80 lines
2.8 KiB
C#
80 lines
2.8 KiB
C#
using UnityEngine;
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namespace Ashwild.Building
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{
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/// <summary>
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/// Connection category of a snap socket — two sockets link only when their categories match.
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/// Authored so that connectable sockets share a value (e.g. a floor's edge and a wall's foot
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/// are both Floor, so a wall snaps onto a floor edge; walls meet side-to-side as Wall).
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/// </summary>
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public enum SnapCategory
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{
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Floor,
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Wall,
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Roof,
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Pillar,
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Custom
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}
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/// <summary>
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/// One connection socket on a buildable, placed as a child transform at an edge/corner. Its
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/// world position is where a matching socket clicks into place; its category decides what may
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/// connect. Built pieces carry an enabled trigger collider on the snap layer so the placement
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/// controller finds them by overlap; the ghost's own snap colliders are disabled with the rest
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/// of the ghost, so the ghost never snaps to itself.
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///
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/// Once another piece connects here the socket is marked occupied — the placement snapping skips
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/// occupied sockets (so two pieces never stack on the same connection) and its gizmo turns from
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/// blue (free) to red (occupied) in the Scene view.
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/// </summary>
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[DisallowMultipleComponent]
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public class BuildSnapPoint : MonoBehaviour
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{
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#region Serialized Fields
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[Tooltip("What may connect here — a socket links only to another of the same category.")]
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[SerializeField] private SnapCategory category;
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#endregion
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#region State
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private bool occupied;
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#endregion
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#region Public API
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public SnapCategory Category => category;
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/// <summary>
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/// Whether another piece is already connected to this socket.
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/// </summary>
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public bool IsOccupied => occupied;
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/// <summary>
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/// Flags the socket as taken (or freed) — set when a piece connects/disconnects here.
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/// </summary>
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public void SetOccupied(bool value) => occupied = value;
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#endregion
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#region Gizmos
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/// <summary>
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/// Draws the socket in the editor: a sphere (blue when free, red once occupied) plus a ray
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/// along its forward (Z) axis — the direction the connecting piece attaches. Two sockets link
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/// only when their forwards face each other, so orient each empty's blue arrow outward toward
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/// where the neighbour should sit.
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/// </summary>
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private void OnDrawGizmos()
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{
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Gizmos.color = occupied ? new Color(1f, 0.3f, 0.3f, 0.9f) : new Color(0.3f, 0.8f, 1f, 0.9f);
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Gizmos.DrawWireSphere(transform.position, 0.12f);
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Gizmos.DrawRay(transform.position, transform.forward * 0.35f);
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}
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#endregion
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}
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}
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