gather-and-defend/Assets/Scripts/Drag&Drop/DraggablePlaceholder.cs
Felix Boucher 092aa026c8 drag&drop - montrer range et tweaker outline
problème :

- le range d'attaque n'apparaissait pas sur le placeholder des unités
- le outline ne fonctionnait pas bien sur toutes les unités
- le placeholder étant opaque, on ne pouvait pas voir la tuile en dessous

solutions :
- utiliser les bounds du collider de détection pour tracer le range des unités sur le placeholder
- utiliser un shader pour tracer un outline colorable autour des unités
- rendre le placeholder plus transparent
2023-06-13 18:30:15 -04:00

90 lines
2.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class DraggablePlaceholder : MonoBehaviour
{
[SerializeField]
protected Color _validColor = Color.green;
[SerializeField]
protected Color _invalidColor = Color.red;
protected Camera _mainCamCache;
protected Rect _lvlBoundsCache;
protected bool _isOnValidPosition;
/// <summary>
/// calculate level boundaries and finds main camera.
/// </summary>
protected virtual void Start()
{
_mainCamCache = Camera.main;
_lvlBoundsCache = LevelManager.Instance.CurrentLevel.CalculateBounds();
_lvlBoundsCache.xMax += 1;
_lvlBoundsCache.yMax += 1;
UpdatePosition();
}
/// <summary>
/// check for mouse click being released (and tries to place object)<br/>
/// also updates placeholder's position and shows if position is valid
/// </summary>
protected virtual void Update()
{
if (!Input.GetMouseButton(0))
{
if (_isOnValidPosition)
{
Place();
}
Destroy(gameObject);
}
UpdatePosition();
_isOnValidPosition = CanBePlacedHere();
ShowValidity();
}
/// <summary>
/// sets the position of the placeholder on the grid so it follows the mouse
/// </summary>
protected virtual void UpdatePosition()
{
var mousePos = Vector3Int.RoundToInt(_mainCamCache.ScreenToWorldPoint(Input.mousePosition));
mousePos.z = 0;
if (!_lvlBoundsCache.Contains(mousePos)) return;
transform.position = mousePos;
}
/// <summary>
/// helps determine if a unit can be placed on the tile sitting at unit's position (out of bound? obstacle? invalid tile?<br/>
/// default behaviour is : you cant place anything over any already existing thing<br/>
/// override to change this behaviour
/// </summary>
public virtual bool CanBePlacedHere()
{
return !LevelManager.Instance.Has<ILevelObject>(obj => obj.Position.IsContainedIn(transform.position));
}
/// <summary>
/// how your character will appear depending on the validity of the tile you want to put them on<br/>
/// default behaviour is changes color of all sprite renderers of the Outline Transform to red if invalid, green otherwise
/// </summary>
/// <param name="isValidPosition"></param>
/// <returns></returns>
public virtual void ShowValidity()
{
Color getColor() => _isOnValidPosition ? _validColor : _invalidColor;
foreach (var child in GetComponentsInChildren<SpriteRenderer>(true))
{
if (!child.material.HasProperty("_OutlineColor")) continue;
child.material.SetColor("_OutlineColor", getColor());
}
}
public abstract void Place();
}