можно ставить на стены объекты

This commit is contained in:
vladislove 2026-07-11 18:05:11 +03:00
parent f40af3c880
commit 1779420734
6 changed files with 419 additions and 122 deletions

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@ -9,9 +9,7 @@ public class FurnitureController : MonoBehaviour
public GameObject currentPrefab;
public LayerMask floorLayer;
public LayerMask wallLayer;
[Tooltip("Слой мебели (чтобы кликать по уже стоящим объектам)")]
public LayerMask furnitureLayer; // НОВАЯ ПЕРЕМЕННАЯ
public LayerMask furnitureLayer;
[SerializeField] private GameObject shopPanel;
@ -36,9 +34,7 @@ public class FurnitureController : MonoBehaviour
{
_cam = Camera.main;
if (cameraController == null && _cam != null)
{
cameraController = _cam.GetComponent("CameraController") as MonoBehaviour;
}
currentPrefab = null;
editPanel.SetActive(false);
@ -47,32 +43,24 @@ public class FurnitureController : MonoBehaviour
void Update()
{
// 1. Если мы УЖЕ редактируем объект
if (_activeFurniture != null)
{
HandleEditing();
}
// 2. Если мы выбрали НОВУЮ мебель в магазине и хотим её поставить
else if (currentPrefab != null)
{
if (Input.GetMouseButtonDown(0) && !shopPanel.activeSelf && !IsPointerOverUI())
{
TryPlaceFurniture();
}
}
// 3. НОВОЕ: Если ничего не выбрано, пытаемся кликнуть по УЖЕ СТОЯЩЕЙ мебели
else
{
if (Input.GetMouseButtonDown(0) && !shopPanel.activeSelf && !IsPointerOverUI())
{
TrySelectPlacedFurniture();
}
}
}
private void HandleEditing()
{
// 1. НАЧАЛО ВЗАИМОДЕЙСТВИЯ
if (Input.GetMouseButtonDown(0) && !IsPointerOverUI())
{
_lastInputPos = Input.mousePosition;
@ -94,7 +82,8 @@ public class FurnitureController : MonoBehaviour
if (foundFurniture)
{
if (Physics.Raycast(ray, out RaycastHit floorHit, 100f, floorLayer))
// Для пола считаем смещение, настенные предметы просто цепляем к курсору
if (!_activeFurnitureScript.isWallObject && Physics.Raycast(ray, out RaycastHit floorHit, 100f, floorLayer))
{
_dragOffset = _activeFurniture.transform.position - floorHit.point;
_dragOffset.y = 0;
@ -110,101 +99,101 @@ public class FurnitureController : MonoBehaviour
}
}
// 2. ПРОЦЕСС
if (Input.GetMouseButton(0) && _isInteracting)
{
Ray ray = _cam.ScreenPointToRay(Input.mousePosition);
if (_currentTool == EditTool.Move)
{
Ray ray = _cam.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit hit, 100f, floorLayer))
// === ЛОГИКА ДЛЯ НАСТЕННЫХ ПРЕДМЕТОВ ===
if (_activeFurnitureScript.isWallObject)
{
Vector3 currentPos = _activeFurniture.transform.position;
Vector3 targetPos = hit.point + _dragOffset;
targetPos.y = currentPos.y;
Vector3 moveDir = targetPos - currentPos;
float moveDist = moveDir.magnitude;
if (moveDist > 0.001f)
if (Physics.Raycast(ray, out RaycastHit hit, 100f, wallLayer))
{
BoxCollider box = _activeFurniture.GetComponent<BoxCollider>();
if (box != null)
_activeFurniture.transform.position = hit.point;
// Магия: Поворачиваем объект "лицом" от стены
_activeFurniture.transform.rotation = Quaternion.LookRotation(hit.normal);
}
}
// === ЛОГИКА ДЛЯ НАПОЛЬНЫХ ПРЕДМЕТОВ (Старая) ===
else
{
if (Physics.Raycast(ray, out RaycastHit hit, 100f, floorLayer))
{
Vector3 currentPos = _activeFurniture.transform.position;
Vector3 targetPos = hit.point + _dragOffset;
targetPos.y = currentPos.y;
Vector3 moveDir = targetPos - currentPos;
float moveDist = moveDir.magnitude;
if (moveDist > 0.001f)
{
Vector3 center = _activeFurniture.transform.TransformPoint(box.center);
Vector3 halfExtents = Vector3.Scale(box.size, _activeFurniture.transform.lossyScale) * 0.49f;
if (Physics.BoxCast(center, halfExtents, moveDir.normalized, out RaycastHit wallHit, _activeFurniture.transform.rotation, moveDist, wallLayer))
BoxCollider box = _activeFurniture.GetComponent<BoxCollider>();
if (box != null)
{
float safeDist = Mathf.Max(0f, wallHit.distance - 0.01f);
Vector3 remainingMove = moveDir - (moveDir.normalized * safeDist);
Vector3 slideMove = Vector3.ProjectOnPlane(remainingMove, wallHit.normal);
Vector3 center = _activeFurniture.transform.TransformPoint(box.center);
Vector3 halfExtents = Vector3.Scale(box.size, _activeFurniture.transform.lossyScale) * 0.49f;
if (slideMove.magnitude > 0.001f)
if (Physics.BoxCast(center, halfExtents, moveDir.normalized, out RaycastHit wallHit, _activeFurniture.transform.rotation, moveDist, wallLayer))
{
Vector3 newCenter = center + moveDir.normalized * safeDist;
if (Physics.BoxCast(newCenter, halfExtents, slideMove.normalized, out RaycastHit slideHit, _activeFurniture.transform.rotation, slideMove.magnitude, wallLayer))
{
slideMove = slideMove.normalized * Mathf.Max(0f, slideHit.distance - 0.01f);
}
}
float safeDist = Mathf.Max(0f, wallHit.distance - 0.01f);
Vector3 remainingMove = moveDir - (moveDir.normalized * safeDist);
Vector3 slideMove = Vector3.ProjectOnPlane(remainingMove, wallHit.normal);
targetPos = currentPos + (moveDir.normalized * safeDist) + slideMove;
if (slideMove.magnitude > 0.001f)
{
Vector3 newCenter = center + moveDir.normalized * safeDist;
if (Physics.BoxCast(newCenter, halfExtents, slideMove.normalized, out RaycastHit slideHit, _activeFurniture.transform.rotation, slideMove.magnitude, wallLayer))
{
slideMove = slideMove.normalized * Mathf.Max(0f, slideHit.distance - 0.01f);
}
}
targetPos = currentPos + (moveDir.normalized * safeDist) + slideMove;
}
}
}
targetPos.y = currentPos.y;
_activeFurniture.transform.position = targetPos;
}
targetPos.y = currentPos.y;
_activeFurniture.transform.position = targetPos;
}
}
else if (_currentTool == EditTool.Rotate)
{
float deltaX = Input.mousePosition.x - _lastInputPos.x;
_activeFurniture.transform.Rotate(Vector3.up, -deltaX * rotationSpeed * 0.2f);
// Настенные предметы крутим вокруг своей оси Z (по циферблату), а напольные - вокруг мировой Y
if (_activeFurnitureScript.isWallObject)
_activeFurniture.transform.Rotate(Vector3.forward, -deltaX * rotationSpeed * 0.2f, Space.Self);
else
_activeFurniture.transform.Rotate(Vector3.up, -deltaX * rotationSpeed * 0.2f, Space.World);
}
_lastInputPos = Input.mousePosition;
}
// 3. КОНЕЦ ВЗАИМОДЕЙСТВИЯ
if (Input.GetMouseButtonUp(0) && _isInteracting)
{
EndInteraction();
}
// 4. ПОЗИЦИОНИРОВАНИЕ UI
if (!_isInteracting)
{
UpdateUIPosition();
}
if (Input.GetMouseButtonUp(0) && _isInteracting) EndInteraction();
if (!_isInteracting) UpdateUIPosition();
}
// === НОВЫЙ МЕТОД: Выделение уже стоящей мебели ===
private void TrySelectPlacedFurniture()
{
Ray ray = _cam.ScreenPointToRay(Input.mousePosition);
// Пускаем луч, который ищет ТОЛЬКО объекты на слое FurnitureLayer
if (Physics.Raycast(ray, out RaycastHit hit, 100f, furnitureLayer))
if (Physics.Raycast(ray, out RaycastHit hit, 1000f, furnitureLayer, QueryTriggerInteraction.Collide))
{
// Ищем скрипт FurnitureObject на объекте (или его родителях)
FurnitureObject furnScript = hit.collider.GetComponentInParent<FurnitureObject>();
if (furnScript != null)
{
_activeFurniture = furnScript.gameObject;
_activeFurnitureScript = furnScript;
// Включаем зеленую подсветку
_activeFurnitureScript.SetEditMode(true);
// Сбрасываем инструмент на Move
_currentTool = EditTool.Move;
if (rotate90Button != null) rotate90Button.SetActive(false);
_isInteracting = false;
LockCamera(false);
// Моментально показываем меню над мебелью
UpdateUIPosition();
}
}
@ -228,11 +217,9 @@ public class FurnitureController : MonoBehaviour
private void UpdateUIPosition()
{
Vector3 screenPos = _cam.WorldToScreenPoint(_activeFurniture.transform.position);
if (screenPos.z > 0)
{
if (!editPanel.activeSelf) editPanel.SetActive(true);
float yOffset = Screen.height * 0.15f;
float targetX = screenPos.x;
float targetY = screenPos.y + yOffset;
@ -242,27 +229,33 @@ public class FurnitureController : MonoBehaviour
{
float paddingX = (rect.rect.width / 2f) * editPanel.transform.lossyScale.x;
float paddingY = (rect.rect.height / 2f) * editPanel.transform.lossyScale.y;
targetX = Mathf.Clamp(targetX, paddingX, Screen.width - paddingX);
targetY = Mathf.Clamp(targetY, paddingY, Screen.height - paddingY);
}
editPanel.transform.position = new Vector3(targetX, targetY, editPanel.transform.position.z);
}
else
{
if (editPanel.activeSelf) editPanel.SetActive(false);
}
else if (editPanel.activeSelf) editPanel.SetActive(false);
}
void TryPlaceFurniture()
{
Ray ray = _cam.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit hit, 100f, floorLayer))
// Определяем, куда пускать луч при установке в зависимости от типа предмета
FurnitureObject prefabScript = currentPrefab.GetComponent<FurnitureObject>();
LayerMask targetLayer = prefabScript.isWallObject ? wallLayer : floorLayer;
if (Physics.Raycast(ray, out RaycastHit hit, 100f, targetLayer))
{
_activeFurniture = Instantiate(currentPrefab, hit.point, Quaternion.identity);
_activeFurnitureScript = _activeFurniture.GetComponent<FurnitureObject>();
// Если это стена - сразу поворачиваем спиной к ней
if (prefabScript.isWallObject)
{
_activeFurniture.transform.rotation = Quaternion.LookRotation(hit.normal);
}
_activeFurnitureScript = _activeFurniture.GetComponent<FurnitureObject>();
_activeFurnitureScript.SetEditMode(true);
_currentTool = EditTool.Move;
@ -271,7 +264,6 @@ public class FurnitureController : MonoBehaviour
currentPrefab = null;
_isInteracting = false;
LockCamera(false);
UpdateUIPosition();
}
}
@ -280,25 +272,22 @@ public class FurnitureController : MonoBehaviour
{
if (_activeFurniture != null)
{
float currentY = _activeFurniture.transform.eulerAngles.y;
float snappedY = Mathf.Round(currentY / 90f) * 90f;
_activeFurniture.transform.rotation = Quaternion.Euler(0, snappedY + 90f, 0);
if (_activeFurnitureScript.isWallObject)
{
// Настенные объекты поворачиваем по их локальной оси Z (как часы)
_activeFurniture.transform.Rotate(0, 0, 90f, Space.Self);
}
else
{
float currentY = _activeFurniture.transform.eulerAngles.y;
float snappedY = Mathf.Round(currentY / 90f) * 90f;
_activeFurniture.transform.rotation = Quaternion.Euler(0, snappedY + 90f, 0);
}
}
}
public void SelectMoveTool()
{
_currentTool = EditTool.Move;
if (rotate90Button != null) rotate90Button.SetActive(false);
LockCamera(false);
}
public void SelectRotateTool()
{
_currentTool = EditTool.Rotate;
if (rotate90Button != null) rotate90Button.SetActive(true);
LockCamera(true);
}
public void SelectMoveTool() { _currentTool = EditTool.Move; if (rotate90Button != null) rotate90Button.SetActive(false); LockCamera(false); }
public void SelectRotateTool() { _currentTool = EditTool.Rotate; if (rotate90Button != null) rotate90Button.SetActive(true); LockCamera(true); }
public void ConfirmPlacement()
{
@ -330,13 +319,7 @@ public class FurnitureController : MonoBehaviour
shopPanel.SetActive(false);
}
private void LockCamera(bool isLocked)
{
if (cameraController != null)
{
cameraController.enabled = !isLocked;
}
}
private void LockCamera(bool isLocked) { if (cameraController != null) cameraController.enabled = !isLocked; }
private bool IsPointerOverUI()
{

View File

@ -2,13 +2,15 @@ using UnityEngine;
public class FurnitureObject : MonoBehaviour
{
[Header("Тип объекта")]
public bool isWallObject = false; // ГАЛОЧКА: Это настенный предмет?
[Header("Настройки")]
public LayerMask obstacleLayers;
private int _obstaclesCount = 0;
public bool IsPlacementValid => _obstaclesCount == 0;
// Переменные для нашей "коробки"
private GameObject _highlightBox;
private Material _highlightMaterial;
@ -20,30 +22,18 @@ public class FurnitureObject : MonoBehaviour
private void CreateHighlightBox()
{
BoxCollider col = GetComponent<BoxCollider>();
if (col == null)
{
Debug.LogError("На префабе мебели нет BoxCollider! Коробка не появится.");
return;
}
if (col == null) return;
// 1. Создаем обычный куб
_highlightBox = GameObject.CreatePrimitive(PrimitiveType.Cube);
// 2. Удаляем с него коллайдер, чтобы он не мешал физике
Destroy(_highlightBox.GetComponent<Collider>());
// 3. Делаем куб дочерним к мебели и задаем размеры коллайдера
_highlightBox.transform.SetParent(transform);
_highlightBox.transform.localPosition = col.center;
_highlightBox.transform.localRotation = Quaternion.identity;
_highlightBox.transform.localScale = col.size;
// 4. Магия: Создаем прозрачный материал через код.
// Шейдер "Sprites/Default" есть в Unity всегда, он светится в темноте и поддерживает прозрачность.
_highlightMaterial = new Material(Shader.Find("Sprites/Default"));
_highlightBox.GetComponent<Renderer>().material = _highlightMaterial;
// Выключаем куб при старте
_highlightBox.SetActive(false);
}
@ -78,7 +68,6 @@ public class FurnitureObject : MonoBehaviour
{
if (_highlightMaterial != null)
{
// Зеленый или красный цвет (0.4f - это степень прозрачности)
Color targetColor = IsPlacementValid ? new Color(0, 1, 0, 0.4f) : new Color(1, 0, 0, 0.4f);
_highlightMaterial.color = targetColor;
}