네트워크 멀티플레이 환경 문제 수정

관련 문제가 다시 발생하면 이 커밋으로 돌아올 것
This commit is contained in:
2026-02-02 04:24:14 +09:00
parent 3e747a9d97
commit 10b496dfae
49 changed files with 2860 additions and 1792 deletions

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@@ -1,120 +0,0 @@
# Automated Prefab Generation Pipeline
## Overview
This system automates the creation of monster prefabs from CSV data. No manual prefab setup required!
## How It Works
1. **CSV Data****ScriptableObject (SO)****Prefab** (automatically generated)
2. Template prefabs define required components and defaults
3. CSV importer creates complete prefabs with mesh, components, and SO references
## Setup Instructions
### Step 1: Create Template Prefab
1. In Unity, go to `Tools > Data > Create Monster Template`
2. This creates `Assets/Data/Templates/MonsterTemplate.prefab`
3. The template includes all required components:
- NetworkObject
- EnemyUnit
- MonsterDataComponent (links to SO)
- NavMeshAgent
- EnemyAIController
- CapsuleCollider
- MeshFilter & MeshRenderer
4. **Customize the template if needed:**
- Adjust default AI behavior
- Set default collider size
- Add visual effects
- Configure NavMeshAgent settings
### Step 2: Update CSV with Mesh Path
Add `meshPath` column to your `Monster.csv`:
```csv
id,name,memo,moveSpeed,maxHp,atkRange,atkDamage,atkIntervalSec,meshPath,cost,weight
101,Grunt,Basic Monster,2.6,30,1,3,1.2,Assets/Models/Monsters/Monster101.fbx,1,1.0
102,Fast,Fast/Weak,3.4,18,1,2,1,Assets/Models/Monsters/Monster102.fbx,2,0.5
```
### Step 3: Import Data
1. In Unity, go to `Tools > Data > Import All CSV`
2. The importer will:
- Create/update SO files in `Assets/Data/ScriptableObjects/Monster/`
- Create/update prefabs in `Assets/Prefabs/Monster/`
- Apply mesh from `meshPath` column
- Link SO reference to prefab's MonsterDataComponent
### Step 4: Use Prefabs
Your generated prefabs are ready to use! Example with EnemyPortal:
- Open EnemyPortal prefab
- Click "Load Monster Data" button
- All monster prefabs are automatically loaded
## File Structure
```
Assets/
├── Data/
│ ├── ScriptableObjects/
│ │ └── Monster/ # SO files (generated from CSV)
│ └── Templates/ # Template prefabs (created once)
│ └── MonsterTemplate.prefab
├── Prefabs/
│ └── Monster/ # Generated monster prefabs
│ ├── Monster101.prefab
│ ├── Monster102.prefab
│ └── ...
└── GameData/
└── Monster.csv # Source data (editable)
```
## Benefits
-**One source of truth**: Edit CSV, everything updates
-**No manual setup**: Prefabs generated automatically
-**Designer-friendly**: Templates visual, CSV simple
-**Error-proof**: All components guaranteed to exist
-**Easy customization**: Edit template once, applies to all
## Customization
### Adding New Components
1. Open `MonsterTemplate.prefab`
2. Add the component
3. Configure defaults
4. Save template
5. All future imports will include it
### Modifying Existing Monsters
- Edit the prefab directly (changes persist on next import)
- OR modify CSV and re-import (will update SO link and mesh)
### Creating Other Data Types
Use the same pattern:
1. Create template: `Tools > Data > Create Tower Template`
2. Add meshPath column to Tower.csv
3. Import: `Tools > Data > Import All CSV`
## Troubleshooting
**Prefab not created?**
- Check if template exists in `Assets/Data/Templates/`
- Verify `meshPath` column in CSV
**Mesh not showing?**
- Verify `meshPath` is correct in CSV
- Check that mesh file exists at specified path
**Components not configured?**
- Edit template prefab
- Re-import CSV to apply template changes to new prefabs
**Want to keep manual prefab edits?**
- Prefabs created by importer are NOT overwritten
- Edits persist on next import (SO and mesh only update)

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@@ -69,6 +69,7 @@
<Compile Include="Assets\Scripts\BuildingDamageTest.cs" />
<Compile Include="Assets\Scripts\EnemyAIController.cs" />
<Compile Include="Assets\Scripts\EquipmentSocket.cs" />
<Compile Include="Assets\Scripts\DebugLogUI.cs" />
<Compile Include="Assets\Data\Scripts\DataClasses\PlayerData.cs" />
<Compile Include="Assets\Scripts\TeamManager.cs" />
<Compile Include="Assets\Scripts\TeamGate.cs" />
@@ -82,6 +83,7 @@
<Compile Include="Assets\Scripts\BuildingFoundation.cs" />
<Compile Include="Assets\Scripts\AttackAction.cs" />
<Compile Include="Assets\Scripts\IInteractable.cs" />
<Compile Include="Assets\Scripts\ServerResourceManager.cs" />
<Compile Include="Assets\FlatKit\Demos\Common\Scripts\UvScroller.cs" />
<Compile Include="Assets\Scripts\GlobalTimer.cs" />
<Compile Include="Assets\InputSystem_Actions.cs" />
@@ -103,13 +105,16 @@
<Compile Include="Assets\Scripts\NetworkSpawnManager.cs" />
<Compile Include="Assets\Scripts\FogOfWarSystem.cs" />
<Compile Include="Assets\Data\Scripts\DataClasses\MonsterData.cs" />
<Compile Include="Assets\Scripts\NetworkEquipmentSocket.cs" />
<Compile Include="Assets\Data\Scripts\DataClasses\TowerData.cs" />
<Compile Include="Assets\Scripts\IAction.cs" />
<Compile Include="Assets\Scripts\NetworkPlayerController.cs" />
<Compile Include="Assets\Scripts\PlayerInteraction.cs" />
<Compile Include="Assets\Scripts\FogOfWarVisibility.cs" />
<Compile Include="Assets\Scripts\NetworkDebug.cs" />
<Compile Include="Assets\Data\Scripts\DataClasses\DefaultSettingsData.cs" />
<Compile Include="Assets\Scripts\EnemyAIState.cs" />
<Compile Include="Assets\Scripts\ShortcutNetworkStarter.cs" />
<Compile Include="Assets\Scripts\EquipmentData.cs" />
<Compile Include="Assets\Scripts\NetworkConnectionHandler.cs" />
</ItemGroup>
@@ -132,6 +137,7 @@
<None Include="Assets\FlatKit\Shaders\StylizedSurface\LibraryUrp\Lighting_DR.hlsl" />
<None Include="Assets\External\Kaykit Adventurers Character\URP\URP Conversion - Read me.txt" />
<None Include="Assets\FlatKit\Demos\[Demo] Desert\Shaders\DesertCloud.hlsl" />
<None Include="Assets\Scripts\ForceRecompile.txt" />
<None Include="Assets\FlatKit\Shaders\StylizedSurface\StylizedSurfaceOutline.shader" />
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Surface.shader" />
<None Include="Assets\TextMesh Pro\Sprites\EmojiOne Attribution.txt" />

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@@ -104,3 +104,13 @@ MonoBehaviour:
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SourceHashToOverride: 0
OverridingTargetPrefab: {fileID: 0}
- Override: 0
Prefab: {fileID: 7603736553692962085, guid: f03e71a1b147c77498145a41db9d5c6e, type: 3}
SourcePrefabToOverride: {fileID: 0}
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@@ -280,6 +280,24 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""StartAsClient"",
""type"": ""Button"",
""id"": ""3cdb7b19-b155-4d50-bd36-d132b9290400"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""DebugPanel"",
""type"": ""Button"",
""id"": ""2d93558e-a811-4563-9591-6ef734155d8d"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
@@ -799,6 +817,28 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
""action"": ""Cancel"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""492d997c-1c69-463e-a63f-dd327d7881b8"",
""path"": ""<Keyboard>/c"",
""interactions"": """",
""processors"": """",
""groups"": "";Keyboard&Mouse"",
""action"": ""StartAsClient"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""c286789c-b46b-4160-8724-23412c73cb67"",
""path"": ""<Keyboard>/backquote"",
""interactions"": """",
""processors"": """",
""groups"": "";Keyboard&Mouse"",
""action"": ""DebugPanel"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
},
@@ -1405,6 +1445,8 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
m_Player_QuickSlot7 = m_Player.FindAction("QuickSlot7", throwIfNotFound: true);
m_Player_QuickSlot8 = m_Player.FindAction("QuickSlot8", throwIfNotFound: true);
m_Player_Cancel = m_Player.FindAction("Cancel", throwIfNotFound: true);
m_Player_StartAsClient = m_Player.FindAction("StartAsClient", throwIfNotFound: true);
m_Player_DebugPanel = m_Player.FindAction("DebugPanel", throwIfNotFound: true);
// UI
m_UI = asset.FindActionMap("UI", throwIfNotFound: true);
m_UI_Navigate = m_UI.FindAction("Navigate", throwIfNotFound: true);
@@ -1519,6 +1561,8 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
private readonly InputAction m_Player_QuickSlot7;
private readonly InputAction m_Player_QuickSlot8;
private readonly InputAction m_Player_Cancel;
private readonly InputAction m_Player_StartAsClient;
private readonly InputAction m_Player_DebugPanel;
/// <summary>
/// Provides access to input actions defined in input action map "Player".
/// </summary>
@@ -1615,6 +1659,14 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
/// </summary>
public InputAction @Cancel => m_Wrapper.m_Player_Cancel;
/// <summary>
/// Provides access to the underlying input action "Player/StartAsClient".
/// </summary>
public InputAction @StartAsClient => m_Wrapper.m_Player_StartAsClient;
/// <summary>
/// Provides access to the underlying input action "Player/DebugPanel".
/// </summary>
public InputAction @DebugPanel => m_Wrapper.m_Player_DebugPanel;
/// <summary>
/// Provides access to the underlying input action map instance.
/// </summary>
public InputActionMap Get() { return m_Wrapper.m_Player; }
@@ -1703,6 +1755,12 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
@Cancel.started += instance.OnCancel;
@Cancel.performed += instance.OnCancel;
@Cancel.canceled += instance.OnCancel;
@StartAsClient.started += instance.OnStartAsClient;
@StartAsClient.performed += instance.OnStartAsClient;
@StartAsClient.canceled += instance.OnStartAsClient;
@DebugPanel.started += instance.OnDebugPanel;
@DebugPanel.performed += instance.OnDebugPanel;
@DebugPanel.canceled += instance.OnDebugPanel;
}
/// <summary>
@@ -1777,6 +1835,12 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
@Cancel.started -= instance.OnCancel;
@Cancel.performed -= instance.OnCancel;
@Cancel.canceled -= instance.OnCancel;
@StartAsClient.started -= instance.OnStartAsClient;
@StartAsClient.performed -= instance.OnStartAsClient;
@StartAsClient.canceled -= instance.OnStartAsClient;
@DebugPanel.started -= instance.OnDebugPanel;
@DebugPanel.performed -= instance.OnDebugPanel;
@DebugPanel.canceled -= instance.OnDebugPanel;
}
/// <summary>
@@ -2224,6 +2288,20 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnCancel(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "StartAsClient" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnStartAsClient(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "DebugPanel" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnDebugPanel(InputAction.CallbackContext context);
}
/// <summary>
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "UI" which allows adding and removing callbacks.

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@@ -194,6 +194,24 @@
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "StartAsClient",
"type": "Button",
"id": "3cdb7b19-b155-4d50-bd36-d132b9290400",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "DebugPanel",
"type": "Button",
"id": "2d93558e-a811-4563-9591-6ef734155d8d",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
}
],
"bindings": [
@@ -713,6 +731,28 @@
"action": "Cancel",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "492d997c-1c69-463e-a63f-dd327d7881b8",
"path": "<Keyboard>/c",
"interactions": "",
"processors": "",
"groups": ";Keyboard&Mouse",
"action": "StartAsClient",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "c286789c-b46b-4160-8724-23412c73cb67",
"path": "<Keyboard>/backquote",
"interactions": "",
"processors": "",
"groups": ";Keyboard&Mouse",
"action": "DebugPanel",
"isComposite": false,
"isPartOfComposite": false
}
]
},

122
Assets/Prefabs/Bat.prefab Normal file
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@@ -11,7 +11,6 @@ GameObject:
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- component: {fileID: 3792365921352178844}
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@@ -20,6 +19,9 @@ GameObject:
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- component: {fileID: -4348726977448206869}
- component: {fileID: 7148704114816793672}
m_Layer: 9
m_Name: Player
m_TagString: Untagged
@@ -55,7 +57,7 @@ MonoBehaviour:
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m_Name:
m_EditorClassIdentifier: Unity.Netcode.Runtime::Unity.Netcode.NetworkObject
GlobalObjectIdHash: 1360081626
GlobalObjectIdHash: 4211758632
InScenePlacedSourceGlobalObjectIdHash: 4211758632
DeferredDespawnTick: 0
Ownership: 1
@@ -88,28 +90,6 @@ MonoBehaviour:
showHealthBar: 1
damageEffectPrefab: {fileID: 0}
deathEffectPrefab: {fileID: 0}
--- !u!95 &1698609800605343773
Animator:
serializedVersion: 7
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1314983689436087486}
m_Enabled: 1
m_Avatar: {fileID: 9000000, guid: 2632f2cc035d62d41bca411a318fbe36, type: 3}
m_Controller: {fileID: 9100000, guid: bb242bb2298e65941bcb502d7ae219cd, type: 2}
m_CullingMode: 0
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m_StabilizeFeet: 0
m_AnimatePhysics: 0
m_WarningMessage:
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m_AllowConstantClipSamplingOptimization: 1
m_KeepAnimatorStateOnDisable: 0
m_WriteDefaultValuesOnDisable: 0
--- !u!143 &3007098678582223509
CharacterController:
m_ObjectHideFlags: 0
@@ -175,6 +155,7 @@ MonoBehaviour:
interactableLayer:
serializedVersion: 2
m_Bits: 128
workPower: 10
rayOrigin: {fileID: 0}
useForwardDirection: 1
playAnimations: 1
@@ -182,6 +163,7 @@ MonoBehaviour:
blockDuringAnimation: 1
useEquipment: 1
showDebugRay: 1
assignedWorker: {fileID: 0}
--- !u!114 &5217638038410020423
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -243,10 +225,14 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: ac908541bf903c745a1794d409a5f048, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::Northbound.EquipmentSocket
ShowTopMostFoldoutHeaderGroup: 1
sockets:
- socketName: handslot.r
socketTransform: {fileID: 2844947653216056832}
currentEquipment: {fileID: 0}
equipmentPrefabs:
- {fileID: 7603736553692962085, guid: f03e71a1b147c77498145a41db9d5c6e, type: 3}
- {fileID: 8294708185945415980, guid: eda89876457aa6143b1bef3330e8f7fb, type: 3}
--- !u!114 &2443072964133329520
MonoBehaviour:
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@@ -275,6 +261,106 @@ MonoBehaviour:
m_EditorClassIdentifier: Assembly-CSharp::Northbound.PlayerVisionProvider
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visionRange: 20
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m_GameObject: {fileID: 1314983689436087486}
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m_Controller: {fileID: 9100000, guid: bb242bb2298e65941bcb502d7ae219cd, type: 2}
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m_KeepAnimatorStateOnDisable: 0
m_WriteDefaultValuesOnDisable: 0
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m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: e8d0727d5ae3244e3b569694d3912374, type: 3}
m_Name:
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Synchronize: 1
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8
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@@ -1799,7 +1799,7 @@ MonoBehaviour:
EnableNetworkLogs: 1
NetworkTopology: 1
UseCMBService: 0
AutoSpawnPlayerPrefabClientSide: 1
AutoSpawnPlayerPrefabClientSide: 0
NetworkMessageMetrics: 1
NetworkProfilingMetrics: 1
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View File

@@ -259,19 +259,14 @@ namespace Northbound
if (!CanInteract(playerId))
return;
// 플레이어 인벤토리 가져오기
var playerObject = NetworkManager.Singleton.ConnectedClients[playerId].PlayerObject;
if (playerObject == null)
return;
var playerInventory = playerObject.GetComponent<PlayerResourceInventory>();
if (playerInventory == null)
var resourceManager = ServerResourceManager.Instance;
if (resourceManager == null)
{
Debug.LogWarning($"플레이어 {playerId}에게 PlayerResourceInventory 컴포넌트가 없습니다.");
Debug.LogWarning("ServerResourceManager 인스턴스를 찾을 수 없습니다.");
return;
}
int playerResourceAmount = playerInventory.CurrentResourceAmount;
int playerResourceAmount = resourceManager.GetPlayerResourceAmount(playerId);
if (playerResourceAmount <= 0)
{
Debug.Log($"플레이어 {playerId}가 건낼 자원이 없습니다.");
@@ -282,16 +277,13 @@ namespace Northbound
if (depositAll)
{
// 전부 건네기
depositAmount = playerResourceAmount;
}
else
{
// 일부만 건네기
depositAmount = Mathf.Min(depositAmountPerInteraction, playerResourceAmount);
}
// 무제한 저장소가 아니면 용량 제한 확인
if (!unlimitedStorage)
{
int availableSpace = maxStorageCapacity - _totalResources.Value;
@@ -304,10 +296,8 @@ namespace Northbound
return;
}
// 플레이어로부터 자원 차감
playerInventory.RemoveResourceServerRpc(depositAmount);
// 코어에 자원 추가
resourceManager.RemoveResource(playerId, depositAmount);
UpdatePlayerResourcesClientRpc(playerId);
_totalResources.Value += depositAmount;
Debug.Log($"<color=green>[Core] 플레이어 {playerId}가 {depositAmount} 자원을 건넸습니다. 코어 총 자원: {_totalResources.Value}" +
@@ -316,6 +306,20 @@ namespace Northbound
ShowDepositEffectClientRpc();
}
[Rpc(SendTo.ClientsAndHost)]
private void UpdatePlayerResourcesClientRpc(ulong playerId)
{
var playerObject = NetworkManager.Singleton.ConnectedClients[playerId].PlayerObject;
if (playerObject != null)
{
var playerInventory = playerObject.GetComponent<PlayerResourceInventory>();
if (playerInventory != null)
{
playerInventory.RequestResourceUpdateServerRpc();
}
}
}
[Rpc(SendTo.ClientsAndHost)]
private void ShowDepositEffectClientRpc()
{

View File

@@ -0,0 +1,160 @@
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
namespace Northbound
{
public class DebugLogUI : MonoBehaviour
{
[Header("Settings")]
public int maxLogMessages = 50;
public float logDisplayDuration = 5f;
public KeyCode toggleKey = KeyCode.BackQuote;
[Header("UI References")]
public GameObject logPanel;
public Text logText;
public GameObject scrollContent;
public ScrollRect scrollRect;
private Queue<string> _logMessages = new Queue<string>();
private bool _isVisible = true;
private void Start()
{
// 이미 씬에 있는지 확인
if (logPanel != null)
{
logPanel = CreateLogPanel();
_isVisible = true;
}
}
private void Update()
{
if (Input.GetKeyDown(toggleKey))
{
ToggleLogPanel();
}
}
private void OnEnable()
{
if (logPanel != null)
{
Application.logMessageReceived += HandleLog;
}
}
private void OnDisable()
{
if (logPanel != null)
{
Application.logMessageReceived -= HandleLog;
}
}
private GameObject CreateLogPanel()
{
GameObject panel = new GameObject("DebugLogPanel");
panel.AddComponent<Canvas>();
Canvas canvas = panel.GetComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 9999;
RectTransform canvasRect = canvas.GetComponent<RectTransform>();
canvasRect.anchorMin = Vector2.zero;
canvasRect.anchorMax = new Vector2(Screen.width, Screen.height);
canvasRect.sizeDelta = Vector2.zero;
canvasRect.localScale = Vector3.one;
// 배경
GameObject background = new GameObject("Background");
background.transform.SetParent(canvas.transform, false);
Image bgImage = background.AddComponent<Image>();
bgImage.color = new Color(0, 0, 0, 0.8f);
RectTransform bgRect = background.AddComponent<RectTransform>();
bgRect.anchorMin = Vector2.zero;
bgRect.anchorMax = Vector2.one;
bgRect.sizeDelta = new Vector2(600, 300);
bgRect.localPosition = new Vector2(-300, -150);
// 로그 내용
GameObject content = new GameObject("Content");
content.transform.SetParent(background.transform, false);
RectTransform contentRect = content.AddComponent<RectTransform>();
contentRect.anchorMin = Vector2.zero;
contentRect.anchorMax = Vector2.one;
contentRect.sizeDelta = new Vector2(580, 280);
contentRect.localPosition = new Vector2(-290, -140);
// 텍스트
Text logTextComponent = content.AddComponent<Text>();
logTextComponent.fontSize = 14;
logTextComponent.alignment = TextAnchor.UpperLeft;
logTextComponent.color = Color.white;
// 스크롤뷰
GameObject scrollView = new GameObject("ScrollView");
scrollView.transform.SetParent(content.transform, false);
scrollRect = scrollView.AddComponent<ScrollRect>();
scrollRect.content = contentRect;
scrollRect.viewport = new RectTransform();
scrollRect.horizontal = false;
scrollRect.vertical = true;
scrollRect.scrollSensitivity = 1;
return panel;
}
private void HandleLog(string logString, string stackTrace, LogType type)
{
string timestamp = System.DateTime.Now.ToString("HH:mm:ss");
string logMessage = $"[{timestamp}] {logString}";
_logMessages.Enqueue(logMessage);
if (_logMessages.Count > maxLogMessages)
{
_logMessages.Dequeue();
}
UpdateLogText();
}
private void UpdateLogText()
{
if (logText == null) return;
System.Text.StringBuilder sb = new System.Text.StringBuilder();
foreach (string msg in _logMessages)
{
sb.AppendLine(msg);
}
logText.text = sb.ToString();
}
public void ToggleLogPanel()
{
if (logPanel != null)
{
_isVisible = !_isVisible;
logPanel.SetActive(_isVisible);
}
}
public void Log(string message)
{
if (logPanel != null)
{
logPanel.SetActive(true);
_isVisible = true;
}
Debug.Log($"[DebugLogUI] {message}");
Debug.Log($"[DebugLogUI] 로그 패널 활성됨: {message}");
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: dd4b979683b78954bb4d9b224ec4c61d

View File

@@ -1,29 +1,34 @@
using UnityEngine;
using System.Collections.Generic;
using Unity.Netcode;
namespace Northbound
{
/// <summary>
/// 플레이어의 장비 소켓 관리 (손, 등, 허리 등)
/// </summary>
public class EquipmentSocket : MonoBehaviour
public class EquipmentSocket : NetworkBehaviour
{
[System.Serializable]
public class Socket
{
public string socketName; // "RightHand", "LeftHand", "Back" 등
public Transform socketTransform; // 실제 본 Transform
[HideInInspector] public GameObject currentEquipment; // 현재 장착된 장비
public string socketName;
public Transform socketTransform;
[HideInInspector] public GameObject currentEquipment;
}
[Header("Available Sockets")]
public List<Socket> sockets = new List<Socket>();
[Header("Equipment Prefabs")]
public GameObject[] equipmentPrefabs;
private Dictionary<string, Socket> _socketDict = new Dictionary<string, Socket>();
private Dictionary<string, GameObject> _prefabDict = new Dictionary<string, GameObject>();
private void Awake()
{
// 빠른 검색을 위한 딕셔너리 생성
_socketDict.Clear();
foreach (var socket in sockets)
{
if (!string.IsNullOrEmpty(socket.socketName))
@@ -31,82 +36,124 @@ namespace Northbound
_socketDict[socket.socketName] = socket;
}
}
}
/// <summary>
/// 소켓에 장비 부착
/// </summary>
public GameObject AttachToSocket(string socketName, GameObject equipmentPrefab)
{
if (!_socketDict.TryGetValue(socketName, out Socket socket))
_prefabDict.Clear();
if (equipmentPrefabs != null)
{
Debug.LogWarning($"소켓을 찾을 수 없습니다: {socketName}");
return null;
}
if (socket.socketTransform == null)
{
Debug.LogWarning($"소켓 Transform이 없습니다: {socketName}");
return null;
}
// 기존 장비 제거
DetachFromSocket(socketName);
// 새 장비 생성
if (equipmentPrefab != null)
{
GameObject equipment = Instantiate(equipmentPrefab, socket.socketTransform);
equipment.transform.localPosition = Vector3.zero;
equipment.transform.localRotation = Quaternion.identity;
socket.currentEquipment = equipment;
return equipment;
}
return null;
}
/// <summary>
/// 소켓에서 장비 제거
/// </summary>
public void DetachFromSocket(string socketName)
{
if (!_socketDict.TryGetValue(socketName, out Socket socket))
return;
if (socket.currentEquipment != null)
{
Destroy(socket.currentEquipment);
socket.currentEquipment = null;
foreach (var prefab in equipmentPrefabs)
{
if (prefab != null)
{
_prefabDict[prefab.name] = prefab;
}
}
}
}
/// <summary>
/// 모든 소켓에서 장비 제거
/// </summary>
public void DetachAll()
public override void OnNetworkDespawn()
{
foreach (var socket in sockets)
{
if (socket.currentEquipment != null)
{
Destroy(socket.currentEquipment);
Object.Destroy(socket.currentEquipment);
socket.currentEquipment = null;
}
}
base.OnNetworkDespawn();
}
public GameObject AttachToSocket(string socketName, GameObject equipmentPrefab)
{
if (equipmentPrefab != null)
{
AttachToSocketServerRpc(socketName, equipmentPrefab.name);
}
return null;
}
[Rpc(SendTo.Server)]
private void AttachToSocketServerRpc(string socketName, string prefabName)
{
AttachToSocketClientRpc(socketName, prefabName);
}
[Rpc(SendTo.ClientsAndHost)]
private void AttachToSocketClientRpc(string socketName, string prefabName)
{
if (!_socketDict.ContainsKey(socketName))
return;
var socket = sockets.Find(s => s.socketName == socketName);
if (socket == null || socket.socketTransform == null)
return;
DetachFromSocketInternal(socketName);
GameObject prefab = FindPrefab(prefabName);
if (prefab != null)
{
GameObject equipment = Object.Instantiate(prefab, socket.socketTransform);
equipment.transform.localPosition = Vector3.zero;
equipment.transform.localRotation = Quaternion.identity;
socket.currentEquipment = equipment;
}
}
public void DetachFromSocket(string socketName)
{
DetachFromSocketServerRpc(socketName);
}
[Rpc(SendTo.Server)]
private void DetachFromSocketServerRpc(string socketName)
{
DetachFromSocketClientRpc(socketName);
}
[Rpc(SendTo.ClientsAndHost)]
private void DetachFromSocketClientRpc(string socketName)
{
DetachFromSocketInternal(socketName);
}
private void DetachFromSocketInternal(string socketName)
{
var socket = sockets.Find(s => s.socketName == socketName);
if (socket == null) return;
if (socket.currentEquipment != null)
{
Object.Destroy(socket.currentEquipment);
socket.currentEquipment = null;
}
}
/// <summary>
/// 특정 소켓에 장비가 있는지 확인
/// </summary>
public bool HasEquipment(string socketName)
{
if (_socketDict.TryGetValue(socketName, out Socket socket))
var socket = sockets.Find(s => s.socketName == socketName);
return socket != null && socket.currentEquipment != null;
}
public GameObject GetEquipment(string socketName)
{
var socket = sockets.Find(s => s.socketName == socketName);
return socket != null ? socket.currentEquipment : null;
}
private GameObject FindPrefab(string name)
{
if (_prefabDict.TryGetValue(name, out var prefab))
{
return socket.currentEquipment != null;
return prefab;
}
return false;
prefab = Resources.Load<GameObject>($"Prefabs/{name}");
if (prefab != null)
{
return prefab;
}
return Resources.Load<GameObject>(name);
}
}
}
}

View File

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View File

@@ -32,6 +32,7 @@ namespace Northbound
{
NetworkManager.Singleton.ConnectionApprovalCallback = ApprovalCheck;
NetworkManager.Singleton.OnServerStarted += OnServerStarted;
NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnected;
Debug.Log("<color=cyan>[Connection] ConnectionApprovalCallback 등록됨</color>");
}
else
@@ -50,7 +51,7 @@ namespace Northbound
spawnPoints.Clear();
foreach (var point in sortedPoints)
{
if (point.isAvailable)
if (point != null && point.transform != null && point.isAvailable)
{
spawnPoints.Add(point.transform);
}
@@ -62,30 +63,92 @@ namespace Northbound
private void OnServerStarted()
{
Debug.Log("<color=green>[Connection] 서버 시작됨</color>");
if (ServerResourceManager.Instance == null)
{
GameObject resourceManagerObj = new GameObject("ServerResourceManager");
ServerResourceManager manager = resourceManagerObj.AddComponent<ServerResourceManager>();
NetworkObject networkObject = resourceManagerObj.GetComponent<NetworkObject>();
if (networkObject == null)
{
networkObject = resourceManagerObj.AddComponent<NetworkObject>();
}
networkObject.Spawn();
Debug.Log("[Connection] ServerResourceManager spawned.");
}
if (NetworkManager.Singleton.IsHost)
{
SpawnPlayer(NetworkManager.Singleton.LocalClientId);
}
}
private void OnClientConnected(ulong clientId)
{
if (!NetworkManager.Singleton.IsServer) return;
if (clientId == NetworkManager.Singleton.LocalClientId) return;
Debug.Log($"<color=cyan>[Connection] 클라이언트 {clientId} 연결됨</color>");
if (!NetworkManager.Singleton.ConnectedClients.TryGetValue(clientId, out var client) || client.PlayerObject != null)
{
Debug.Log($"<color=yellow>[Connection] 클라이언트 {clientId}의 플레이어가 이미 존재합니다.</color>");
return;
}
SpawnPlayer(clientId);
}
private void SpawnPlayer(ulong clientId)
{
Vector3 spawnPosition = GetSpawnPosition(clientId);
Quaternion spawnRotation = GetSpawnRotation(clientId);
GameObject playerPrefab = NetworkManager.Singleton.NetworkConfig.PlayerPrefab;
if (playerPrefab == null)
{
Debug.LogError("[Connection] PlayerPrefab이 null입니다!");
return;
}
GameObject playerObject = Instantiate(playerPrefab, spawnPosition, spawnRotation);
NetworkObject networkObject = playerObject.GetComponent<NetworkObject>();
if (networkObject == null)
{
Debug.LogError("[Connection] PlayerPrefab에 NetworkObject가 없습니다!");
return;
}
networkObject.SpawnAsPlayerObject(clientId);
Debug.Log($"<color=green>[Connection] 플레이어 {clientId} 스폰됨: {spawnPosition}</color>");
}
private void ApprovalCheck(
NetworkManager.ConnectionApprovalRequest request,
NetworkManager.ConnectionApprovalResponse response)
{
// 🔍 디버깅: 스폰 포인트 상태 확인
spawnPoints.RemoveAll(p => p == null);
if (spawnPoints.Count == 0)
{
Debug.LogError($"<color=red>[Connection] 스폰 포인트가 없습니다! 씬에 PlayerSpawnPoint가 있는지 확인하세요.</color>");
}
response.Approved = true;
response.CreatePlayerObject = true;
// 스폰 위치 설정
response.Position = GetSpawnPosition(request.ClientNetworkId);
response.Rotation = GetSpawnRotation(request.ClientNetworkId);
Debug.Log($"<color=green>[Connection] 클라이언트 {request.ClientNetworkId} 승인됨. 스폰 위치: {response.Position}</color>");
response.CreatePlayerObject = false;
response.Position = Vector3.zero;
response.Rotation = Quaternion.identity;
Debug.Log($"<color=green>[Connection] 클라이언트 {request.ClientNetworkId} 승인됨. 수동 스폰으로 대기.</color>");
}
private Vector3 GetSpawnPosition(ulong clientId)
{
spawnPoints.RemoveAll(p => p == null);
if (spawnPoints.Count == 0)
{
Debug.LogWarning("[Connection] 스폰 포인트가 없습니다. 기본 위치 반환.");
@@ -106,6 +169,12 @@ namespace Northbound
_nextSpawnIndex = (_nextSpawnIndex + 1) % spawnPoints.Count;
}
spawnIndex = _clientSpawnIndices[clientId];
if (spawnIndex >= spawnPoints.Count)
{
Debug.LogWarning($"<color=yellow>[Connection] 스폰 인덱스 {spawnIndex}가 범위를 벗어났습니다. 기본값으로 조정.</color>");
spawnIndex = spawnIndex % spawnPoints.Count;
}
}
Debug.Log($"<color=yellow>[Connection] 클라이언트 {clientId}에게 스폰 인덱스 {spawnIndex} 할당</color>");
@@ -114,12 +183,19 @@ namespace Northbound
private Quaternion GetSpawnRotation(ulong clientId)
{
spawnPoints.RemoveAll(p => p == null);
if (spawnPoints.Count == 0)
return Quaternion.identity;
int spawnIndex = _clientSpawnIndices.ContainsKey(clientId)
? _clientSpawnIndices[clientId]
: 0;
if (spawnIndex >= spawnPoints.Count)
{
spawnIndex = spawnIndex % spawnPoints.Count;
}
return spawnPoints[spawnIndex].rotation;
}
@@ -130,6 +206,7 @@ namespace Northbound
{
NetworkManager.Singleton.ConnectionApprovalCallback = null;
NetworkManager.Singleton.OnServerStarted -= OnServerStarted;
NetworkManager.Singleton.OnClientConnectedCallback -= OnClientConnected;
}
}
}

View File

@@ -0,0 +1,86 @@
using System.Collections;
using UnityEngine;
using Unity.Netcode;
using Northbound;
public class NetworkDebug : MonoBehaviour
{
private void Start()
{
Debug.Log("=== NETWORK DEBUG INFO ===");
// 1. NetworkManager 상태
if (NetworkManager.Singleton != null)
{
Debug.Log($"NetworkManager: IsServer={NetworkManager.Singleton.IsServer}, IsClient={NetworkManager.Singleton.IsClient}, IsHost={NetworkManager.Singleton.IsHost}");
}
// 2. 스폰 포인트 검색
PlayerSpawnPoint[] spawnPoints = FindObjectsByType<PlayerSpawnPoint>(FindObjectsSortMode.None);
Debug.Log($"PlayerSpawnPoints: Found {spawnPoints.Length} objects");
foreach (var sp in spawnPoints)
{
Debug.Log($" - {sp.name} at {sp.transform.position}, isAvailable={sp.isAvailable}, spawnIndex={sp.spawnIndex}");
}
// 3. NetworkConnectionHandler 확인
var connectionHandler = FindObjectOfType<NetworkConnectionHandler>();
if (connectionHandler != null)
{
Debug.Log($"NetworkConnectionHandler: spawnPoints.Count={connectionHandler.spawnPoints.Count}, findAuto={connectionHandler.findSpawnPointsAutomatically}");
}
// 4. NetworkSpawnManager 확인
var spawnManager = FindObjectOfType<Northbound.NetworkSpawnManager>();
if (spawnManager != null)
{
Debug.Log($"NetworkSpawnManager: spawnPoints.Count={spawnManager.spawnPoints.Count}, findAuto={spawnManager.findSpawnPointsAutomatically}");
}
// 플레이어가 스폰될 때까지 대기
StartCoroutine(CheckPlayerAfterSpawn());
}
private IEnumerator CheckPlayerAfterSpawn()
{
// 플레이어가 스폰될 때까지 최대 5초 대기
for (int i = 0; i < 50; i++)
{
yield return new WaitForSeconds(0.1f);
var players = GameObject.FindObjectsByType<NetworkPlayerController>(FindObjectsSortMode.None);
if (players != null && players.Length > 0)
{
Debug.Log($"Found {players.Length} player(s) - checking equipment...");
foreach (var playerCtrl in players)
{
Debug.Log($"Player found: {playerCtrl.name}, IsOwner={playerCtrl.IsOwner}");
var equipmentSocketOnPlayer = playerCtrl.GetComponent<Northbound.EquipmentSocket>();
var networkEquipSocketOnPlayer = playerCtrl.GetComponent<Northbound.NetworkEquipmentSocket>();
if (equipmentSocketOnPlayer != null)
Debug.Log($"Player has EquipmentSocket: YES");
else
Debug.LogWarning($"Player has EquipmentSocket: NO");
if (networkEquipSocketOnPlayer != null)
Debug.Log($"Player has NetworkEquipmentSocket: YES");
else
Debug.LogWarning($"Player has NetworkEquipmentSocket: NO");
}
Debug.Log("=== DEBUG INFO END ===");
yield break;
}
}
// 5초 후에도 플레이어가 없는지 확인
var finalCheck = GameObject.FindObjectsByType<NetworkPlayerController>(FindObjectsSortMode.None);
if (finalCheck == null || finalCheck.Length == 0)
{
Debug.LogWarning($"Player did not spawn within 5 seconds!");
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c4d562c43da292a4082bb22cb0d3e361

View File

@@ -0,0 +1,162 @@
using UnityEngine;
using System.Collections.Generic;
using Unity.Netcode;
namespace Northbound
{
/// <summary>
/// 네트워크 환경에서 작동하는 장비 소켓 관리
/// </summary>
public class NetworkEquipmentSocket : NetworkBehaviour
{
[System.Serializable]
public class Socket
{
public string socketName; // "RightHand", "LeftHand", "Back" 등
public Transform socketTransform; // 실제 본 Transform
[HideInInspector] public NetworkObject currentEquipmentNetworkObj; // 현재 장착된 장비 NetworkObject
[HideInInspector] public GameObject currentEquipment; // 현재 장착된 장비 GameObject
}
[Header("Available Sockets")]
public List<Socket> sockets = new List<Socket>();
private Dictionary<string, Socket> _socketDict = new Dictionary<string, Socket>();
private void Awake()
{
// 빠른 검색을 위한 딕셔너리 생성
foreach (var socket in sockets)
{
if (!string.IsNullOrEmpty(socket.socketName))
{
_socketDict[socket.socketName] = socket;
}
}
}
/// <summary>
/// 소켓에 장비 부착 (네트워크 스폰)
/// </summary>
public GameObject AttachToSocket(string socketName, GameObject equipmentPrefab)
{
if (!IsServer)
{
Debug.LogWarning("[NetworkEquipmentSocket] 서버에서만 장비를 장착할 수 있습니다.");
return null;
}
if (!_socketDict.TryGetValue(socketName, out Socket socket))
{
Debug.LogWarning($"[NetworkEquipmentSocket] 소켓을 찾을 수 없습니다: {socketName}");
return null;
}
if (socket.socketTransform == null)
{
Debug.LogWarning($"[NetworkEquipmentSocket] 소켓 Transform이 없습니다: {socketName}");
return null;
}
// 기존 장비 제거
DetachFromSocket(socketName);
// 새 장비 생성
if (equipmentPrefab != null)
{
GameObject equipment = Instantiate(equipmentPrefab, socket.socketTransform);
equipment.transform.localPosition = Vector3.zero;
equipment.transform.localRotation = Quaternion.identity;
// NetworkObject 확인
NetworkObject netObj = equipment.GetComponent<NetworkObject>();
if (netObj == null)
{
Debug.LogWarning($"[NetworkEquipmentSocket] 장비 프리팹에 NetworkObject가 없습니다: {equipmentPrefab.name}");
Destroy(equipment);
return null;
}
// 네트워크에 스폰
netObj.Spawn(true); // true = 소유자가 파괴되면 장비도 파괴
socket.currentEquipment = equipment;
socket.currentEquipmentNetworkObj = netObj;
Debug.Log($"<color=green>[NetworkEquipmentSocket] 장비 장착됨: {socketName} -> {equipmentPrefab.name}</color>");
return equipment;
}
return null;
}
/// <summary>
/// 소켓에서 장비 제거 (네트워크 디스폰)
/// </summary>
public void DetachFromSocket(string socketName)
{
if (!IsServer)
{
Debug.LogWarning("[NetworkEquipmentSocket] 서버에서만 장비를 제거할 수 있습니다.");
return;
}
if (!_socketDict.TryGetValue(socketName, out Socket socket))
return;
if (socket.currentEquipment != null)
{
// 네트워크에서 디스폰
if (socket.currentEquipmentNetworkObj != null && socket.currentEquipmentNetworkObj.IsSpawned)
{
socket.currentEquipmentNetworkObj.Despawn(true);
}
// 로컬 파괴
if (socket.currentEquipment != null)
{
Destroy(socket.currentEquipment);
}
socket.currentEquipment = null;
socket.currentEquipmentNetworkObj = null;
Debug.Log($"<color=yellow>[NetworkEquipmentSocket] 장비 제거됨: {socketName}</color>");
}
}
/// <summary>
/// 모든 소켓에서 장비 제거
/// </summary>
public void DetachAll()
{
if (!IsServer) return;
foreach (var socket in sockets)
{
if (socket.currentEquipment != null)
{
if (socket.currentEquipmentNetworkObj != null && socket.currentEquipmentNetworkObj.IsSpawned)
{
socket.currentEquipmentNetworkObj.Despawn(true);
}
Destroy(socket.currentEquipment);
socket.currentEquipment = null;
socket.currentEquipmentNetworkObj = null;
}
}
}
/// <summary>
/// 특정 소켓에 장비가 있는지 확인
/// </summary>
public bool HasEquipment(string socketName)
{
if (_socketDict.TryGetValue(socketName, out Socket socket))
{
return socket.currentEquipment != null;
}
return false;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 58c239d2e984593429db90ada66cbdcf

View File

@@ -1,35 +1,30 @@
using Unity.Netcode;
using UnityEngine;
using UnityEngine.UI;
public class NetworkManagerUI : MonoBehaviour
namespace Northbound
{
[Header("UI Buttons")]
[SerializeField] private Button hostButton;
[SerializeField] private Button clientButton;
[SerializeField] private Button serverButton;
private void Start()
/// <summary>
/// 키보드 단축키로 클라이언트/호스트 모드 시작
/// </summary>
public class ShortcutNetworkStarterUI : MonoBehaviour
{
if (hostButton != null)
hostButton.onClick.AddListener(() => NetworkManager.Singleton.StartHost());
[Header("UI Reference")]
[SerializeField] private Text statusText;
if (clientButton != null)
clientButton.onClick.AddListener(() => NetworkManager.Singleton.StartClient());
private void Start()
{
if (statusText != null)
{
statusText.text = "'C' 키를 누르면 클라이언트 모드 시작";
}
}
if (serverButton != null)
serverButton.onClick.AddListener(() => NetworkManager.Singleton.StartServer());
}
private void OnDestroy()
{
if (hostButton != null)
hostButton.onClick.RemoveAllListeners();
if (clientButton != null)
clientButton.onClick.RemoveAllListeners();
if (serverButton != null)
serverButton.onClick.RemoveAllListeners();
private void Update()
{
if (Input.GetKeyDown(KeyCode.BackQuote))
{
statusText.gameObject.SetActive(!statusText.gameObject.activeSelf);
}
}
}
}

View File

@@ -194,13 +194,15 @@ namespace Northbound
public void OnInteractionComplete()
{
if (!IsOwner) return;
if (_interactionTimeoutCoroutine != null)
{
StopCoroutine(_interactionTimeoutCoroutine);
_interactionTimeoutCoroutine = null;
}
_isInteracting = false;
Debug.Log("[PlayerInteraction] 상호작용 완료");
Debug.Log($"[PlayerInteraction] Owner {OwnerClientId} - 상호작용 완료");
}
// ========================================

View File

@@ -3,74 +3,57 @@ using UnityEngine;
namespace Northbound
{
/// <summary>
/// 플레이어의 자원 인벤토리 관리
/// </summary>
public class PlayerResourceInventory : NetworkBehaviour
{
[Header("Inventory Settings")]
public int maxResourceCapacity = 100; // 최대 자원 보유량
public int maxResourceCapacity = 100;
private int _displayAmount = 0;
private NetworkVariable<int> _currentResourceAmount = new NetworkVariable<int>(
0,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server
);
public int CurrentResourceAmount => _currentResourceAmount.Value;
public int CurrentResourceAmount => _displayAmount;
public int MaxResourceCapacity => maxResourceCapacity;
/// <summary>
/// 자원을 추가할 수 있는지 확인
/// </summary>
public override void OnNetworkSpawn()
{
if (IsClient && IsOwner)
{
RequestResourceUpdateServerRpc();
}
}
[Rpc(SendTo.Server)]
public void RequestResourceUpdateServerRpc()
{
var resourceManager = ServerResourceManager.Instance;
if (resourceManager != null)
{
int amount = resourceManager.GetPlayerResourceAmount(OwnerClientId);
UpdateResourceAmountClientRpc(amount);
}
}
[Rpc(SendTo.ClientsAndHost)]
private void UpdateResourceAmountClientRpc(int amount)
{
_displayAmount = amount;
}
public bool CanAddResource(int amount)
{
return _currentResourceAmount.Value + amount <= maxResourceCapacity;
var resourceManager = ServerResourceManager.Instance;
if (resourceManager != null)
{
return resourceManager.CanAddResource(OwnerClientId, amount);
}
return false;
}
/// <summary>
/// 추가 가능한 최대 자원량 계산
/// </summary>
public int GetAvailableSpace()
{
return maxResourceCapacity - _currentResourceAmount.Value;
}
/// <summary>
/// 자원 추가 (서버에서만 호출)
/// </summary>
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
public void AddResourceServerRpc(int amount)
{
if (amount <= 0) return;
int actualAmount = Mathf.Min(amount, maxResourceCapacity - _currentResourceAmount.Value);
_currentResourceAmount.Value += actualAmount;
Debug.Log($"플레이어 {OwnerClientId} - 자원 추가: +{actualAmount}, 현재: {_currentResourceAmount.Value}/{maxResourceCapacity}");
}
/// <summary>
/// 자원 제거 (서버에서만 호출)
/// </summary>
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
public void RemoveResourceServerRpc(int amount)
{
if (amount <= 0) return;
int actualAmount = Mathf.Min(amount, _currentResourceAmount.Value);
_currentResourceAmount.Value -= actualAmount;
Debug.Log($"플레이어 {OwnerClientId} - 자원 사용: -{actualAmount}, 현재: {_currentResourceAmount.Value}/{maxResourceCapacity}");
}
/// <summary>
/// 자원 설정 (서버에서만 호출)
/// </summary>
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
public void SetResourceServerRpc(int amount)
{
_currentResourceAmount.Value = Mathf.Clamp(amount, 0, maxResourceCapacity);
var resourceManager = ServerResourceManager.Instance;
if (resourceManager != null)
{
return resourceManager.GetAvailableSpace(OwnerClientId);
}
return 0;
}
}
}
}

View File

@@ -1,5 +1,6 @@
using Unity.Netcode;
using UnityEngine;
using System.Collections.Generic;
namespace Northbound
{
@@ -112,6 +113,7 @@ namespace Northbound
{
_currentResources.Value = maxResources;
_lastRechargeTime = Time.time;
_lastGatheringTime = Time.time - gatheringCooldown;
}
}
@@ -137,28 +139,17 @@ namespace Northbound
public bool CanInteract(ulong playerId)
{
// 자원 노드에 자원이 없으면 상호작용 불가
if (_currentResources.Value <= 0)
return false;
// 쿨다운 확인
if (Time.time - _lastGatheringTime < gatheringCooldown)
return false;
// 플레이어 인벤토리 확인
if (NetworkManager.Singleton != null &&
NetworkManager.Singleton.ConnectedClients.TryGetValue(playerId, out var client))
var resourceManager = ServerResourceManager.Instance;
if (resourceManager != null)
{
if (client.PlayerObject != null)
{
var playerInventory = client.PlayerObject.GetComponent<PlayerResourceInventory>();
if (playerInventory != null)
{
// 플레이어가 받을 수 있는 공간이 없으면 상호작용 불가
if (playerInventory.GetAvailableSpace() <= 0)
return false;
}
}
if (resourceManager.GetAvailableSpace(playerId) <= 0)
return false;
}
return true;
@@ -211,17 +202,11 @@ namespace Northbound
if (!CanInteract(playerId))
return;
var playerObject = NetworkManager.Singleton.ConnectedClients[playerId].PlayerObject;
if (playerObject == null)
var resourceManager = ServerResourceManager.Instance;
if (resourceManager == null)
return;
var playerInventory = playerObject.GetComponent<PlayerResourceInventory>();
if (playerInventory == null)
{
return;
}
int playerAvailableSpace = playerInventory.GetAvailableSpace();
int playerAvailableSpace = resourceManager.GetAvailableSpace(playerId);
int gatheredAmount = Mathf.Min(
resourcesPerGathering,
@@ -237,12 +222,27 @@ namespace Northbound
_currentResources.Value -= gatheredAmount;
_lastGatheringTime = Time.time;
playerInventory.AddResourceServerRpc(gatheredAmount);
resourceManager.AddResource(playerId, gatheredAmount);
UpdatePlayerResourcesClientRpc(playerId);
ShowGatheringEffectClientRpc();
}
[Rpc(SendTo.ClientsAndHost)]
private void UpdatePlayerResourcesClientRpc(ulong playerId)
{
var playerObject = NetworkManager.Singleton.ConnectedClients[playerId].PlayerObject;
if (playerObject != null)
{
var playerInventory = playerObject.GetComponent<PlayerResourceInventory>();
if (playerInventory != null)
{
playerInventory.RequestResourceUpdateServerRpc();
}
}
}
[Rpc(SendTo.NotServer)]
private void ShowGatheringEffectClientRpc()
{
if (gatheringEffectPrefab != null && effectSpawnPoint != null)
@@ -275,4 +275,4 @@ namespace Northbound
return transform;
}
}
}
}

View File

@@ -32,24 +32,14 @@ namespace Northbound
public bool CanInteract(ulong playerId)
{
// 이미 수집됨
if (_isCollected)
return false;
// 플레이어 인벤토리 확인
if (NetworkManager.Singleton != null &&
NetworkManager.Singleton.ConnectedClients.TryGetValue(playerId, out var client))
var resourceManager = ServerResourceManager.Instance;
if (resourceManager != null)
{
if (client.PlayerObject != null)
{
var playerInventory = client.PlayerObject.GetComponent<PlayerResourceInventory>();
if (playerInventory != null)
{
// 플레이어가 받을 수 있는 공간이 없으면 상호작용 불가
if (playerInventory.GetAvailableSpace() <= 0)
return false;
}
}
if (resourceManager.GetAvailableSpace(playerId) <= 0)
return false;
}
return true;
@@ -69,49 +59,52 @@ namespace Northbound
if (!CanInteract(playerId))
return;
// 중복 수집 방지
if (_isCollected)
return;
_isCollected = true;
// 플레이어의 인벤토리 확인
var playerObject = NetworkManager.Singleton.ConnectedClients[playerId].PlayerObject;
if (playerObject == null)
return;
var playerInventory = playerObject.GetComponent<PlayerResourceInventory>();
if (playerInventory == null)
var resourceManager = ServerResourceManager.Instance;
if (resourceManager == null)
{
Debug.LogWarning($"플레이어 {playerId}에게 PlayerResourceInventory 컴포넌트가 없습니다.");
Debug.LogWarning("ServerResourceManager 인스턴스를 찾을 수 없습니다.");
_isCollected = false;
return;
}
// 플레이어가 받을 수 있는 최대량 계산
int playerAvailableSpace = playerInventory.GetAvailableSpace();
// 실제 지급할 양 계산
int playerAvailableSpace = resourceManager.GetAvailableSpace(playerId);
int collectedAmount = Mathf.Min(resourceAmount, playerAvailableSpace);
if (collectedAmount <= 0)
{
Debug.Log($"플레이어 {playerId}의 인벤토리가 가득 찼습니다.");
_isCollected = false; // 수집 실패 시 다시 시도 가능하도록
_isCollected = false;
return;
}
// 플레이어에게 자원 추가
playerInventory.AddResourceServerRpc(collectedAmount);
resourceManager.AddResource(playerId, collectedAmount);
UpdatePlayerResourcesClientRpc(playerId);
Debug.Log($"플레이어 {playerId}가 {collectedAmount} {resourceName}을(를) 획득했습니다.");
// 이펙트 표시 및 오브젝트 제거
ShowPickupEffectClientRpc();
// 짧은 딜레이 후 제거 (이펙트를 위해)
Invoke(nameof(DestroyPickup), 0.1f);
}
[Rpc(SendTo.ClientsAndHost)]
private void UpdatePlayerResourcesClientRpc(ulong playerId)
{
var playerObject = NetworkManager.Singleton.ConnectedClients[playerId].PlayerObject;
if (playerObject != null)
{
var playerInventory = playerObject.GetComponent<PlayerResourceInventory>();
if (playerInventory != null)
{
playerInventory.RequestResourceUpdateServerRpc();
}
}
}
[Rpc(SendTo.ClientsAndHost)]
private void ShowPickupEffectClientRpc()
{

View File

@@ -0,0 +1,101 @@
using Unity.Netcode;
using UnityEngine;
using System.Collections.Generic;
namespace Northbound
{
public class ServerResourceManager : NetworkBehaviour
{
public static ServerResourceManager Instance { get; private set; }
private Dictionary<ulong, int> _playerResources = new Dictionary<ulong, int>();
private NetworkVariable<int> _resourcesData = new NetworkVariable<int>();
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
}
public override void OnNetworkSpawn()
{
if (IsServer)
{
Instance = this;
NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnected;
NetworkManager.Singleton.OnClientDisconnectCallback += OnClientDisconnected;
}
}
public override void OnNetworkDespawn()
{
if (IsServer)
{
if (NetworkManager.Singleton != null)
{
NetworkManager.Singleton.OnClientConnectedCallback -= OnClientConnected;
NetworkManager.Singleton.OnClientDisconnectCallback -= OnClientDisconnected;
}
}
}
private void OnClientConnected(ulong clientId)
{
_playerResources[clientId] = 0;
}
private void OnClientDisconnected(ulong clientId)
{
_playerResources.Remove(clientId);
}
public int GetPlayerResourceAmount(ulong clientId)
{
if (_playerResources.TryGetValue(clientId, out var resource))
{
return resource;
}
return 0;
}
public bool CanAddResource(ulong clientId, int amount)
{
if (_playerResources.TryGetValue(clientId, out var resource))
{
return resource + amount <= 100;
}
return false;
}
public int GetAvailableSpace(ulong clientId)
{
if (_playerResources.TryGetValue(clientId, out var resource))
{
return 100 - resource;
}
return 0;
}
public void AddResource(ulong clientId, int amount)
{
if (_playerResources.TryGetValue(clientId, out var resource))
{
int actualAmount = Mathf.Min(amount, 100 - resource);
_playerResources[clientId] = resource + actualAmount;
}
}
public void RemoveResource(ulong clientId, int amount)
{
if (_playerResources.TryGetValue(clientId, out var resource))
{
int actualAmount = Mathf.Min(amount, resource);
_playerResources[clientId] = resource - actualAmount;
}
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 1cf781ac9fc26344a883a69b98104373

View File

@@ -0,0 +1,50 @@
using UnityEngine;
using UnityEngine.InputSystem;
using Unity.Netcode;
namespace Northbound
{
public class ShortcutNetworkStarter : MonoBehaviour
{
[Header("Input Actions")]
[SerializeField] private InputActionReference startAsClientAction;
private bool _isClientStarted = false;
private void Start()
{
if (startAsClientAction != null && startAsClientAction.action != null)
{
startAsClientAction.action.performed += StartAsClient;
}
}
private void OnDestroy()
{
if (startAsClientAction != null && startAsClientAction.action != null)
{
startAsClientAction.action.performed -= StartAsClient;
}
}
private void StartAsClient(InputAction.CallbackContext context)
{
if (NetworkManager.Singleton == null)
{
Debug.LogError("[ShortcutNetworkStarter] NetworkManager.Singleton이 null입니다!");
return;
}
if (NetworkManager.Singleton.IsClient)
{
Debug.Log("[ShortcutNetworkStarter] 이미 클라이언트 모드입니다.");
return;
}
_isClientStarted = true;
Debug.Log("[ShortcutNetworkStarter] 클라이언트 모드로 시작합니다...");
NetworkManager.Singleton.StartClient();
}
}
}

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# Building System Setup Guide
## Overview
The building system allows players to place buildings with:
- **Grid-based snapping** for aligned placement
- **Overlap detection** to prevent buildings from colliding
- **Ground validation** to ensure buildings are placed on terrain
- **Ghost preview** with green (valid) / red (invalid) visual feedback
- **Network synchronization** across all players
## Components
### 1. BuildingData (ScriptableObject)
Defines properties for each building type:
- Building name and prefab reference
- Grid size (width, length, height)
- Placement offset and rotation settings
### 2. Building (MonoBehaviour)
Component attached to placed building instances. Tracks:
- Grid position
- Rotation (0-3, representing 0°, 90°, 180°, 270°)
- Reference to BuildingData
### 3. BuildingManager (NetworkBehaviour - Singleton)
Central manager that:
- Maintains list of all placed buildings
- Validates placement (ground check + overlap detection)
- Handles grid snapping
- Spawns buildings on network via ServerRpc
### 4. BuildingPlacement (NetworkBehaviour)
Player-side building interface:
- Uses new Input System (`PlayerInputActions`, `Keyboard.current`, `Mouse.current`)
- Handles input (B key to toggle, Q/E to rotate, click to place)
- Shows ghost preview at mouse position
- Updates preview material (green/red) based on validity
- Proper input lifecycle management (enable/disable/dispose)
## Setup Instructions
### Step 0: Setup Input Actions (Required First!)
**Before using the building system, you MUST add the required input actions.**
See **INPUT_ACTIONS_SETUP.md** for detailed instructions.
Quick summary - Add these to your Player action map in `InputSystem_Actions.inputactions`:
1. **ToggleBuildMode** (Button) → Keyboard B
2. **Rotate** (Value/Axis) → Keyboard R
3. **Build** (Button) → Mouse Left Button
After adding, save the asset to regenerate the code.
### Step 1: Create BuildingData Assets
1. Right-click in Project window → Create → Northbound → Building Data
2. Configure your building:
- Assign the building prefab
- Set grid size (width, length, height)
- Adjust placement offset if needed
- Enable/disable rotation
### Step 2: Setup Building Prefabs
For each building prefab:
1. Add `NetworkObject` component
2. Add `Building` component
3. Ensure it has a `Renderer` for preview
4. Add colliders for gameplay (player collision, physics)
5. **Important:** Colliders are NOT used for placement validation - only BuildingData grid size matters
6. Set the prefab's layer to anything EXCEPT the Ground layer (buildings will be raycast-ignored during placement)
### Step 3: Setup BuildingManager
1. Create empty GameObject in your scene named "BuildingManager"
2. Add `BuildingManager` component
3. Add `NetworkObject` component
4. Configure settings:
- **Grid Size**: Size of one grid unit (default: 1)
- **Ground Layer**: Layer mask for valid ground (e.g., "Ground")
- **Available Buildings**: Add your BuildingData assets
### Step 4: Add BuildingPlacement to Player
1. Open your Player prefab
2. Add `BuildingPlacement` component
3. Configure:
- **Ground Layer**: Same as BuildingManager
- **Max Placement Distance**: How far player can place (default: 100)
- **Valid Material**: Green transparent material (auto-created if null)
- **Invalid Material**: Red transparent material (auto-created if null)
### Step 5: Setup Layers
1. Create a layer named "Ground" (or your preferred name)
2. Assign this layer to terrain/ground objects
3. **Important:** Make sure building prefabs are on a **different** layer (not Ground)
- This allows raycasting through buildings to hit the ground
- You can place buildings even when cursor is over existing buildings
## Controls
Default bindings (customizable in Input Actions):
- **B**: Toggle build mode on/off
- **R**: Rotate building (90° increments)
- **Left Mouse Button**: Place building (if valid position)
- **Mouse Movement**: Move preview to placement location
## Input System
The building system uses Unity's **new Input System** with action callbacks:
- Actions: `ToggleBuildMode`, `Rotate`, `Build`
- Subscribe to `.performed` events in `OnNetworkSpawn`
- Unsubscribe in `OnNetworkDespawn`
- No hardcoded keys - all controls defined in Input Actions asset
- Easy to rebind without code changes
**Pattern:**
```csharp
_inputActions.Player.ToggleBuildMode.performed += OnToggleBuildMode;
_inputActions.Player.Rotate.performed += OnRotate;
_inputActions.Player.Build.performed += OnBuild;
```
This uses callback-based input, similar to the pattern shown in `InputSystem_Actions.cs` examples.
## Technical Implementation
### Modern Input System (Callback Pattern)
```csharp
// Initialization in OnNetworkSpawn
_inputActions = new PlayerInputActions();
_inputActions.Player.ToggleBuildMode.performed += OnToggleBuildMode;
_inputActions.Player.Rotate.performed += OnRotate;
_inputActions.Player.Build.performed += OnBuild;
_inputActions.Enable();
// Callback handlers
private void OnToggleBuildMode(InputAction.CallbackContext context)
{
ToggleBuildMode();
}
private void OnRotate(InputAction.CallbackContext context)
{
float rotateValue = context.ReadValue<float>();
// Positive = rotate right, Negative = rotate left
}
private void OnBuild(InputAction.CallbackContext context)
{
TryPlaceBuilding();
}
// Cleanup in OnNetworkDespawn
_inputActions.Player.ToggleBuildMode.performed -= OnToggleBuildMode;
_inputActions.Player.Rotate.performed -= OnRotate;
_inputActions.Player.Build.performed -= OnBuild;
_inputActions.Disable();
_inputActions.Dispose();
```
### Modern Netcode RPC Pattern
```csharp
[ServerRpc(RequireOwnership = false)]
public void PlaceBuildingServerRpc(int buildingIndex, Vector3 position, int rotation, ServerRpcParams serverRpcParams = default)
{
// Validation
if (!IsValidPlacement(...)) return;
// Server-side spawn
GameObject obj = Instantiate(...);
NetworkObject netObj = obj.GetComponent<NetworkObject>();
netObj.Spawn(); // Automatically syncs to all clients
}
```
## How It Works
### Build Mode Flow
1. Player presses **B** → enters build mode
2. Preview appears at mouse cursor position
3. System raycasts to find ground (two-stage):
- **Method 1:** Direct raycast to ground, ignoring building colliders
- **Method 2:** If ground not visible (buildings blocking), raycast to anything, then cast downward from that point to find ground below
- This allows placement even in completely surrounded cells
4. System checks placement validity:
- Is there ground below?
- Does grid bounds overlap with existing buildings?
5. Preview shows **green** if valid, **red** if invalid
6. Player rotates with **R** if desired
7. Player clicks to confirm placement
8. **ServerRpc** sent to server to spawn building
9. Building synchronized to all clients
### Validation System (Grid-Based)
```
IsValidPlacement() checks:
├── Ground Check: Raycast down to find ground
└── Overlap Check: Compare GRID BOUNDS (not colliders!)
├── Uses BuildingData width/length/height
├── NOT the actual collider size
└── Rotates grid size automatically (90°/180°/270°)
```
**Important:** Collision detection uses the **grid size** from `BuildingData`, not the physical colliders on the building prefab. This means:
- A building with `width=2, length=3, height=2` occupies a 2x3 grid area
- Even if the visual model is smaller/larger, the grid size determines overlap
- This allows consistent, predictable building placement
### Grid Snapping
- World position → rounded to nearest grid size
- Example: gridSize=2, position (3.7, 0, 5.2) → snaps to (4, 0, 6)
### Rotation System
- Rotation values: 0, 1, 2, 3 → 0°, 90°, 180°, 270°
- Building size auto-swaps width/length when rotated 90° or 270°
## Example Building Setup
### Small House (2x2)
```
Name: Small House
Prefab: SmallHousePrefab
Width: 2
Length: 2
Height: 3
Allow Rotation: true
```
### Wall Segment (1x3)
```
Name: Wall
Prefab: WallPrefab
Width: 1
Length: 3
Height: 2
Allow Rotation: true
```
## Debug Visualization
The system includes visual debugging to help you understand grid placement:
**In Scene View (when build mode is active):**
- **Green/Red Wire Cube**: Shows the grid bounds being checked
- Green = valid placement
- Red = invalid (overlapping or no ground)
- **Yellow Grid Cells**: Shows individual grid cells occupied
- **Yellow Sphere**: Grid origin point (snapped position)
**On Placed Buildings:**
- **Cyan Wire Cube**: Shows the grid bounds of placed buildings
- **Yellow Wire Cube** (when selected): Highlights the selected building's grid
- **Magenta Sphere**: Grid position origin
Enable/disable with:
- BuildingPlacement → Show Grid Bounds
- Building → Show Grid Bounds
## Troubleshooting
**Preview doesn't appear:**
- Check if BuildingManager.Instance exists
- Verify availableBuildings list has BuildingData
- Ensure Ground layer is set correctly
**Can't place buildings:**
- Check ground layer mask matches terrain
- Verify building prefabs have NetworkObject
- Ensure BuildingManager has NetworkObject and is spawned
**Buildings overlap despite visual gap:**
- Remember: Collision uses **grid size** from BuildingData, not visual model size
- Check the grid bounds in Scene view (cyan wire cubes)
- Adjust width/length/height in BuildingData to match desired grid footprint
**Can't place buildings when cursor is near existing buildings:**
- FIXED: System now uses RaycastAll and ignores building colliders
- Raycasts pass through buildings to hit the ground
- You can place buildings even when cursor is hovering over old ones
- Just make sure buildings are NOT on the Ground layer
**Can't place in center cell when surrounded by buildings:**
- FIXED: Two-stage raycast system
- If direct ground raycast fails, system raycasts to any object then down to find ground
- Works even when all adjacent cells are built and blocking the ground view
- You can fill in gaps surrounded by buildings
**Network issues:**
- BuildingManager must be spawned on network
- Ensure player has BuildingPlacement component with IsOwner
## Extending the System
### Add Building Categories
Edit `BuildingData.cs` and add:
```csharp
public enum BuildingCategory { Housing, Production, Defense }
public BuildingCategory category;
```
### Add Resource Costs
```csharp
[Header("Cost")]
public int woodCost;
public int stoneCost;
```
Then check resources in `BuildingManager.PlaceBuildingServerRpc()`
### Add Build Range Limit
In `BuildingPlacement.UpdatePreviewPosition()`:
```csharp
float distanceToPlayer = Vector3.Distance(transform.position, snappedPosition);
if (distanceToPlayer > maxBuildRange)
isValid = false;
```
### Multiple Building Selection
Add UI buttons that change `selectedBuildingIndex` in BuildingPlacement
## Notes
- Buildings are spawned on the **server** via ServerRpc
- Preview is **local-only** (each player sees their own preview)
- Ground layer should include all walkable/buildable surfaces
- Grid size should match your game's scale (larger buildings = larger grid)

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@@ -1,63 +0,0 @@
# Git Discord Notification Hook
Send commit notifications to Discord with Korean text support.
## Requirements
- **Node.js** (required for Korean text support)
- Download from: https://nodejs.org/
- Install the LTS version
## Installation
1. **Open your project folder**
2. **Run the setup script:**
```powershell
.\setup-hooks.ps1
```
3. **Configure your Discord webhook URL:**
- Open `git-hooks/send-discord.js` in a text editor (Notepad, VS Code, etc.)
- Find line with `webhookUrl =`
- Replace the URL with your Discord webhook URL
- Save the file
- Run `.\setup-hooks.ps1` again to apply changes
**That's it!** Now every commit will send a notification to Discord.
## How to Get Discord Webhook URL
1. Open your Discord server settings
2. Go to **Integrations** → **Webhooks**
3. Click **New Webhook**
4. Copy the **Webhook URL**
5. Paste it into `git-hooks/send-discord.js`
## What Gets Sent to Discord
- Commit hash
- Author name
- Commit message (supports Korean/other languages)
- List of changed files
## Troubleshooting
**Hook not running?**
- Make sure you ran `.\setup-hooks.ps1` after cloning the repo
- Check that `.git/hooks/post-commit` file exists
**Korean text showing as `???`?**
- Make sure Node.js is installed
- Run `node --version` in terminal to check
**Hook sending errors?**
- Verify your Discord webhook URL is correct
- Check that the webhook has permission to send messages
## Uninstalling
Run this to remove the hooks:
```bash
rm .git/hooks/post-commit .git/hooks/send-discord.js
```

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@@ -1,154 +0,0 @@
# Generic CSV Importer System
## Overview
The CSV importer now works with **any data type**, not just monsters! Each data type has its own prefab setup logic.
## How It Works
```
CSV File (any type)
↓ Importer
ScriptableObject (data)
↓ Prefab Setup
Prefab (with components, models, etc.)
```
## Architecture
### 1. IPrefabSetup Interface
```csharp
public interface IPrefabSetup
{
string GetTemplateName(); // Which template to use
void SetupPrefab(GameObject prefab, ScriptableObject data); // How to setup
}
```
### 2. Prefab Setup Handlers
Each data type has its own setup class:
**MonsterPrefabSetup.cs**
- Handles MonsterData
- Applies FBX models
- Sets Animator controllers
- Updates MonsterDataComponent
**To add new types:**
1. Create `NewTypePrefabSetup.cs` implementing `IPrefabSetup`
2. Register in `CSVToSOImporter.RegisterPrefabSetups()`
3. Done!
### 3. Templates
Each data type has its own template:
```
Assets/Data/Templates/
├── MonsterTemplate.prefab → For monsters
├── TowerTemplate.prefab → For towers (to create)
└── PlayerTemplate.prefab → For players (to create)
```
Templates define:
- Required components
- Component defaults
- Layer settings
- etc.
## Adding New Data Types
### Step 1: Create Template
```csharp
// TemplateCreator.cs
Tools > Data > Create [TypeName] Template
```
### Step 2: Create Setup Handler
```csharp
// TowerPrefabSetup.cs
using UnityEditor;
using UnityEngine;
namespace Northbound.Editor
{
public class TowerPrefabSetup : IPrefabSetup
{
public string GetTemplateName()
{
return "TowerTemplate";
}
public void SetupPrefab(GameObject prefab, ScriptableObject data)
{
// Your custom logic here
// e.g., add models, apply stats, etc.
Debug.Log($"[TowerPrefabSetup] Setting up {data.name}");
}
}
}
```
### Step 3: Register Handler
```csharp
// CSVToSOImporter.cs - RegisterPrefabSetups()
prefabSetups["Tower"] = new TowerPrefabSetup();
```
### Step 4: Create CSV
```
GameData/Tower.csv
id,name,cost,...
101,ArrowTower,50,...
```
### Step 5: Import
```
Tools > Data > Import All CSV
```
Done! Prefabs auto-generated for Towers.
## Benefits
**Generic**: Works for ANY data type
**Extensible**: Easy to add new types
**Type-Safe**: Each type has its own logic
**Maintainable**: No monster-specific code in importer
**Automated**: CSV → SO → Prefab in one click
## Example: Complete Flow for Monster
1. **Designer edits CSV**: `GameData/Monster.csv`
2. **Imports data**: `Tools > Data > Import All CSV`
3. **Importer**:
- Reads CSV rows
- Creates Monster101.asset (SO)
- Clones MonsterTemplate.prefab
- Calls MonsterPrefabSetup.SetupPrefab()
- Saves as Monster101.prefab
4. **MonsterPrefabSetup**:
- Links SO to MonsterDataComponent
- Applies FBX model
- Sets Animator controller
5. **Result**: Complete prefab ready to use!
## Troubleshooting
**"No prefab setup found for [Type]"**
- Create `TypePrefabSetup.cs` implementing `IPrefabSetup`
- Register it in `RegisterPrefabSetups()`
**"No template found for [Type]"**
- Create `[Type]Template.prefab` using `Tools > Data > Create Template`
- Ensure name matches `GetTemplateName()` return value
**Prefabs not updating**
- Check that your setup logic is in `SetupPrefab()`
- Verify SO fields are being read correctly

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@@ -1,283 +0,0 @@
# Grid-Based Collision System
## How It Works
The building system uses **grid-based collision detection**, NOT the actual colliders on building prefabs.
### Grid Bounds vs Collider Bounds
```
❌ OLD WAY (Collider-based):
Building A has BoxCollider (2.5 x 3.7 x 4.2)
Building B has MeshCollider (complex shape)
→ Hard to predict, inconsistent placement
✅ NEW WAY (Grid-based):
Building A has width=2, length=3, height=2 in BuildingData
Building B has width=1, length=4, height=3 in BuildingData
→ Predictable, consistent grid placement
```
## Why Grid-Based?
### Advantages
1. **Predictable**: Buildings snap to grid, easy to understand
2. **Consistent**: Same rules for all buildings, regardless of visual model
3. **Flexible**: Visual model can be any size/shape
4. **Network-Friendly**: Simple data to sync (just grid position + rotation)
5. **Performance**: Fast AABB (Axis-Aligned Bounding Box) checks
### Comparison
| Aspect | Collider-Based | Grid-Based |
|--------|---------------|------------|
| Placement | Visual, complex shapes | Predictable grid cells |
| Performance | Slower (physics queries) | Faster (simple bounds check) |
| Network Sync | Complex mesh data | Simple int coordinates |
| Rotation | Complex recalculation | Swap width/length |
| Debugging | Hard to visualize | Easy (grid gizmos) |
## How Grid Size Works
### BuildingData Settings
```csharp
[Header("Grid Size")]
public int width = 2; // X-axis grid cells
public int length = 3; // Z-axis grid cells
public float height = 2f; // Y-axis size (can be float)
```
### Rotation Effect
```
Building: width=2, length=3
Rotation 0° (0): Rotation 90° (1):
┌─────┐ ┌───────┐
│ 2 │ │ 3 │
│ x │ │ x │
│ 3 │ └───────┘
└─────┘ 2
Rotation 180° (2): Rotation 270° (3):
┌─────┐ ┌───────┐
│ 3 │ │ 2 │
│ x │ │ x │
│ 2 │ └───────┘
└─────┘ 3
```
The `GetSize(rotation)` method automatically swaps width/length for 90° and 270° rotations.
## Visual Examples
### Example 1: Small House
```yaml
BuildingData:
width: 2
length: 2
height: 3
Grid Footprint (top view):
┌─┬─┐
├─┼─┤ Occupies 4 grid cells (2x2)
└─┴─┘
Visual Model: Can be any size!
- Model might be 1.8 x 1.8 (smaller than grid)
- Model might be 2.3 x 2.3 (larger than grid)
- Collision still uses 2x2 grid
```
### Example 2: Wall Segment
```yaml
BuildingData:
width: 1
length: 4
height: 2
Grid Footprint:
┌───────────┐
│ 1 x 4 │ Occupies 4 grid cells (1x4)
└───────────┘
When rotated 90°:
┌─┐
├─┤
├─┤ Becomes 4x1
├─┤
└─┘
```
### Example 3: Large Building
```yaml
BuildingData:
width: 4
length: 5
height: 4
Grid Footprint:
┌─┬─┬─┬─┬─┐
├─┼─┼─┼─┼─┤
├─┼─┼─┼─┼─┤ Occupies 20 grid cells (4x5)
├─┼─┼─┼─┼─┤
└─┴─┴─┴─┴─┘
```
## Collision Detection Code
### IsValidPlacement (BuildingManager.cs)
```csharp
// Get grid size from BuildingData (NOT collider)
Vector3 gridSize = data.GetSize(rotation);
// Shrink bounds slightly to allow adjacent placement
// Without this, Bounds.Intersects() returns true for touching bounds
Vector3 shrunkSize = gridSize - Vector3.one * 0.01f;
Bounds checkBounds = new Bounds(
groundPosition + Vector3.up * gridSize.y * 0.5f,
shrunkSize
);
// Check against all placed buildings' GRID bounds
foreach (var building in placedBuildings)
{
Bounds buildingGridBounds = building.GetGridBounds();
if (checkBounds.Intersects(buildingGridBounds))
return false; // Overlap detected
}
```
**Why shrink by 0.01f?**
Unity's `Bounds.Intersects()` returns `true` when bounds are touching (edge-to-edge), not just overlapping. By shrinking the bounds by a tiny amount (0.01 units), we allow buildings to be placed directly adjacent without triggering a false overlap detection.
### GetGridBounds (Building.cs)
```csharp
public Bounds GetGridBounds()
{
// Uses BuildingData size, not collider
Vector3 gridSize = buildingData.GetSize(rotation);
// Shrink slightly to allow adjacent buildings
Vector3 shrunkSize = gridSize - Vector3.one * 0.01f;
return new Bounds(
transform.position + Vector3.up * gridSize.y * 0.5f,
shrunkSize
);
}
```
**Note:** The 0.01f shrink is tiny and not visible, but prevents false overlap detection for adjacent buildings.
## Visualizing Grid Bounds
### In Scene View
1. **Enter Build Mode** (Press B)
2. **Look at Scene View** (not Game view)
3. You'll see:
- **Green/Red Wire Cube**: Preview's grid bounds
- **Yellow Grid Cells**: Individual cells
- **Cyan Wire Cubes**: Placed buildings' grid bounds
### Debug Settings
**BuildingPlacement:**
- `Show Grid Bounds` - Shows preview grid visualization
**Building:**
- `Show Grid Bounds` - Shows cyan wire cube for this building
- `Grid Bounds Color` - Customize visualization color
### Example Scene
```
Scene View:
Preview (Green)
┌─────┐
│ 2x3 │
└─────┘
Placed Building (Cyan)
┌───┐
│1x2│
└───┘
Grid Cells (Yellow):
┌─┬─┬─┬─┬─┬─┐
├─┼─┼─┼─┼─┼─┤
└─┴─┴─┴─┴─┴─┘
```
## Best Practices
### 1. Match Grid Size to Gameplay
```csharp
// Small decorations
width: 1, length: 1, height: 1
// Medium buildings
width: 2-3, length: 2-3, height: 2-3
// Large buildings
width: 4-6, length: 4-6, height: 3-5
```
### 2. Visual Model Can Differ
The visual model doesn't need to match grid size exactly:
- Overhang/decorations can extend beyond grid
- Model can be smaller, leaving empty grid space
- Use `placementOffset` to adjust visual alignment
### 3. Height Consideration
```csharp
height: 2f // Building is 2 units tall
```
- Used for vertical bounds checking
- Prevents buildings on top of each other
- Can be float (e.g., 2.5f for tall buildings)
### 4. Colliders Still Needed
Building prefabs should still have colliders for:
- Player/entity collision during gameplay
- Physics interactions
- Raycast detection
But these are NOT used for placement validation!
## Common Questions
**Q: Why is my small model blocking a large area?**
A: Check the `width` and `length` in BuildingData. The grid size determines collision, not the visual model.
**Q: Buildings overlap visually but can't place?**
A: Grid bounds are overlapping. Check Scene view with "Show Grid Bounds" enabled.
**Q: How do I make a building take less space?**
A: Reduce `width` and `length` in BuildingData. The visual model size doesn't matter.
**Q: Can I use fractional grid sizes?**
A: `width` and `length` are integers (whole grid cells). Only `height` can be a float.
**Q: What if my model is rotated strangely?**
A: Grid rotation is separate from model rotation. Grid always aligns to world axes. Adjust model's prefab rotation or use `placementOffset`.
**Q: Can buildings be placed directly next to each other with no gap?**
A: Yes! The system shrinks bounds by 0.01f to allow adjacent placement. Buildings can touch edge-to-edge.
**Q: I want a gap between buildings. How?**
A: Increase the `width` and `length` values in BuildingData by 1. For example, change a 2x2 building to 3x3 to add a 1-cell buffer zone.
## Summary
**Use BuildingData grid size** for collision
**Visual model can be any size**
**Predictable, grid-aligned placement**
**Easy debugging with gizmos**
**Fast performance**
**Don't rely on collider size**
**Don't expect pixel-perfect visual collision**
**Don't use colliders for placement validation**

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@@ -1,128 +0,0 @@
# Building System Input Actions Setup
## Required Input Actions
Add these three actions to your `InputSystem_Actions.inputactions` file in the **Player** action map:
### 1. ToggleBuildMode (Button)
- **Action Type**: Button
- **Control Type**: Button
- **Binding**: Keyboard B
### 2. Rotate (Value)
- **Action Type**: Value
- **Control Type**: Axis
- **Binding**: Keyboard R (positive value)
- Alternative: You can use a 1D Axis composite with:
- Negative: Q
- Positive: E
### 3. Build (Button)
- **Action Type**: Button
- **Control Type**: Button
- **Binding**: Mouse Left Button
## Step-by-Step Setup in Unity
1. **Open Input Actions Asset**
- Navigate to `Assets/InputSystem_Actions.inputactions`
- Double-click to open the Input Actions window
2. **Select Player Action Map**
- In the left panel, click on "Player" action map
3. **Add ToggleBuildMode Action**
- Click the "+" button in the Actions column
- Name it: `ToggleBuildMode`
- Action Type: Button
- Add binding: Keyboard → B
4. **Add Rotate Action**
- Click the "+" button in the Actions column
- Name it: `Rotate`
- Action Type: Value
- Control Type: Axis
**Option A (Simple - Single key):**
- Add binding: Keyboard → R
**Option B (Advanced - Q/E rotation):**
- Right-click → Add 1D Axis Composite
- Negative: Keyboard → Q
- Positive: Keyboard → E
5. **Add Build Action**
- Click the "+" button in the Actions column
- Name it: `Build`
- Action Type: Button
- Add binding: Mouse → Left Button
6. **Save and Regenerate**
- Click "Save Asset" button
- The `InputSystem_Actions.cs` script will auto-regenerate
## How It Works in Code
The BuildingPlacement script subscribes to these actions:
```csharp
// Setup in OnNetworkSpawn
_inputActions.Player.ToggleBuildMode.performed += OnToggleBuildMode;
_inputActions.Player.Rotate.performed += OnRotate;
_inputActions.Player.Build.performed += OnBuild;
// Cleanup in OnNetworkDespawn
_inputActions.Player.ToggleBuildMode.performed -= OnToggleBuildMode;
_inputActions.Player.Rotate.performed -= OnRotate;
_inputActions.Player.Build.performed -= OnBuild;
```
### ToggleBuildMode
- Triggers when B is pressed
- Toggles build mode on/off
- Shows/hides building preview
### Rotate
- Triggers when R is pressed (or Q/E if using composite)
- Reads value: positive = rotate right, negative = rotate left
- Rotates building preview by 90°
### Build
- Triggers when left mouse button is pressed
- Only works when build mode is active
- Places the building at the preview position
## Customizing Controls
To change the key bindings:
1. Open `InputSystem_Actions.inputactions`
2. Click on the binding you want to change
3. Click "Path" dropdown
4. Select new key/button
5. Save Asset
No code changes needed - the script uses the action names, not specific keys!
## Testing
After setup:
1. Enter Play mode
2. Press **B** → Should see "Entered Build Mode" in console
3. Press **R** → Building preview should rotate
4. Click **Left Mouse Button** → Should place building (if valid position)
5. Press **B** again → Should exit build mode
## Troubleshooting
**Error: "ToggleBuildMode does not exist"**
- Make sure you named the action exactly `ToggleBuildMode` (case-sensitive)
- Save the Input Actions asset to regenerate the code
**Rotation doesn't work:**
- Check the action name is exactly `Rotate`
- If using composite, make sure it's a 1D Axis composite
- Verify the action type is "Value" not "Button"
**Build action triggers during movement:**
- Make sure Build action is mapped to Mouse Left Button, not Attack
- Check that Build mode is active (press B first)

1240
Northbound.Game.csproj Normal file

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,64 @@
{
"dependencies": {
"com.unity.2d.animation": "13.0.4",
"com.unity.2d.aseprite": "3.0.1",
"com.unity.2d.psdimporter": "12.0.1",
"com.unity.2d.sprite": "1.0.0",
"com.unity.2d.spriteshape": "13.0.0",
"com.unity.2d.tilemap": "1.0.0",
"com.unity.2d.tilemap.extras": "6.0.1",
"com.unity.2d.tooling": "1.0.0",
"com.unity.ai.navigation": "2.0.9",
"com.unity.cinemachine": "3.1.5",
"com.unity.collab-proxy": "2.11.2",
"com.unity.ide.rider": "3.0.38",
"com.unity.ide.visualstudio": "2.0.26",
"com.unity.inputsystem": "1.17.0",
"com.unity.multiplayer.center": "1.0.1",
"com.unity.multiplayer.center.quickstart": "1.1.1",
"com.unity.multiplayer.playmode": "2.0.1",
"com.unity.multiplayer.tools": "2.2.7",
"com.unity.netcode.gameobjects": "2.8.1",
"com.unity.render-pipelines.universal": "17.3.0",
"com.unity.services.multiplayer": "2.1.1",
"com.unity.services.vivox": "16.9.0",
"com.unity.test-framework": "1.6.0",
"com.unity.timeline": "1.8.10",
"com.unity.ugui": "2.0.0",
"com.unity.visualscripting": "1.9.9",
"com.unity.modules.accessibility": "1.0.0",
"com.unity.modules.adaptiveperformance": "1.0.0",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.cloth": "1.0.0",
"com.unity.modules.director": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.particlesystem": "1.0.0",
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.physics2d": "1.0.0",
"com.unity.modules.screencapture": "1.0.0",
"com.unity.modules.terrain": "1.0.0",
"com.unity.modules.terrainphysics": "1.0.0",
"com.unity.modules.tilemap": "1.0.0",
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.uielements": "1.0.0",
"com.unity.modules.umbra": "1.0.0",
"com.unity.modules.unityanalytics": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
"com.unity.modules.unitywebrequestaudio": "1.0.0",
"com.unity.modules.unitywebrequesttexture": "1.0.0",
"com.unity.modules.unitywebrequestwww": "1.0.0",
"com.unity.modules.vectorgraphics": "1.0.0",
"com.unity.modules.vehicles": "1.0.0",
"com.unity.modules.video": "1.0.0",
"com.unity.modules.vr": "1.0.0",
"com.unity.modules.wind": "1.0.0",
"com.unity.modules.xr": "1.0.0"
}
}

View File

@@ -144,7 +144,8 @@ PlayerSettings:
visionOSBundleVersion: 1.0
tvOSBundleVersion: 1.0
bundleVersion: 1.0
preloadedAssets: []
preloadedAssets:
- {fileID: -944628639613478452, guid: 2bcd2660ca9b64942af0de543d8d7100, type: 3}
metroInputSource: 0
wsaTransparentSwapchain: 0
m_HolographicPauseOnTrackingLoss: 1
@@ -296,7 +297,10 @@ PlayerSettings:
androidSymbolsSizeThreshold: 800
m_BuildTargetIcons: []
m_BuildTargetPlatformIcons: []
m_BuildTargetBatching: []
m_BuildTargetBatching:
- m_BuildTarget: Standalone
m_StaticBatching: 1
m_DynamicBatching: 1
m_BuildTargetShaderSettings: []
m_BuildTargetGraphicsJobs: []
m_BuildTargetGraphicsJobMode: []

View File

@@ -4,7 +4,7 @@
UnityConnectSettings:
m_ObjectHideFlags: 0
serializedVersion: 1
m_Enabled: 0
m_Enabled: 1
m_TestMode: 0
m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events
m_EventUrl: https://cdp.cloud.unity3d.com/v1/events

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@@ -1,138 +0,0 @@
# Tower CSV Importer Guide
## Overview
The tower CSV importer allows you to create tower prefabs from CSV data in one step, similar to the monster importer.
## Files Created
1. **TowerDataComponent.cs** - Component that applies TowerData to a GameObject
2. **TowerPrefabSetup.cs** - Implementation of IPrefabSetup for tower prefab generation
3. **CSVToSOImporter.cs** - Generic CSV importer that works with any data type
## How to Use
### Step 1: Ensure Tower Template Exists
If you haven't created the TowerTemplate yet:
1. In Unity, go to `Tools > Data > Create Tower Template`
2. This creates `Assets/Data/Templates/TowerTemplate.prefab` with all required components:
- NetworkObject
- Building
- TowerDataComponent
- MeshFilter & MeshRenderer
- BoxCollider
- NavMeshObstacle
### Step 2: Update Tower.csv
Edit `GameData/Tower.csv` with your tower data. The CSV uses camelCase field names matching TowerData class:
```csv
id,memo,mana,manpower,sizeX,sizeY,maxHp,atkRange,atkDamage,atkIntervalSec,modelPath
1,타워,25,10,3,3,50,10,5,2,Assets/Meshes/building_tower_B_blue.fbx
2,,5,5,1,1,30,0,0,0,Assets/Meshes/building_tower_B_blue.fbx
```
**Field Descriptions:**
- `id`: Unique tower ID
- `memo`: Tower name/description
- `mana`: Mana cost to build
- `manpower`: Construction work required
- `sizeX`: Grid width
- `sizeY`: Grid length
- `maxHp`: Maximum health
- `atkRange`: Attack range
- `atkDamage`: Attack damage
- `atkIntervalSec`: Attack interval in seconds
- `modelPath`: Path to FBX model or mesh asset
### Step 3: Import CSV
In Unity, go to `Tools > Data > Import All CSV`
The importer will:
1. Create ScriptableObject files in `Assets/Data/ScriptableObjects/Tower/`
2. Create/Update prefabs in `Assets/Prefabs/Tower/`
3. Apply models from `modelPath` column
4. Configure components based on CSV data
5. Link TowerData to TowerDataComponent
### Step 4: Use Tower Prefabs
Your generated tower prefabs are ready to use in the BuildingManager system!
## File Structure After Import
```
Assets/
├── Data/
│ ├── ScriptableObjects/
│ │ └── Tower/ # SO files (generated from CSV)
│ │ ├── Tower1.asset
│ │ └── Tower2.asset
│ └── Templates/ # Template prefabs (created once)
│ └── TowerTemplate.prefab
├── Prefabs/
│ └── Tower/ # Generated tower prefabs
│ ├── Tower1.prefab
│ └── Tower2.prefab
└── GameData/
└── Tower.csv # Source data (editable)
```
## How It Works
### CSV Import Pipeline
```
Tower.csv (CSV data)
↓ CSVToSOImporter
TowerData (ScriptableObject)
↓ TowerPrefabSetup
Tower.prefab (GameObject with components)
```
### TowerPrefabSetup Logic
1. **TowerDataComponent**: Links TowerData SO to the prefab
2. **Model Application**: Loads and applies FBX model from modelPath
3. **Collider Setup**: Creates BoxCollider sized to tower dimensions
4. **Building Integration**: Converts TowerData to BuildingData for Building component
## Benefits
-**One-click import**: Import all towers from CSV at once
-**Consistent structure**: All towers have the same components
-**Easy updates**: Edit CSV and re-import to update all towers
-**Designer-friendly**: Non-programmers can add new towers
-**Type-safe**: TowerData class ensures data integrity
## Troubleshooting
**"No prefab setup found for Tower"**
- Make sure TowerPrefabSetup.cs is in the Assets/Scripts/Editor folder
- Restart Unity Editor to ensure the script is compiled
**"Template not found"**
- Run `Tools > Data > Create Tower Template` first
- Verify TowerTemplate.prefab exists in Assets/Data/Templates/
**Prefabs not created**
- Check the Console for error messages
- Verify Tower.csv exists in GameData folder
- Ensure modelPath in CSV points to valid assets
**Model not showing**
- Verify modelPath in CSV is correct
- Check that the FBX file exists at the specified path
- Ensure the model has valid materials assigned
## Customization
### Adding New Components to All Towers
1. Open `Assets/Data/Templates/TowerTemplate.prefab`
2. Add the component
3. Configure defaults
4. Save template
5. Re-import CSV to apply changes to new towers
### Modifying Existing Towers
- Edit the prefab directly (changes persist on next import)
- OR modify Tower.csv and re-import (will update SO link and model)
## Notes
- TowerDataComponent converts TowerData to BuildingData for compatibility with the existing Building system
- The importer creates prefabs if they don't exist, or updates existing ones
- Prefab edits (other than SO and model) are preserved on re-import
- CSV field names must match TowerData class property names exactly (case-sensitive, camelCase)

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@@ -1,120 +0,0 @@
# Tower Quickslot Setup Guide
## 🎯 ULTRA-SIMPLE 1-CLICK SETUP (For Non-Programmers!)
### Just ONE Step!
Edit your `GameData/Tower.csv` file with tower data, then in Unity:
```
Tools > Data > Import All CSV
```
**THAT'S IT!** This automatically does everything:
- ✅ Creates TowerData from CSV (TowerData now extends BuildingData!)
- ✅ Creates Tower prefabs with TowerDataComponent
-**Auto-configures BuildingManager with all TowerData!**
### Testing
Press **B** in-game → All towers appear in quickslot! 🎉
---
## 📝 Adding New Towers
1. Add row to `GameData/Tower.csv`
2. Run `Tools > Data > Import All CSV`
3. Done! 🚀
Everything is automatic!
---
## 🔧 Troubleshooting
### Error: "BuildingManager not found in scene"
**Cause:** Your scene doesn't have a GameObject with BuildingManager component.
**Fix:**
1. Create a new GameObject (e.g., "BuildingManager")
2. Add BuildingManager component to it
3. Run `Tools > Data > Import All CSV` again
4. Done!
### Error: "MissingReferenceException: prefab doesn't exist"
**Cause:** TowerData doesn't have prefab reference.
**Fix:**
1. Run `Northbound > Diagnose Tower System`
2. Check which TowerData shows `✗ MISSING PREFAB`
3. Run `Tools > Data > Import All CSV` to fix
4. Done!
### No towers appear in quickslot
**Cause:** BuildingManager wasn't found or configured.
**Fix:**
1. Run `Northbound > Diagnose Tower System`
2. Check if BuildingManager is found and has TowerData in list
3. If not, add BuildingManager to your scene
4. Run `Tools > Data > Import All CSV`
---
## 🎮 Menu Commands
| Command | What it does | When to use |
|---------|--------------|--------------|
| `Tools > Data > Import All CSV` | **ONE-CLICK SETUP** - Import all CSV files, create prefabs, auto-configure BuildingManager with TowerData | After editing Tower.csv or anytime you want to update towers |
| `Northbound > Diagnose Tower System` | Check tower system health and find issues | When something doesn't work |
---
## ✅ Why This is Awesome
-**ONE CLICK** - Edit CSV, run importer, done!
-**One folder for towers** - `Assets/Prefabs/Tower/` only
-**No duplicates** - No manual copying anywhere
-**Fully automatic** - BuildingManager configured automatically
-**Non-programmer friendly** - Just edit CSV and click one button!
-**Works in builds** - Everything is pre-populated
-**Instant testing** - Press B and see all towers!
-**Unified data structure** - TowerData extends BuildingData, no redundant data!
---
## 🎉 Complete Workflow for New Teammates
1. Open Unity project
2. Add BuildingManager GameObject to scene (once)
3. Edit `GameData/Tower.csv` with tower data
4. Run `Tools > Data > Import All CSV`
5. Play game, press **B**, build towers! 🏗️
**That's literally it! No manual configuration needed!**
---
## 🏗️ Technical Details
### Unified Data Structure
**Before:** Two separate data systems
- TowerData (CSV, tower-specific stats)
- BuildingData (auto-generated, building stats)
**Now:** Single unified system
- TowerData extends BuildingData
- TowerData has all tower-specific fields (atkRange, atkDamage, etc.)
- TowerData automatically maps to BuildingData fields (width, length, maxHealth, etc.)
- BuildingManager uses TowerData directly (no conversion needed!)
### Benefits of Unified Structure
- ✅ No duplicate data
- ✅ Single source of truth
- ✅ Cleaner code
- ✅ Easier to maintain
- ✅ Tower prefabs can be used directly without intermediate BuildingData files

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@@ -1,196 +0,0 @@
# Building Ghost Preview Troubleshooting
## FIXED: Preview Activated But Not Visible
If console shows "Preview activated" but you can't see it, this was a **material/transparency issue**.
**Solution implemented:**
- Better material creation supporting both URP and Standard RP
- Proper transparency setup for ghost materials
- Multiple material slots handled correctly
- Auto-creates debug cube if prefab has no renderer
**Test the fix:**
1. Press Play
2. Press B to enter build mode
3. Move mouse over ground
4. You should now see a **green transparent ghost** of your building
5. Invalid positions show **red transparent ghost**
If still not visible after update, continue with checklist below.
---
## Quick Checklist
Run through these checks in order:
### 1. Check Console Logs
Press B to enter build mode and look for these messages:
- ✅ "Entered Build Mode"
- ✅ "[BuildingPlacement] Created preview: BuildingPreview"
- ✅ "[BuildingPlacement] Found X renderers"
- ✅ "[BuildingPlacement] Applied valid material to preview"
- ✅ "[BuildingPlacement] Preview activated at (x, y, z)"
**If you see errors:**
- ❌ "BuildingManager.Instance is null" → Go to Step 2
- ❌ "No buildings available" → Go to Step 3
- ❌ "Prefab is null" → Go to Step 4
- ❌ "Preview deactivated - no ground hit" → Go to Step 5
### 2. Check BuildingManager Setup
1. In Hierarchy, find "BuildingManager" GameObject
2. Verify it has:
- `BuildingManager` component
- `NetworkObject` component
3. In BuildingManager component:
- **Grid Size**: Should be > 0 (e.g., 1)
- **Ground Layer**: Should be set (e.g., "Default" or "Ground")
- **Available Buildings**: Should have at least 1 BuildingData
**Fix:** If BuildingManager doesn't exist, create it:
- Create Empty GameObject → Name: "BuildingManager"
- Add Component → BuildingManager
- Add Component → NetworkObject
- Configure settings
### 3. Check BuildingData Asset
1. Project window → Find your BuildingData asset
2. Select it and check Inspector:
- **Building Name**: Should have a name
- **Prefab**: Should be assigned (not "None")
- **Width/Length/Height**: Should be > 0
3. Verify this BuildingData is in BuildingManager's "Available Buildings" list
**Fix:** If BuildingData missing:
- Right-click in Project → Create → Northbound → Building Data
- Assign a prefab
- Add to BuildingManager's Available Buildings list
### 4. Check Building Prefab
1. Find your building prefab in Project
2. Open it and verify:
- Has a `MeshRenderer` or `SkinnedMeshRenderer` component
- Renderer has a `Material` assigned
- Has a `Collider` (for placement validation)
- Optionally has `NetworkObject` (will be removed from preview)
**Fix:** If prefab is missing components:
- Add a 3D object (Cube, for testing)
- Save as prefab
- Assign to BuildingData
### 5. Check Ground Layer
The preview won't show if the raycast can't hit the ground.
1. In Scene view, select your terrain/ground
2. Check its **Layer** (top of Inspector)
3. In BuildingManager:
- **Ground Layer** mask should include this layer
4. In BuildingPlacement (on Player):
- **Ground Layer** mask should match BuildingManager
**Fix:**
- Set terrain Layer to "Default" or create "Ground" layer
- In BuildingManager/BuildingPlacement → Ground Layer → Check "Default" (or your ground layer)
### 6. Check Camera
1. Verify `Camera.main` exists in scene
2. Camera should be able to see the ground
**Fix:**
- Make sure Main Camera has tag "MainCamera"
- Camera should be positioned to see the scene
### 7. Check Player Setup
1. Find your Player prefab
2. Verify it has:
- `BuildingPlacement` component
- **Ground Layer** is set
- **Max Placement Distance** > 0 (e.g., 100)
### 8. Visual Check in Scene View
1. Press B to enter build mode
2. Open **Hierarchy** window
3. Look for object named "BuildingPreview"
4. If it exists:
- Click on it
- Check if it's active (checkbox next to name)
- Look at its position in Inspector
- Switch to **Scene** view and look for it
- Check if materials are assigned in Renderer component
### 9. Test with Simple Cube
Create a minimal test setup:
1. Create a Cube in scene → Save as Prefab → Delete from scene
2. Create BuildingData → Assign Cube prefab
3. Add to BuildingManager → Available Buildings
4. Create a Plane → Position at (0, 0, 0)
5. Press Play → Press B → Move mouse over Plane
You should see the transparent cube preview.
## Common Issues
### Preview exists but is invisible
**Cause:** Materials not rendering or transparent issues
**Fix (Now Automated):**
- The system now auto-detects your render pipeline (URP or Standard)
- Creates proper transparent materials automatically
- If prefab has no renderer, adds a debug cube
**Manual Test:**
1. Add `GhostMaterialTest` component to any object with a renderer
2. Press Play
3. Object should become transparent green
4. If it works, the ghost system will work too
### Preview doesn't follow mouse
**Cause:** Ground layer not set correctly or no ground detected
**Fix:**
- Check console for "no ground hit" message
- Verify Ground Layer includes your terrain
- Increase Max Placement Distance
- Make sure you're pointing at ground, not sky
### Preview spawns at (0,0,0) and doesn't move
**Cause:** Raycast not hitting ground
**Fix:**
- Same as above - Ground Layer issue
### Materials are black/pink
**Cause:** Shader/material issues
**Fix:**
- Make sure you're using the correct render pipeline shaders
- Standard RP: Use "Standard" shader
- URP: Use "Universal Render Pipeline/Lit" shader
## Debug Commands
Add these temporary debug lines to check:
In `CreatePreview()` after instantiation:
```csharp
Debug.Log($"Preview position: {previewObject.transform.position}");
Debug.Log($"Preview active: {previewObject.activeSelf}");
Debug.Log($"Renderers: {previewRenderers.Length}");
```
In `UpdatePreviewPosition()`:
```csharp
Debug.DrawRay(ray.origin, ray.direction * maxPlacementDistance, Color.red);
```
This shows the raycast in Scene view (red line from camera to mouse).
## Still Not Working?
Check these final items:
1. Input Actions are set up (ToggleBuildMode, Rotate, Build)
2. BuildingManager is spawned on network (in scene, not prefab)
3. You're the owner of the player (IsOwner = true)
4. No errors in Console
5. Build mode is actually active (check console for "Entered Build Mode")
If all else fails, check the Console for any errors and share them!