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