
SelectedUnitController = unitController;
}
}
// 부대를 클릭하지 않았을 때,
else
{
// 선택된 부대가 없었을 때,
if (SelectedUnitController == null) return;
// 선택된 부대가 있었을 때,
foreach (var soldier in SelectedUnitController.unit.UnitList)
{
soldier.ResetHighlight();
}
SelectedUnitController = null;
GameManager.Inst.DefaultSpeedMode();
}
}
private void OnRightClick(InputAction.CallbackContext context)
{
if (!context.performed || SelectedUnitController == null) return;
var ray = mainCamera.ScreenPointToRay(Mouse.current.position.ReadValue());
if (Physics.Raycast(ray, out var hit, Mathf.Infinity, groundLayer))
{
var targetPos = hit.point;
SelectedUnitController.MoveCommand(targetPos);
}
foreach (var soldier in SelectedUnitController.unit.UnitList)
{
soldier.ResetHighlight();
}
SelectedUnitController = null;
GameManager.Inst.DefaultSpeedMode();
}
#endregion
}
}