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a/Assets/Scripts/Editor/ObstacleSpawnerEditor.cs b/Assets/Scripts/Editor/ObstacleSpawnerEditor.cs new file mode 100644 index 0000000..6eb9bbb --- /dev/null +++ b/Assets/Scripts/Editor/ObstacleSpawnerEditor.cs @@ -0,0 +1,44 @@ +#if UNITY_EDITOR +using UnityEngine; +using UnityEditor; + +namespace Northbound +{ + [CustomEditor(typeof(ObstacleSpawner))] + public class ObstacleSpawnerEditor : UnityEditor.Editor + { + public override void OnInspectorGUI() + { + DrawDefaultInspector(); + + ObstacleSpawner spawner = (ObstacleSpawner)target; + + EditorGUILayout.Space(10); + EditorGUILayout.LabelField("에디터 도구", EditorStyles.boldLabel); + + EditorGUILayout.BeginHorizontal(); + + if (GUILayout.Button("장애물 생성", GUILayout.Height(30))) + { + spawner.SpawnObstacles(); + EditorUtility.SetDirty(spawner); + } + + if (GUILayout.Button("장애물 제거", GUILayout.Height(30))) + { + spawner.ClearObstacles(); + EditorUtility.SetDirty(spawner); + } + + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.Space(5); + EditorGUILayout.HelpBox( + "• 장애물 생성: 설정한 밀도에 따라 랜덤 배치\n" + + "• 장애물 제거: 생성된 모든 장애물 삭제\n" + + "• Scene 뷰에서 초록색 영역이 배치 범위입니다", + MessageType.Info); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Scripts/Editor/ObstacleSpawnerEditor.cs.meta b/Assets/Scripts/Editor/ObstacleSpawnerEditor.cs.meta new file mode 100644 index 0000000..12d14c3 --- /dev/null +++ b/Assets/Scripts/Editor/ObstacleSpawnerEditor.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2a916ac51f838504a868f13e3766a2c5 \ No newline at end of file diff --git a/Assets/Scripts/ObstacleSpawner.cs b/Assets/Scripts/ObstacleSpawner.cs new file mode 100644 index 0000000..aff3e8d --- /dev/null +++ b/Assets/Scripts/ObstacleSpawner.cs @@ -0,0 +1,422 @@ +using UnityEngine; +using System.Collections.Generic; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Northbound +{ + public class ObstacleSpawner : MonoBehaviour + { + [System.Serializable] + public class ObstacleEntry + { + [Tooltip("배치할 장애물 프리팹")] + public GameObject prefab; + + [Tooltip("이 장애물의 스폰 가중치 (높을수록 자주 등장)")] + [Range(1, 100)] + public int spawnWeight = 50; + + [Tooltip("최소 스폰 개수")] + public int minCount = 0; + + [Tooltip("최대 스폰 개수")] + public int maxCount = 10; + } + + [Header("Spawn Area Settings")] + [Tooltip("장애물을 배치할 영역의 중심점 (비어있으면 현재 위치 사용)")] + [SerializeField] private Transform spawnCenter; + + [Tooltip("배치 영역의 크기")] + [SerializeField] private Vector2 spawnAreaSize = new Vector2(50f, 50f); + + [Tooltip("배치 영역의 형태")] + [SerializeField] private SpawnAreaShape areaShape = SpawnAreaShape.Rectangle; + + [Header("Obstacle Settings")] + [Tooltip("배치할 장애물 목록")] + [SerializeField] private List obstacles = new List(); + + [Tooltip("장애물 밀도 (0.0 ~ 1.0, 높을수록 많이 배치)")] + [Range(0f, 1f)] + [SerializeField] private float density = 0.5f; + + [Tooltip("최대 장애물 개수")] + [SerializeField] private int maxTotalObstacles = 100; + + [Header("Placement Rules")] + [Tooltip("장애물 간 최소 거리")] + [SerializeField] private float minDistanceBetweenObstacles = 2f; + + [Tooltip("지형에 맞춰 배치")] + [SerializeField] private bool alignToTerrain = true; + + [Tooltip("Y축 랜덤 회전 적용")] + [SerializeField] private bool randomRotation = true; + + [Tooltip("크기 랜덤 변화 범위 (0이면 변화 없음)")] + [Range(0f, 0.5f)] + [SerializeField] private float scaleVariation = 0.1f; + + [Tooltip("배치 시도 최대 횟수")] + [SerializeField] private int maxAttempts = 50; + + [Header("Collision Check")] + [Tooltip("배치 전 충돌 체크")] + [SerializeField] private bool checkCollision = true; + + [Tooltip("충돌 체크 레이어")] + [SerializeField] private LayerMask collisionLayers = -1; + + [Tooltip("충돌 체크 반경")] + [SerializeField] private float collisionCheckRadius = 1f; + + [Header("Runtime Settings")] + [Tooltip("게임 시작 시 자동 생성")] + [SerializeField] private bool spawnOnStart = true; + + [Tooltip("생성된 장애물을 부모로 그룹화")] + [SerializeField] private bool groupUnderParent = true; + + private List _spawnedPositions = new List(); + private Transform _obstacleParent; + + public enum SpawnAreaShape + { + Rectangle, + Circle + } + + private void Start() + { + if (spawnOnStart) + { + SpawnObstacles(); + } + } + + /// + /// 장애물을 생성합니다 + /// + public void SpawnObstacles() + { + ClearObstacles(); + _spawnedPositions.Clear(); + + if (obstacles.Count == 0) + { + Debug.LogWarning("[ObstacleSpawner] 배치할 장애물이 없습니다!"); + return; + } + + if (groupUnderParent) + { + _obstacleParent = new GameObject("Generated Obstacles").transform; + _obstacleParent.SetParent(transform); + } + + Vector3 center = transform.position; + int totalSpawned = 0; + int targetCount = Mathf.RoundToInt(maxTotalObstacles * density); + + Debug.Log($"[ObstacleSpawner] 장애물 생성 시작 (목표: {targetCount}개)"); + + // 각 장애물 타입별로 최소 개수 보장 + foreach (var obstacle in obstacles) + { + if (obstacle.prefab == null) continue; + + int minRequired = obstacle.minCount; + for (int i = 0; i < minRequired && totalSpawned < maxTotalObstacles; i++) + { + if (TrySpawnObstacle(obstacle, center)) + { + totalSpawned++; + } + } + } + + // 나머지를 가중치에 따라 랜덤 배치 + int consecutiveFailures = 0; + int maxConsecutiveFailures = 50; // 연속 실패 허용 횟수 + + while (totalSpawned < targetCount && consecutiveFailures < maxConsecutiveFailures) + { + ObstacleEntry selectedObstacle = SelectRandomObstacle(); + if (selectedObstacle == null || selectedObstacle.prefab == null) + { + consecutiveFailures++; + continue; + } + + // 최대 개수 체크 + int currentCount = CountObstacleType(selectedObstacle.prefab); + if (currentCount >= selectedObstacle.maxCount) + { + consecutiveFailures++; + + // 모든 장애물이 최대치에 도달했는지 확인 + if (AllObstaclesAtMax()) + { + Debug.Log("[ObstacleSpawner] 모든 장애물이 최대 개수에 도달했습니다."); + break; + } + continue; + } + + if (TrySpawnObstacle(selectedObstacle, center)) + { + totalSpawned++; + consecutiveFailures = 0; // 성공 시 카운터 리셋 + } + else + { + consecutiveFailures++; + } + } + + if (consecutiveFailures >= maxConsecutiveFailures) + { + Debug.LogWarning($"[ObstacleSpawner] 배치 공간이 부족합니다. {totalSpawned}개만 생성되었습니다."); + } + + Debug.Log($"[ObstacleSpawner] 장애물 생성 완료: {totalSpawned}개"); + } + + private bool AllObstaclesAtMax() + { + foreach (var obstacle in obstacles) + { + if (obstacle.prefab == null) continue; + + int currentCount = CountObstacleType(obstacle.prefab); + if (currentCount < obstacle.maxCount) + { + return false; + } + } + return true; + } + + private bool TrySpawnObstacle(ObstacleEntry obstacleEntry, Vector3 center) + { + for (int attempt = 0; attempt < maxAttempts; attempt++) + { + Vector3 randomPos = GetRandomPositionInArea(center); + + // 최소 거리 체크 + if (!IsValidPosition(randomPos)) + { + Debug.Log($"[Spawn] 최소 거리 체크 실패: {randomPos}"); + continue; + } + + // 충돌 체크 + if (checkCollision && Physics.CheckSphere(randomPos, collisionCheckRadius, collisionLayers)) + { + Debug.Log($"[Spawn] 충돌 감지: {randomPos}, 반경: {collisionCheckRadius}"); + continue; + } + + // 지형에 맞춤 + if (alignToTerrain) + { + if (Physics.Raycast(randomPos + Vector3.up * 100f, Vector3.down, out RaycastHit hit, 200f)) + { + randomPos = hit.point; + Debug.Log($"[Spawn] 지형 감지 성공: {hit.collider.name}"); + } + else + { + Debug.Log($"[Spawn] 지형 감지 실패: {randomPos}"); + // 지형이 없어도 배치 시도 + } + } + + // 장애물 생성 + Quaternion rotation = randomRotation + ? Quaternion.Euler(0, Random.Range(0f, 360f), 0) + : Quaternion.identity; + + GameObject obstacle = Instantiate(obstacleEntry.prefab, randomPos, rotation); + + if (groupUnderParent && _obstacleParent != null) + { + obstacle.transform.SetParent(_obstacleParent); + } + + // 크기 변화 + if (scaleVariation > 0) + { + float scale = 1f + Random.Range(-scaleVariation, scaleVariation); + obstacle.transform.localScale *= scale; + } + + _spawnedPositions.Add(randomPos); + Debug.Log($"[Spawn] 장애물 배치 성공: {obstacleEntry.prefab.name} at {randomPos}"); + return true; + } + + Debug.LogWarning($"[Spawn] {obstacleEntry.prefab.name} 배치 실패 (시도: {maxAttempts}회)"); + return false; + } + + private Vector3 GetRandomPositionInArea(Vector3 center) + { + Vector3 randomPos = center; + + switch (areaShape) + { + case SpawnAreaShape.Rectangle: + randomPos.x += Random.Range(-spawnAreaSize.x / 2, spawnAreaSize.x / 2); + randomPos.z += Random.Range(-spawnAreaSize.y / 2, spawnAreaSize.y / 2); + break; + + case SpawnAreaShape.Circle: + Vector2 randomCircle = Random.insideUnitCircle * spawnAreaSize.x / 2; + randomPos.x += randomCircle.x; + randomPos.z += randomCircle.y; + break; + } + + return randomPos; + } + + private bool IsValidPosition(Vector3 position) + { + foreach (var spawnedPos in _spawnedPositions) + { + if (Vector3.Distance(position, spawnedPos) < minDistanceBetweenObstacles) + { + return false; + } + } + return true; + } + + private ObstacleEntry SelectRandomObstacle() + { + if (obstacles.Count == 0) return null; + + int totalWeight = 0; + foreach (var obstacle in obstacles) + { + if (obstacle.prefab != null) + { + totalWeight += obstacle.spawnWeight; + } + } + + if (totalWeight == 0) return null; + + int randomValue = Random.Range(0, totalWeight); + int currentWeight = 0; + + foreach (var obstacle in obstacles) + { + if (obstacle.prefab == null) continue; + + currentWeight += obstacle.spawnWeight; + if (randomValue < currentWeight) + { + return obstacle; + } + } + + return obstacles[0]; + } + + private int CountObstacleType(GameObject prefab) + { + int count = 0; + if (_obstacleParent != null) + { + foreach (Transform child in _obstacleParent) + { + if (child.name.StartsWith(prefab.name)) + { + count++; + } + } + } + return count; + } + + /// + /// 생성된 장애물을 모두 제거합니다 + /// + public void ClearObstacles() + { + if (_obstacleParent != null) + { + if (Application.isPlaying) + { + Destroy(_obstacleParent.gameObject); + } + else + { + DestroyImmediate(_obstacleParent.gameObject); + } + _obstacleParent = null; + } + + _spawnedPositions.Clear(); + } + + private void OnDrawGizmos() + { + Vector3 center = transform.position; + + Gizmos.color = new Color(0, 1, 0, 0.3f); + + switch (areaShape) + { + case SpawnAreaShape.Rectangle: + Gizmos.DrawCube(center, new Vector3(spawnAreaSize.x, 0.1f, spawnAreaSize.y)); + break; + + case SpawnAreaShape.Circle: + DrawCircle(center, spawnAreaSize.x / 2, 32); + break; + } + + Gizmos.color = Color.green; + Gizmos.DrawWireCube(center, new Vector3(spawnAreaSize.x, 0.1f, spawnAreaSize.y)); + } + + private void DrawCircle(Vector3 center, float radius, int segments) + { + float angleStep = 360f / segments; + Vector3 prevPoint = center + new Vector3(radius, 0, 0); + + for (int i = 1; i <= segments; i++) + { + float angle = i * angleStep * Mathf.Deg2Rad; + Vector3 newPoint = center + new Vector3(Mathf.Cos(angle) * radius, 0, Mathf.Sin(angle) * radius); + Gizmos.DrawLine(prevPoint, newPoint); + prevPoint = newPoint; + } + } + + private void OnDrawGizmosSelected() + { + #if UNITY_EDITOR + Vector3 center = spawnCenter != null ? spawnCenter.position : transform.position; + + // 밀도 정보 표시 + int targetCount = Mathf.RoundToInt(maxTotalObstacles * density); + Handles.Label(center + Vector3.up * 2f, + $"Obstacle Spawner\n목표: {targetCount}개 / 최대: {maxTotalObstacles}개\n밀도: {density:P0}"); + + // 생성된 장애물 위치 표시 + Gizmos.color = Color.yellow; + foreach (var pos in _spawnedPositions) + { + Gizmos.DrawWireSphere(pos, minDistanceBetweenObstacles / 2f); + } + #endif + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/ObstacleSpawner.cs.meta b/Assets/Scripts/ObstacleSpawner.cs.meta new file mode 100644 index 0000000..2b1d7e6 --- /dev/null +++ b/Assets/Scripts/ObstacleSpawner.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a889d8fab7aeaa24dbbffaee2f02ba54 \ No newline at end of file