(Feat) Add Build

This commit is contained in:
2026-07-22 12:56:13 +02:00
parent 3657b870d8
commit 0052b0d98e
244 changed files with 35752 additions and 3112 deletions
+80 -52
View File
@@ -3,13 +3,41 @@ using UnityEngine;
namespace Ashwild.Building
{
/// <summary>
/// Placement validity for a build ghost. Each frame BuildManager calls Evaluate with the
/// obstruction mask it owns (configured in one place, not per ghost prefab), which box-overlaps
/// the ghost's footprint against those layers (other structures, props, players — never the
/// ground it rests on) and shows the result by adding a valid or invalid overlay material on top
/// of each renderer's base materials (not by tinting them). BuildManager reads <see cref="IsValid"/>
/// to allow or block the build. The footprint collider is only a bounds source: the overlap test
/// reads its dimensions directly rather than relying on physics contacts.
/// Why a placement is or is not allowed. Produced in one place (BuildManager.EvaluatePlacement) and
/// consumed by both the ghost's look and the confirm gate, so the preview can never disagree with
/// what pressing the button actually does — the two used to be decided separately and could drift.
///
/// Splitting the failure into distinct reasons is the point: a single "invalid" state left the
/// player staring at a red ghost with no way to tell a blocked spot from an unpayable one.
/// </summary>
public enum PlacementVerdict
{
/// <summary>Buildable here, right now.</summary>
Valid,
/// <summary>The footprint overlaps something on the obstruction layers.</summary>
Blocked,
/// <summary>The structure requires a socket connection (PlacementSupport.SnapOnly) and has none.</summary>
Unsupported,
/// <summary>The spot itself is fine, but the player cannot pay the cost.</summary>
Unaffordable
}
/// <summary>
/// The visual state of a build ghost — a pure view over a <see cref="PlacementVerdict"/>.
///
/// It decides nothing: BuildManager owns the layer masks, runs the obstruction query and produces
/// the verdict, then hands it here to be rendered. (It used to run the overlap itself using a mask
/// passed in from outside, which mixed deciding with displaying and put the physics query away from
/// the data that configures it.)
///
/// The look is applied by ADDING an overlay material on top of each renderer's authored materials
/// rather than replacing them, so the model keeps its own look underneath the tint. The footprint
/// BoxCollider is exposed purely as a bounds source — it stays disabled on the prefab, because the
/// obstruction mask includes the layer the ghost itself sits on and an enabled collider would make
/// the preview report itself as blocked.
/// </summary>
[DisallowMultipleComponent]
public class BuildGhost : MonoBehaviour
@@ -17,47 +45,54 @@ namespace Ashwild.Building
#region Serialized Fields
[Header("Footprint")]
[Tooltip("Box whose bounds define the volume tested for obstructions. Sized in the prefab.")]
[Tooltip("Box whose bounds define the volume tested for obstructions. Sized in the prefab, and kept disabled — it is read as dimensions, never used for physics contacts.")]
[SerializeField] private BoxCollider footprint;
[Header("Overlay Materials")]
[Tooltip("Renderers the overlay is added onto. Auto-filled from children if left empty.")]
[SerializeField] private Renderer[] renderers;
[Tooltip("Material added on top of the base ones when the spot is buildable (green).")]
[Tooltip("Added on top of the base materials when the spot is buildable (green).")]
[SerializeField] private Material validOverlay;
[Tooltip("Material added on top of the base ones when the spot is blocked (red).")]
[Tooltip("Added for every reason the build is refused — blocked, unsupported or unaffordable.")]
[SerializeField] private Material invalidOverlay;
#endregion
#region State
/// <summary>
/// Whether the ghost is currently on a buildable spot (no obstruction overlap).
/// </summary>
public bool IsValid { get; private set; }
/// <summary>
/// Each renderer's original materials, so the overlay can be appended without losing them.
/// </summary>
private Material[][] baseMaterials;
/// <summary>
/// The validity reflected by the currently applied overlay, so we only swap on a real change.
/// The overlay currently applied, so we only rebuild the material lists when it actually changes.
/// </summary>
private bool lastValid;
private Material lastOverlay;
private bool overlayApplied;
private readonly Collider[] overlapResults = new Collider[8];
#endregion
#region Public API
/// <summary>
/// The footprint volume, for BuildManager to read its centre and size when testing obstructions.
/// Null on a ghost authored without one, which BuildManager treats as "never obstructed".
/// </summary>
public BoxCollider Footprint => footprint;
#endregion
#region Unity Lifecycle
/// <summary>
/// Auto-collects renderers when none were assigned and caches their base materials.
/// Auto-collects renderers when none were assigned, caches their base materials, then shows the
/// valid overlay immediately so the ghost reads as a semi-transparent preview from the very first
/// frame — on every client, not just the owner. On a remote copy nobody runs the evaluation, so
/// without this the ghost would sit in its opaque base materials until (and unless) a validity
/// update lands; the owner's own evaluation overrides this on its next frame anyway.
/// </summary>
private void Awake()
{
@@ -67,53 +102,46 @@ namespace Ashwild.Building
baseMaterials = new Material[renderers.Length][];
for (int i = 0; i < renderers.Length; i++)
baseMaterials[i] = renderers[i] != null ? renderers[i].sharedMaterials : new Material[0];
SetOverlay(validOverlay);
}
#endregion
#region Public API
#region Display
/// <summary>
/// Re-tests the footprint against the obstruction layers (passed in by BuildManager, which
/// owns the mask so it is configured in one place), swaps the overlay material when validity
/// changed, and returns the result. A ghost with no footprint is always considered valid.
/// Shows the look matching a verdict. The single entry point the owner drives every frame.
/// Every refusal shares the one invalid material — the verdict still distinguishes the reasons for
/// the confirm gate (and for anything that wants to surface them later), the preview just does not
/// colour-code them.
/// </summary>
public bool Evaluate(LayerMask obstructionMask)
{
IsValid = !IsObstructed(obstructionMask);
if (!overlayApplied || IsValid != lastValid)
{
ApplyOverlay(IsValid ? validOverlay : invalidOverlay);
lastValid = IsValid;
overlayApplied = true;
}
return IsValid;
}
#endregion
#region Internal
public void SetState(PlacementVerdict verdict)
=> SetOverlay(verdict == PlacementVerdict.Valid ? validOverlay : invalidOverlay);
/// <summary>
/// Box-overlaps the footprint against the obstruction layers, ignoring triggers.
/// Applies the shared valid/blocked look on a remote copy from the placer's replicated spot
/// validity (routed through BuildRegistry). Remotes only ever see these two states — the placer's
/// private "unaffordable" and "unsupported" reasons are never sent — so a teammate sees green on
/// a buildable spot and red otherwise, matching where the placer can actually build.
/// </summary>
private bool IsObstructed(LayerMask obstructionMask)
public void SetRemoteValidity(bool valid) => SetOverlay(valid ? validOverlay : invalidOverlay);
/// <summary>
/// Sets the current overlay, rebuilding the renderers' material lists only when it actually
/// changes — the single funnel every state path goes through, so the change-guard stays in one place.
/// </summary>
private void SetOverlay(Material overlay)
{
if (footprint == null) return false;
Transform t = footprint.transform;
Vector3 center = t.TransformPoint(footprint.center);
Vector3 halfExtents = Vector3.Scale(footprint.size, t.lossyScale) * 0.5f;
int count = Physics.OverlapBoxNonAlloc(center, halfExtents, overlapResults, t.rotation, obstructionMask, QueryTriggerInteraction.Ignore);
return count > 0;
if (overlayApplied && overlay == lastOverlay) return;
ApplyOverlay(overlay);
lastOverlay = overlay;
overlayApplied = true;
}
/// <summary>
/// Rebuilds each renderer's material list as "base materials + overlay", so the overlay
/// draws on top of the model instead of replacing it. Skips when no overlay is assigned.
/// Rebuilds each renderer's material list as "base materials + overlay", so the overlay draws on
/// top of the model instead of replacing it. Skips when no overlay is assigned.
/// </summary>
private void ApplyOverlay(Material overlay)
{