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

Creado el: 9 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();
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));

text
// 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); // posicionar el preview _toBuild.transform.position = new Vector3(snapped.x, snapped.y, _toBuild.transform.position.z); }

#endif

text
IsPlacingBuilding = true; } 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; }

}


como le hago para que, cuando se instancié el build, este se haga hijo de un GameObject concreto (edificios)? solo para mantener ordenada la hierarchy

Pensamiento

Guiding Building Instantiation

The user wants to ensure that when the building instance is created, it becomes a child of a specific GameObject called "edificios". To do this, when instantiating _toBuild (the preview), we can modify the Instantiate method to include parenting during instantiation. Specifically, this would involve setting the parent directly after instantiation, likely after something like _toBuild = Instantiate(_buildingPrefab), by using _toBuild.transform.SetParent(edificios.transform), where "edificios" is the designated GameObject.

Thought for 10 seconds

Respuesta

Para que la instancia definitiva del edificio quede colgada bajo un GameObject concreto (p. ej. uno llamado “Edificios”) basta con indicar un padre (Transform) en el momento de instanciar o re-asignarlo justo después.
Una forma muy simple (y compatible con cualquier versión reciente de Unity) es:

  1. Crear la referencia al contenedor en el inspector
csharp
public Transform buildingsParent; // Arrastra aquí tu objeto “Edificios”
  1. Re-emparentar cuando el edificio pasa de “preview” a definitivo
    Añade la línea marcada dentro de _InstanceBuilding():
csharp
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); // --- NUEVO: hacer hijo del contenedor --- if (buildingsParent != null) _toBuild.transform.SetParent(buildingsParent, true); // true mantiene posición mundial // ---------------------------------------- _buildingPrefab = null; _toBuild = null; _EnableGridVisual(false); script0UI.OcultarIndicaciones(); script0UI.BotonesConsOff(); IsPlacingBuilding = false; } } }

SetParent(transform, true) conserva las coordenadas en mundo; si quisieras que adopte las locales del padre pasa false.


Opción alternativa: pasar el padre directamente al Instantiate

Si tu clase base (BuildingPlacer) es la que hace el Instantiate, basta con cambiar esa llamada:

csharp
_toBuild = Instantiate(_buildingPrefab, position, rotation, buildingsParent);

De esta forma el objeto nace ya dentro de “Edificios” y no necesitas la reasignación posterior.


Con cualquiera de las dos aproximaciones mantendrás la jerarquía limpia sin afectar al resto de la lógica de colocación.

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