(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
+31 -7
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@@ -24,8 +24,9 @@ namespace Ashwild.Building
/// of the ghost, so the ghost never snaps to itself.
///
/// Once another piece connects here the socket is marked occupied — the placement snapping skips
/// occupied sockets (so two pieces never stack on the same connection) and its gizmo turns from
/// blue (free) to red (occupied) in the Scene view.
/// occupied sockets (so two pieces never stack on the same connection) and its gizmo turns red
/// in the Scene view; while free it takes the colour of its category, so a glance at a prefab
/// tells which sockets can ever link together.
/// </summary>
[DisallowMultipleComponent]
public class BuildSnapPoint : MonoBehaviour
@@ -61,19 +62,42 @@ namespace Ashwild.Building
#region Gizmos
private static readonly Color OccupiedColor = new Color(1f, 0.3f, 0.3f, 0.9f);
private static readonly Color FloorColor = new Color(0.3f, 0.8f, 1f, 0.9f);
private static readonly Color WallColor = new Color(0.4f, 1f, 0.5f, 0.9f);
private static readonly Color RoofColor = new Color(1f, 0.75f, 0.25f, 0.9f);
private static readonly Color PillarColor = new Color(0.8f, 0.5f, 1f, 0.9f);
private static readonly Color CustomColor = new Color(1f, 1f, 1f, 0.9f);
/// <summary>
/// Draws the socket in the editor: a sphere (blue when free, red once occupied) plus a ray
/// along its forward (Z) axis — the direction the connecting piece attaches. Two sockets link
/// only when their forwards face each other, so orient each empty's blue arrow outward toward
/// where the neighbour should sit.
/// Draws the socket in the editor: a sphere plus a ray along its forward (Z) axis — the
/// direction the connecting piece attaches. Two sockets link only when their forwards face
/// each other, so orient each empty's arrow outward toward where the neighbour should sit.
/// </summary>
private void OnDrawGizmos()
{
Gizmos.color = occupied ? new Color(1f, 0.3f, 0.3f, 0.9f) : new Color(0.3f, 0.8f, 1f, 0.9f);
Gizmos.color = occupied ? OccupiedColor : GetCategoryColor(category);
Gizmos.DrawWireSphere(transform.position, 0.12f);
Gizmos.DrawRay(transform.position, transform.forward * 0.35f);
}
/// <summary>
/// Maps a connection category to its Scene-view colour. Sockets that can link share a
/// category, so same-coloured gizmos are exactly the ones that may ever snap together —
/// mismatched colours on two pieces mean they will never connect.
/// </summary>
private static Color GetCategoryColor(SnapCategory value)
{
switch (value)
{
case SnapCategory.Floor: return FloorColor;
case SnapCategory.Wall: return WallColor;
case SnapCategory.Roof: return RoofColor;
case SnapCategory.Pillar: return PillarColor;
default: return CustomColor;
}
}
#endregion
}
}