건설 인터랙션 관련 버그 수정 및 건설 데이터 구조 개선

건설 인터랙션 시 움직이지 못하는 문제 수정
2개로 분리되어 있던 타워 데이터를 하나로 통합
 - 대신 타워가 아닌 건물도 공격력 등을 정의할 수 있음
This commit is contained in:
2026-02-01 16:09:57 +09:00
parent 7927dab72f
commit 4200288fae
24 changed files with 235 additions and 337 deletions

View File

@@ -15,38 +15,21 @@ MonoBehaviour:
buildingName: "\uD0C0\uC6CC"
prefab: {fileID: 8512676738329978770, guid: 3f7838db2c2fc424d9bd9a0d243b43be, type: 3}
icon: {fileID: 0}
width: 3
length: 3
height: 3
placementOffset: {x: 0, y: 0, z: 0}
allowRotation: 1
requiredWorkAmount: 10
workPerInteraction: 10
interactionCooldown: 1
constructionAnimationTrigger: Build
constructionEquipment:
socketName: RightHand
equipmentPrefab: {fileID: 0}
attachOnStart: 1
detachOnEnd: 1
keepEquipped: 0
attachDelay: 0
detachDelay: 0
maxHealth: 50
isIndestructible: 0
autoRegenerate: 0
regenPerSecond: 1
providesVision: 1
visionRange: 10
id: 1
memo: "\uD0C0\uC6CC"
mana: 25
manpower: 10
sizeX: 3
sizeY: 3
sizeZ: 3
placementOffset: {x: 0, y: 0, z: 0}
allowRotation: 1
manpower: 10
maxHp: 50
isIndestructible: 0
autoRegenerate: 0
regenPerSecond: 1
atkRange: 10
providesVision: 1
atkDamage: 5
atkIntervalSec: 2
modelPath: Assets/Models/building_tower_B_blue.fbx

View File

@@ -15,38 +15,21 @@ MonoBehaviour:
buildingName: "\uBCBD"
prefab: {fileID: 3671057791414486316, guid: ae9a9b515e1792a45887f0d967b943d6, type: 3}
icon: {fileID: 0}
width: 2
length: 2
height: 1
placementOffset: {x: 0, y: 0, z: 0}
allowRotation: 1
requiredWorkAmount: 5
workPerInteraction: 10
interactionCooldown: 1
constructionAnimationTrigger: Build
constructionEquipment:
socketName: RightHand
equipmentPrefab: {fileID: 0}
attachOnStart: 1
detachOnEnd: 1
keepEquipped: 0
attachDelay: 0
detachDelay: 0
maxHealth: 30
isIndestructible: 0
autoRegenerate: 0
regenPerSecond: 1
providesVision: 1
visionRange: 0
id: 2
memo: "\uBCBD"
mana: 5
sizeX: 4
sizeY: 3
sizeZ: 2
placementOffset: {x: 0, y: 0, z: 0}
allowRotation: 1
manpower: 5
sizeX: 2
sizeY: 2
sizeZ: 1
maxHp: 30
isIndestructible: 0
autoRegenerate: 0
regenPerSecond: 1
atkRange: 0
providesVision: 1
atkDamage: 0
atkIntervalSec: 0
modelPath: Assets/Models/wall_straight.fbx

View File

@@ -1,72 +1,83 @@
// 이 파일은 자동 생성되었습니다. 직접 수정하지 마세요!
// 생성 스크립트: DataTools/generate_csharp_classes.py
using UnityEngine;
using System.Collections.Generic; // 리스트 지원을 위해 추가
using Northbound;
namespace Northbound.Data
{
[CreateAssetMenu(fileName = "TowerData", menuName = "Northbound/Tower Data")]
public class TowerData : BuildingData
public class TowerData : ScriptableObject
{
[Header("기본 정보")]
/// <summary>고유 ID</summary>
[Header("Building Info")]
public string buildingName;
public GameObject prefab;
[Tooltip("UI에 표시될 건물 아이콘")]
public Sprite icon;
[Header("Basic Info")]
[Tooltip("고유 ID")]
public int id;
/// <summary>기획 메모</summary>
[Tooltip("기획 메모")]
public string memo;
/// <summary>건설 비용 (mana=20) (mana=50; iron=10)</summary>
[Tooltip("건설 비용")]
public int mana;
/// <summary>건설 노동량</summary>
public float manpower;
/// <summary>X 그리드 차지 공간</summary>
public int sizeX;
/// <summary>Y 그리드 차지 공간</summary>
public int sizeY;
/// <summary>Z 차지 공간</summary>
public int sizeZ;
/// <summary>체력</summary>
public int maxHp;
/// <summary>사정거리</summary>
public int atkRange;
/// <summary>데미지</summary>
public int atkDamage;
/// <summary>공격 주기</summary>
public float atkIntervalSec;
/// <summary>모델 경로</summary>
[Header("Grid Size")]
[Tooltip("X 그리드 차지 공간")]
public int sizeX = 1;
[Tooltip("Y 그리드 차지 공간")]
public int sizeY = 1;
[Tooltip("Z 차지 공간")]
public int sizeZ = 2;
[Header("Placement Settings")]
[Tooltip("Offset from grid position")]
public Vector3 placementOffset = Vector3.zero;
[Tooltip("Can rotate this building?")]
public bool allowRotation = true;
[Header("Construction Settings")]
[Tooltip("건설 완료에 필요한 총 작업량")]
public float manpower = 100f;
[Header("Health Settings")]
[Tooltip("체력")]
public int maxHp = 100;
[Tooltip("Can this building be damaged?")]
public bool isIndestructible = false;
[Tooltip("Auto-regenerate health over time")]
public bool autoRegenerate = false;
[Tooltip("Health regeneration per second")]
public int regenPerSecond = 1;
[Header("Vision Settings")]
[Tooltip("사정거리")]
public int atkRange = 15;
[Tooltip("Does this building provide vision?")]
public bool providesVision = true;
[Header("Attack Settings")]
[Tooltip("데미지")]
public int atkDamage = 10;
[Tooltip("공격 주기")]
public float atkIntervalSec = 1f;
[Header("Model Settings")]
[Tooltip("모델 경로")]
public string modelPath;
private bool fieldsSynced = false;
[Header("Properties for convenience")]
public int width => sizeX;
public int length => sizeY;
public float height => sizeZ;
public int maxHealth => maxHp;
public float visionRange => atkRange;
public float requiredWorkAmount => manpower;
private void Awake()
public Vector3 GetSize(int rotation)
{
SyncFields();
}
private void SyncFields()
{
if (fieldsSynced) return;
fieldsSynced = true;
// Map TowerData fields to BuildingData fields
if (string.IsNullOrEmpty(base.buildingName))
{
base.buildingName = memo;
}
base.width = sizeX;
base.length = sizeY;
base.height = sizeZ;
base.maxHealth = maxHp;
base.visionRange = atkRange;
base.requiredWorkAmount = manpower;
base.workPerInteraction = 10f;
base.interactionCooldown =1f;
base.providesVision = true;
}
public void EnsureSynced()
{
SyncFields();
// Rotation 0,180 = normal, 90,270 = swap width/length
bool isRotated = (rotation == 1 || rotation == 3);
float w = isRotated ? length : width;
float l = isRotated ? width : length;
return new Vector3(w, height, l);
}
}
}
}