using System.Collections; using System.Collections...

Creado el: 8 de junio de 2025

Respondido usando O3 por Chat01

Pregunta

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;

public class BuildingGridPlacer : BuildingPlacer
{
public static bool IsPlacingBuilding = false;

text
public globalControl scriptGlobalUI; public ap0Control script0UI; public Vector2 cellSize = new Vector2(1, 1); public Vector2 gridOffset; public Renderer gridRenderer; public bool isIsometric = false; private bool isMobile; private bool isDragging = false; private Vector2 lastTouchPosition;

#if UNITY_EDITOR
private void OnValidate()
{
_UpdateGridVisual();
}
#endif

text
private void Start() { isMobile = Application.isMobilePlatform; _UpdateGridVisual(); _EnableGridVisual(false); } private void Update() { if (_buildingPrefab != null) { if (isMobile) { _HandleMobileInput(); } else { _HandlePCInput(); } } } private void _HandlePCInput() { if (_buildingPrefab != null) { if (Input.GetMouseButtonDown(1)) { _CancelBuildingMode(); return; } if (EventSystem.current.IsPointerOverGameObject()) { if (Input.GetMouseButtonDown(0)) { _CancelBuildingMode(); return; } if (_toBuild.activeSelf) _toBuild.SetActive(false); return; } else if (!_toBuild.activeSelf) _toBuild.SetActive(true); if (Input.GetKeyDown(KeyCode.Space)) { // esta madre no hace nada } Vector3 mouseWorldPos3D = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector2 mouseWorldPos = new Vector2(mouseWorldPos3D.x, mouseWorldPos3D.y); Vector2 snappedPos = isIsometric ? _ClampToNearestIsometric(mouseWorldPos, cellSize) : _ClampToNearest(mouseWorldPos, cellSize); _toBuild.transform.position = new Vector3(snappedPos.x, snappedPos.y, _toBuild.transform.position.z); foreach (SpriteRenderer sr in _toBuild.GetComponent<BuildingManager>().spriteRenderers) { sr.sortingOrder = _CalculateSortingOrder(sr.transform.position) + 1000; } if (Input.GetMouseButtonDown(0)) { _InstanceBuilding(); return; } } } private void _HandleMobileInput() { if (Input.touchCount > 0) { Touch touch = Input.GetTouch(0); // Si el usuario toca (tap) sobre la UI, cancelar modo construcción if (touch.phase == TouchPhase.Began && IsPointerOverUI(touch.position)) { _CancelBuildingMode(); return; } if (touch.phase == TouchPhase.Began && IsPointerOverBuildUI(touch.position)) { // Mostrar preview sin moverlo if (!_toBuild.activeSelf) _toBuild.SetActive(true); isDragging = false; return; } // Siempre mostrar el preview mientras esté en modo construcción if (!_toBuild.activeSelf) _toBuild.SetActive(true); Vector3 touchWorldPos3D = Camera.main.ScreenToWorldPoint(new Vector3(touch.position.x, touch.position.y, Camera.main.nearClipPlane)); Vector2 touchWorldPos = new Vector2(touchWorldPos3D.x, touchWorldPos3D.y); switch (touch.phase) { case TouchPhase.Began: isDragging = true; lastTouchPosition = touchWorldPos; Vector2 snappedStartPos = isIsometric ? _ClampToNearestIsometric(touchWorldPos, cellSize) : _ClampToNearest(touchWorldPos, cellSize); _toBuild.transform.position = new Vector3(snappedStartPos.x, snappedStartPos.y, _toBuild.transform.position.z); break; case TouchPhase.Moved: if (isDragging) { Vector2 snappedPos = isIsometric ? _ClampToNearestIsometric(touchWorldPos, cellSize) : _ClampToNearest(touchWorldPos, cellSize); _toBuild.transform.position = new Vector3(snappedPos.x, snappedPos.y, _toBuild.transform.position.z); } break; case TouchPhase.Ended: case TouchPhase.Canceled: isDragging = false; break; } } if (_toBuild != null) { foreach (SpriteRenderer sr in _toBuild.GetComponent<BuildingManager>().spriteRenderers) { sr.sortingOrder = _CalculateSortingOrder(sr.transform.position) + 1000; } } } private void _InstanceBuilding() { if (_toBuild != null) { BuildingManager m = _toBuild.GetComponent<BuildingManager>(); if (m.hasValidPlacement) { m.SetPlacementMode(PlacementMode.Fixed); foreach (SpriteRenderer sr in m.spriteRenderers) { sr.sortingOrder = _CalculateSortingOrder(sr.transform.position); } _buildingPrefab = null; _toBuild = null; _EnableGridVisual(false); script0UI.OcultarIndicaciones(); script0UI.BotonesConsOff(); IsPlacingBuilding = false; } } } private void _CancelBuildingMode() { if (_toBuild != null) Destroy(_toBuild); _toBuild = null; _buildingPrefab = null; _EnableGridVisual(false); script0UI.OcultarIndicaciones(); script0UI.BotonesConsOff(); IsPlacingBuilding = false; } public void InstanceBuilding() { _InstanceBuilding(); } public void CancelBuilding() { _CancelBuildingMode(); } protected override void _PrepareBuilding() { base._PrepareBuilding(); _EnableGridVisual(true); scriptGlobalUI.CloseGlobalPanels(); script0UI.MostrarIndicaciones();

#if UNITY_ANDROID
script0UI.BotonesConsOn();
#endif
IsPlacingBuilding = true;
}

text
private Vector2 _ClampToNearest(Vector2 pos, Vector2 cell) { Vector2 snapped = new Vector2( Mathf.Floor(pos.x / cell.x) * cell.x + (cell.x * 0.5f) + gridOffset.x, Mathf.Floor(pos.y / cell.y) * cell.y + (cell.y * 0.5f) + gridOffset.y ); return snapped; } private Vector2 _ClampToNearestIsometric(Vector2 pos, Vector2 cell) { // Medidas de medio tile float halfW = cell.x * 0.5f; float halfH = cell.y * 0.5f; // Convertir posición mundo a "coordenadas de rejilla" float isoX = (pos.x / halfW + pos.y / halfH) * 0.5f; float isoY = (pos.y / halfH - pos.x / halfW) * 0.5f; // Snap a entero int gridX = Mathf.RoundToInt(isoX); int gridY = Mathf.RoundToInt(isoY); // Volver a convertir a coordenadas mundo float worldX = (gridX - gridY) * halfW; float worldY = (gridX + gridY) * halfH; return new Vector2(worldX + gridOffset.x, worldY + gridOffset.y); } private void _EnableGridVisual(bool on) { if (gridRenderer == null) return; gridRenderer.gameObject.SetActive(on); } private void _UpdateGridVisual() { if (gridRenderer == null) return; gridRenderer.sharedMaterial.SetVector("_Cell_Size", new Vector4(cellSize.x, cellSize.y, 0, 0)); } private int _CalculateSortingOrder(Vector3 position) { return Mathf.RoundToInt(-position.y * 100); } private bool IsPointerOverUI(Vector2 screenPos) { PointerEventData data = new PointerEventData(EventSystem.current) { position = screenPos }; List<RaycastResult> results = new List<RaycastResult>(); EventSystem.current.RaycastAll(data, results); foreach (var res in results) { Transform t = res.gameObject.transform; bool isBuildUI = false; while (t != null) { if (t.CompareTag("BuildUI")) { isBuildUI = true; break; } t = t.parent; } if (isBuildUI) continue; return true; } return false; } private bool IsPointerOverBuildUI(Vector2 screenPos) { PointerEventData data = new PointerEventData(EventSystem.current) { position = screenPos }; List<RaycastResult> results = new List<RaycastResult>(); EventSystem.current.RaycastAll(data, results); foreach (var res in results) { Transform t = res.gameObject.transform; while (t != null) { if (t.CompareTag("BuildUI")) return true; t = t.parent; } } return false; }

}


necesito que, en android exclusivamente, el preview aparezca en un inicio al centro de la camara

Pensamiento

Adjusting preview on Android

The user wants the building preview (_toBuild) to start centered in the camera view on Android systems, instead of its initial position, likely under the finger. This change should happen when building mode starts. I think it involves setting initial coordinates in a platform-specific way (Android only). The current code only adjusts _toBuild when the user interacts with the touch screen, so I’ll need to find a way to position it centrally during initialization on Android. I'll check the mobile input handling logic to adjust this.

Modifying preview display on Android

To meet the user's request to center the building preview on Android startup, I’ll update the _PrepareBuilding method. I’ll adjust the position of _toBuild to the camera's center, snapped to the grid. This change will be wrapped in UNITY_ANDROID to apply exclusively to Android builds. I’ll also ensure _toBuild is active at the start and update its sorting order. The logic should be updated for Android only, and I need to account for edge cases like grid snapping.

Thought for 17 seconds

Respuesta

Para que el preview aparezca, solo en Android, centrado en la cámara justo al entrar en modo construcción, basta con colocar el objeto _toBuild en el centro de la pantalla dentro de _PrepareBuilding().
Añade (o sustituye) el bloque marcado con // ★ NUEVO:

csharp
protected override void _PrepareBuilding() { base._PrepareBuilding(); _EnableGridVisual(true); scriptGlobalUI.CloseGlobalPanels(); script0UI.MostrarIndicaciones(); #if UNITY_ANDROID // ← solo en builds Android script0UI.BotonesConsOn(); // ★ NUEVO – mostrar el preview en el centro de la cámara if (_toBuild != null && Camera.main != null) { // centro de la pantalla en píxeles Vector3 screenCenter = new Vector3(Screen.width * 0.5f, Screen.height * 0.5f, Mathf.Abs(Camera.main.transform.position.z)); // distancia z // pasar a coordenadas mundo Vector2 worldCenter = Camera.main.ScreenToWorldPoint(screenCenter); // ajustar a la rejilla (cartesiana o isométrica) Vector2 snapped = isIsometric ? _ClampToNearestIsometric(worldCenter, cellSize) : _ClampToNearest(worldCenter, cellSize); // activar y posicionar el preview _toBuild.SetActive(true); _toBuild.transform.position = new Vector3(snapped.x, snapped.y, _toBuild.transform.position.z); // corregir el orden de dibujado foreach (var sr in _toBuild.GetComponent<BuildingManager>().spriteRenderers) sr.sortingOrder = _CalculateSortingOrder(sr.transform.position) + 1000; } #else // ← PC / iOS / editor IsPlacingBuilding = true; #endif IsPlacingBuilding = true; }

Qué hace el bloque nuevo

  1. Obtiene el centro de la pantalla (Screen.width/2, Screen.height/2).
  2. Lo convierte a mundo con Camera.main.ScreenToWorldPoint.
  3. Aplica snap a la celda usando el método apropiado (_ClampToNearest o _ClampToNearestIsometric).
  4. Activa el objeto _toBuild (por si estaba oculto) y lo coloca en esa posición.
  5. Actualiza el sortingOrder para que quede sobre el resto de sprites durante la previsualización.

Con esta pequeña adición, al pulsar ―por ejemplo― un botón de construir en Android, el edificio de prueba aparecerá inmediatamente centrado en la vista, y el usuario podrá empezar a arrastrarlo sin tener que “cazarlo” primero.

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