using System.Collections.Generic;
using UnityEngine;
namespace TKS
{
///
/// 슬링샷 조작: 아군 유닛을 잡고(누름) 뒤로 당긴 뒤(드래그) 놓으면(드롭) 반대 방향으로 이동·공격.
/// 버튼 없음. 결과 화면에서는 탭으로 계속. 추가 이동만 남았을 때 빈 곳 탭 = 건너뛰기.
///
public class SlingshotInput : MonoBehaviour
{
BattleManager battle;
Camera cam;
BattleHUD hud;
Unit selected;
bool dragging;
bool emptyPress;
bool previewValid;
Vector2 pressWorld;
Vector2 currentTarget;
LineRenderer aimLine;
LineRenderer pullLine;
SpriteRenderer targetRing;
readonly List highlighted = new List();
public Unit Selected
{
get { return selected; }
}
public void Init(BattleManager b, Camera c, BattleHUD h)
{
battle = b;
cam = c;
hud = h;
aimLine = MakeLine("AimLine", 0.08f, new Color(1f, 1f, 1f, 0.9f), 10);
pullLine = MakeLine("PullLine", 0.035f, new Color(1f, 1f, 1f, 0.35f), 9);
targetRing = ProceduralSprites.NewSprite(transform, "TargetRing", ProceduralSprites.Ring, Color.white, 0.7f, 11);
targetRing.enabled = false;
}
LineRenderer MakeLine(string name, float width, Color color, int order)
{
var go = new GameObject(name);
go.transform.SetParent(transform, false);
var lr = go.AddComponent();
lr.useWorldSpace = true;
lr.positionCount = 2;
lr.startWidth = width;
lr.endWidth = width;
lr.material = new Material(Shader.Find("Sprites/Default"));
lr.startColor = color;
lr.endColor = color;
lr.sortingOrder = order;
lr.numCapVertices = 4;
lr.enabled = false;
return lr;
}
Vector2 PointerWorld()
{
Vector3 p = Input.mousePosition;
p.z = -cam.transform.position.z;
return cam.ScreenToWorldPoint(p);
}
void Update()
{
if (battle == null || battle.Config == null) return;
var phase = battle.Phase;
if (phase == BattlePhase.StageClear || phase == BattlePhase.Defeat)
{
if (Input.GetMouseButtonDown(0)) battle.ContinueAfterResult();
return;
}
if (Input.GetMouseButtonDown(0)) OnPress(PointerWorld());
else if (dragging && Input.GetMouseButton(0)) OnDrag(PointerWorld());
if (Input.GetMouseButtonUp(0)) OnRelease(PointerWorld());
}
void OnPress(Vector2 w)
{
pressWorld = w;
emptyPress = false;
previewValid = false;
var u = battle.UnitNear(w, Faction.Player);
if (u == null) u = battle.UnitNear(w, null);
Select(u);
if (u != null && battle.CanAct(u))
{
dragging = true;
}
else
{
dragging = false;
emptyPress = (u == null);
}
}
void OnDrag(Vector2 w)
{
if (selected == null) return;
Vector2 pull = w - selected.Position;
Vector2 launch = -pull;
float mag = launch.magnitude;
if (mag < battle.Config.minDragDistance)
{
HidePreview();
previewValid = false;
return;
}
if (mag > selected.SlingMaxDistance) launch = launch / mag * selected.SlingMaxDistance;
currentTarget = battle.Board.ClampInside(selected.Position + launch, selected.Radius);
previewValid = true;
ShowPreview(selected, currentTarget, w);
}
void OnRelease(Vector2 w)
{
if (dragging && selected != null && previewValid && battle.CanAct(selected))
{
var t = currentTarget;
var u = selected;
HidePreview();
Select(null);
battle.RequestPlayerAction(u, t);
}
else if (emptyPress && Vector2.Distance(w, pressWorld) < 0.3f)
{
battle.OnEmptyTap();
}
else
{
HidePreview();
}
dragging = false;
emptyPress = false;
previewValid = false;
}
void Select(Unit u)
{
if (selected != null && selected.View != null) selected.View.SetSelected(false);
selected = u;
if (u != null && u.View != null) u.View.SetSelected(true);
if (hud != null) hud.SetSelected(u);
}
/// 조준 표시(자동 플레이 캡처에서도 호출).
public void ShowPreview(Unit u, Vector2 target, Vector2? pointer)
{
aimLine.enabled = true;
aimLine.SetPosition(0, new Vector3(u.Position.x, u.Position.y, 0f));
aimLine.SetPosition(1, new Vector3(target.x, target.y, 0f));
if (pointer.HasValue)
{
pullLine.enabled = true;
pullLine.SetPosition(0, new Vector3(u.Position.x, u.Position.y, 0f));
pullLine.SetPosition(1, new Vector3(pointer.Value.x, pointer.Value.y, 0f));
}
else
{
pullLine.enabled = false;
}
targetRing.enabled = true;
targetRing.transform.position = new Vector3(target.x, target.y, 0f);
bool moveOnly = u.BonusMoveAvailable;
var finalHit = moveOnly ? null : Combat.EnemyAtPoint(u, target, battle.Config.finalHitTolerance);
targetRing.color = finalHit != null ? new Color(1f, 0.6f, 0.1f) : Color.white;
targetRing.transform.localScale = finalHit != null ? new Vector3(0.9f, 0.9f, 1f) : new Vector3(0.7f, 0.7f, 1f);
ClearHighlights();
foreach (var e in battle.Resolver.PredictTargets(u, target, moveOnly))
{
if (e.View != null) e.View.SetHighlight(true);
highlighted.Add(e);
}
}
public void HidePreview()
{
aimLine.enabled = false;
pullLine.enabled = false;
targetRing.enabled = false;
ClearHighlights();
}
void ClearHighlights()
{
foreach (var h in highlighted)
{
if (h != null && h.View != null) h.View.SetHighlight(false);
}
highlighted.Clear();
}
}
}