gather-and-defend/Assets/Scripts/Drag&Drop/GameObjectPlacementButton.cs
Felix Boucher 3c1a94257f fix detection range
problem :

detection range didn't show anymore on placeholders

solution :

calculate detection range from collider's offset and size instead of it's bound
2023-10-30 21:28:21 -04:00

68 lines
2.3 KiB
C#

using System.Linq;
using UnityEngine;
public class GameObjectPlacementButton : UnitPlacementButton
{
[SerializeField]
private GameObject _prefab;
protected override bool CanPlace()
{
var isBuilding = _prefab.GetComponent<Building>();
return ResourceManager.Instance.EnoughFor(_rock, _wood, _food, isBuilding ? 0 : GlobalConfig.Instance.Current.populationCostPerUnit) && _button.enabled && _canSpawn;
}
protected override DraggablePlaceholder Place()
{
var instance = Instantiate(_prefab);
//we need to fetch the detection size before stripping the object
var detectComp = _prefab.GetComponentInChildren<Detection>();
Rect detectionRect = default;
if(detectComp) detectionRect = _prefab.GetComponentInChildren<Detection>().DetectionRectangle;
//strip the object
foreach (var r_body in instance.transform.GetAllComponents<Rigidbody2D>())
Destroy(r_body);
foreach (var coll in instance.transform.GetAllComponents<Collider2D>())
Destroy(coll);
foreach (var script in instance.transform.GetAllComponents<MonoBehaviour>())
Destroy(script);
var placeholder = instance.AddComponent<ObjectPlaceholder>();
placeholder.Prefab = _prefab;
//assign outline material to all renderers of the placeholder
foreach (var rend in instance.transform.GetAllComponents<SpriteRenderer>())
{
var color = rend.color;
color.a = 0.6f;
rend.color = color;
rend.material = _outlineMaterial;
placeholder.OutlineRenderers.Add(rend);
}
CreateRange(placeholder, detectionRect);
return placeholder;
}
void CreateRange(DraggablePlaceholder placeholder, Rect detectionRect)
{
if (detectionRect == default) return;
var detection = new GameObject("Detection");
var rend = detection.AddComponent<SpriteRenderer>();
rend.sprite = _detectionRangeSprite;
rend.sortingLayerName = "Character";
rend.sortingOrder = 1;
rend.color = new Color(1, 1, 1, 0.2f);
detection.transform.SetParent(placeholder.transform);
detection.transform.localPosition = detectionRect.position;
detection.transform.localScale = detectionRect.size;
}
}