전장의 안개 구현

This commit is contained in:
2026-01-27 12:38:18 +09:00
parent ee2b27d0a0
commit 67773e5864
23 changed files with 1610 additions and 402 deletions

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@@ -55,20 +55,25 @@
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depositEffectPrefab: {fileID: 0}
effectSpawnPoint: {fileID: 0}
--- !u!1660057539 &9223372036854775807 --- !u!1660057539 &9223372036854775807
SceneRoots: SceneRoots:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -2458,3 +2494,5 @@ SceneRoots:
- {fileID: 955933985} - {fileID: 955933985}
- {fileID: 457600247} - {fileID: 457600247}
- {fileID: 1166878644} - {fileID: 1166878644}
- {fileID: 946527919}
- {fileID: 1701756768}

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@@ -0,0 +1,48 @@
using Unity.Netcode;
using UnityEngine;
namespace Northbound
{
/// <summary>
/// 건물의 시야 제공 컴포넌트
/// </summary>
public class BuildingVisionProvider : NetworkBehaviour, IVisionProvider
{
[Header("Vision Settings")]
public float visionRange = 15f;
private Building _building;
private void Awake()
{
_building = GetComponent<Building>();
}
public override void OnNetworkSpawn()
{
if (IsServer)
{
FogOfWarSystem.Instance?.RegisterVisionProvider(this);
}
}
public override void OnNetworkDespawn()
{
if (IsServer)
{
FogOfWarSystem.Instance?.UnregisterVisionProvider(this);
}
}
public ulong GetOwnerId() => OwnerClientId;
public float GetVisionRange() => visionRange;
public Transform GetTransform() => transform;
public bool IsActive() => IsSpawned;
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(transform.position, visionRange);
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b59ae4328ce49c846b20d7a6d7ce7e47

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@@ -0,0 +1,186 @@
using Unity.Netcode;
using UnityEngine;
namespace Northbound
{
/// <summary>
/// 전장의 안개 시각적 렌더링 (클라이언트)
/// </summary>
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class FogOfWarRenderer : MonoBehaviour
{
[Header("Settings")]
public Material fogMaterial;
public float updateInterval = 0.1f;
public float fogHeight = 5f; // 안개 높이 (지형보다 약간 위)
[Header("Colors")]
public Color unexploredColor = new Color(0, 0, 0, 1f); // 완전히 어두움
public Color exploredColor = new Color(0, 0, 0, 0.6f); // 반투명
public Color visibleColor = new Color(0, 0, 0, 0f); // 투명
private Texture2D _fogTexture;
private Color[] _colors;
private MeshRenderer _meshRenderer;
private float _updateTimer;
private ulong _localClientId;
private bool _isInitialized;
private void Start()
{
// NetworkManager 준비 대기
if (NetworkManager.Singleton == null || !NetworkManager.Singleton.IsClient)
{
Debug.LogWarning("[FogOfWar] NetworkManager가 준비되지 않았습니다. 대기 중...");
return;
}
Initialize();
}
private void Initialize()
{
if (_isInitialized) return;
_localClientId = NetworkManager.Singleton.LocalClientId;
var fogSystem = FogOfWarSystem.Instance;
if (fogSystem == null)
{
Debug.LogError("[FogOfWar] FogOfWarSystem을 찾을 수 없습니다! 씬에 FogOfWarSystem GameObject가 있는지 확인하세요.");
return;
}
// 텍스처 생성
_fogTexture = new Texture2D(fogSystem.gridWidth, fogSystem.gridHeight)
{
filterMode = FilterMode.Bilinear,
wrapMode = TextureWrapMode.Clamp
};
_colors = new Color[fogSystem.gridWidth * fogSystem.gridHeight];
// 초기 색상을 미탐색 상태로 설정
for (int i = 0; i < _colors.Length; i++)
{
_colors[i] = unexploredColor;
}
_fogTexture.SetPixels(_colors);
_fogTexture.Apply();
// 머티리얼 설정
_meshRenderer = GetComponent<MeshRenderer>();
if (fogMaterial != null)
{
Material instanceMaterial = new Material(fogMaterial);
instanceMaterial.mainTexture = _fogTexture;
_meshRenderer.material = instanceMaterial;
}
else
{
Debug.LogWarning("[FogOfWar] Fog Material이 설정되지 않았습니다!");
}
// 렌더링 레이어 설정
gameObject.layer = LayerMask.NameToLayer("UI"); // 또는 별도 레이어 생성
// 메쉬 생성
CreatePlaneMesh(fogSystem);
_isInitialized = true;
Debug.Log($"<color=cyan>[FogOfWar] 렌더러 초기화 완료 (Client {_localClientId})</color>");
}
private void Update()
{
// NetworkManager가 준비되지 않았다면 초기화 시도
if (!_isInitialized && NetworkManager.Singleton != null && NetworkManager.Singleton.IsClient)
{
Initialize();
return;
}
if (!_isInitialized) return;
_updateTimer += Time.deltaTime;
if (_updateTimer >= updateInterval)
{
_updateTimer = 0f;
UpdateFogTexture();
}
}
private void UpdateFogTexture()
{
var fogSystem = FogOfWarSystem.Instance;
if (fogSystem == null) return;
var fogData = fogSystem.GetPlayerFogData(_localClientId);
for (int y = 0; y < fogSystem.gridHeight; y++)
{
for (int x = 0; x < fogSystem.gridWidth; x++)
{
FogOfWarState state = fogData.GetState(x, y);
int index = y * fogSystem.gridWidth + x;
_colors[index] = state switch
{
FogOfWarState.Visible => visibleColor,
FogOfWarState.Explored => exploredColor,
FogOfWarState.Unexplored => unexploredColor,
_ => unexploredColor
};
}
}
_fogTexture.SetPixels(_colors);
_fogTexture.Apply();
}
private void CreatePlaneMesh(FogOfWarSystem fogSystem)
{
MeshFilter meshFilter = GetComponent<MeshFilter>();
float width = fogSystem.gridWidth * fogSystem.cellSize;
float height = fogSystem.gridHeight * fogSystem.cellSize;
Mesh mesh = new Mesh
{
name = "FogOfWar Plane"
};
mesh.vertices = new Vector3[]
{
new Vector3(0, fogHeight, 0),
new Vector3(width, fogHeight, 0),
new Vector3(0, fogHeight, height),
new Vector3(width, fogHeight, height)
};
mesh.triangles = new int[] { 0, 2, 1, 2, 3, 1 };
mesh.uv = new Vector2[]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(0, 1),
new Vector2(1, 1)
};
mesh.RecalculateNormals();
meshFilter.mesh = mesh;
transform.position = fogSystem.worldOrigin;
Debug.Log($"<color=cyan>[FogOfWar] Plane Mesh 생성 완료: {width}x{height} at {fogSystem.worldOrigin}</color>");
}
private void OnDestroy()
{
if (_fogTexture != null)
{
Destroy(_fogTexture);
}
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: a04555e5afcce6848ba5f06cf14a7f17

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@@ -0,0 +1,397 @@
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
namespace Northbound
{
/// <summary>
/// 전장의 안개 시스템 - 플레이어별 시야 관리
/// </summary>
public class FogOfWarSystem : NetworkBehaviour
{
public static FogOfWarSystem Instance { get; private set; }
[Header("Grid Settings")]
public int gridWidth = 100;
public int gridHeight = 100;
public float cellSize = 1f;
public Vector3 worldOrigin = Vector3.zero;
[Header("Visibility Settings")]
public float updateInterval = 0.2f;
// 서버: 각 플레이어별 가시성 맵
private Dictionary<ulong, FogOfWarData> _serverFogData = new Dictionary<ulong, FogOfWarData>();
// 클라이언트: 로컬 플레이어의 가시성 맵
private FogOfWarData _localFogData;
private List<IVisionProvider> _visionProviders = new List<IVisionProvider>();
private float _updateTimer;
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
}
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
if (IsClient && !IsServer)
{
// 클라이언트는 로컬 데이터 초기화
_localFogData = new FogOfWarData(gridWidth, gridHeight);
Debug.Log($"<color=cyan>[FogOfWar] 클라이언트 {NetworkManager.LocalClientId} 초기화</color>");
}
}
private void Update()
{
if (!IsServer) return;
_updateTimer += Time.deltaTime;
if (_updateTimer >= updateInterval)
{
_updateTimer = 0f;
UpdateAllVision();
}
}
/// <summary>
/// 시야 제공자 등록 (플레이어, 건물 등)
/// </summary>
public void RegisterVisionProvider(IVisionProvider provider)
{
if (!_visionProviders.Contains(provider))
{
_visionProviders.Add(provider);
Debug.Log($"<color=cyan>[FogOfWar] Vision Provider 등록: {provider.GetTransform().name} (Owner: {provider.GetOwnerId()})</color>");
}
}
/// <summary>
/// 시야 제공자 등록 해제
/// </summary>
public void UnregisterVisionProvider(IVisionProvider provider)
{
_visionProviders.Remove(provider);
}
/// <summary>
/// 플레이어별 FogOfWar 데이터 가져오기
/// </summary>
public FogOfWarData GetPlayerFogData(ulong clientId)
{
// 클라이언트는 자신의 로컬 데이터 반환
if (IsClient && !IsServer)
{
return _localFogData;
}
// 서버는 해당 클라이언트의 데이터 반환
if (!_serverFogData.ContainsKey(clientId))
{
_serverFogData[clientId] = new FogOfWarData(gridWidth, gridHeight);
}
return _serverFogData[clientId];
}
/// <summary>
/// 모든 시야 업데이트 (서버만)
/// </summary>
private void UpdateAllVision()
{
// 각 플레이어의 현재 시야 초기화
foreach (var fogData in _serverFogData.Values)
{
fogData.ClearCurrentVision();
}
// 모든 시야 제공자의 시야 범위 계산
foreach (var provider in _visionProviders)
{
if (provider == null || !provider.IsActive()) continue;
ulong ownerId = provider.GetOwnerId();
if (!_serverFogData.ContainsKey(ownerId))
{
_serverFogData[ownerId] = new FogOfWarData(gridWidth, gridHeight);
}
Vector3 position = provider.GetTransform().position;
float visionRange = provider.GetVisionRange();
RevealArea(ownerId, position, visionRange);
}
// 각 클라이언트에게 시야 데이터 전송
foreach (var kvp in _serverFogData)
{
ulong clientId = kvp.Key;
FogOfWarData fogData = kvp.Value;
// 압축된 데이터로 전송
byte[] visibleData = fogData.GetVisibleData();
byte[] exploredData = fogData.GetExploredData();
SendFogDataToClientRpc(visibleData, exploredData,
new ClientRpcParams
{
Send = new ClientRpcSendParams
{
TargetClientIds = new ulong[] { clientId }
}
});
}
}
/// <summary>
/// 클라이언트에게 안개 데이터 전송
/// </summary>
[ClientRpc]
private void SendFogDataToClientRpc(byte[] visibleData, byte[] exploredData, ClientRpcParams clientRpcParams = default)
{
if (_localFogData == null)
{
_localFogData = new FogOfWarData(gridWidth, gridHeight);
}
_localFogData.SetVisibleData(visibleData);
_localFogData.SetExploredData(exploredData);
}
/// <summary>
/// 특정 영역을 밝힘 (서버만)
/// </summary>
private void RevealArea(ulong clientId, Vector3 worldPosition, float radius)
{
FogOfWarData fogData = _serverFogData[clientId];
Vector2Int gridPos = WorldToGrid(worldPosition);
int cellRadius = Mathf.CeilToInt(radius / cellSize);
for (int x = -cellRadius; x <= cellRadius; x++)
{
for (int y = -cellRadius; y <= cellRadius; y++)
{
if (x * x + y * y > cellRadius * cellRadius) continue;
int gridX = gridPos.x + x;
int gridY = gridPos.y + y;
if (gridX < 0 || gridX >= gridWidth || gridY < 0 || gridY >= gridHeight)
continue;
// 현재 시야에 표시 + 방문한 적 있음으로 기록
fogData.SetVisible(gridX, gridY, true);
fogData.SetExplored(gridX, gridY, true);
}
}
}
/// <summary>
/// 월드 좌표를 그리드 좌표로 변환
/// </summary>
public Vector2Int WorldToGrid(Vector3 worldPos)
{
Vector3 localPos = worldPos - worldOrigin;
int x = Mathf.FloorToInt(localPos.x / cellSize);
int z = Mathf.FloorToInt(localPos.z / cellSize);
return new Vector2Int(x, z);
}
/// <summary>
/// 그리드 좌표를 월드 좌표로 변환
/// </summary>
public Vector3 GridToWorld(int x, int y)
{
return worldOrigin + new Vector3(x * cellSize, 0, y * cellSize);
}
/// <summary>
/// 특정 위치가 플레이어에게 보이는지 확인
/// </summary>
public FogOfWarState GetVisibilityState(ulong clientId, Vector3 worldPosition)
{
FogOfWarData fogData = GetPlayerFogData(clientId);
if (fogData == null)
return FogOfWarState.Unexplored;
Vector2Int gridPos = WorldToGrid(worldPosition);
return fogData.GetState(gridPos.x, gridPos.y);
}
private void OnDrawGizmos()
{
// 그리드 시각화
Gizmos.color = Color.yellow;
Vector3 size = new Vector3(gridWidth * cellSize, 0.1f, gridHeight * cellSize);
Gizmos.DrawWireCube(worldOrigin + size / 2f, size);
}
}
/// <summary>
/// 플레이어별 안개 데이터
/// </summary>
public class FogOfWarData
{
private bool[,] _explored; // 한번이라도 방문한 적이 있는가
private bool[,] _currentlyVisible; // 현재 보이는가
private int _width;
private int _height;
public FogOfWarData(int width, int height)
{
_width = width;
_height = height;
_explored = new bool[width, height];
_currentlyVisible = new bool[width, height];
}
public void SetExplored(int x, int y, bool value)
{
if (IsValidCoord(x, y))
_explored[x, y] = value;
}
public void SetVisible(int x, int y, bool value)
{
if (IsValidCoord(x, y))
_currentlyVisible[x, y] = value;
}
public void ClearCurrentVision()
{
System.Array.Clear(_currentlyVisible, 0, _currentlyVisible.Length);
}
public FogOfWarState GetState(int x, int y)
{
if (!IsValidCoord(x, y))
return FogOfWarState.Unexplored;
if (_currentlyVisible[x, y])
return FogOfWarState.Visible;
if (_explored[x, y])
return FogOfWarState.Explored;
return FogOfWarState.Unexplored;
}
private bool IsValidCoord(int x, int y)
{
return x >= 0 && x < _explored.GetLength(0) &&
y >= 0 && y < _explored.GetLength(1);
}
/// <summary>
/// Visible 데이터를 바이트 배열로 압축
/// </summary>
public byte[] GetVisibleData()
{
int totalCells = _width * _height;
int byteCount = (totalCells + 7) / 8; // 8비트 = 1바이트
byte[] data = new byte[byteCount];
for (int i = 0; i < totalCells; i++)
{
int x = i % _width;
int y = i / _width;
if (_currentlyVisible[x, y])
{
int byteIndex = i / 8;
int bitIndex = i % 8;
data[byteIndex] |= (byte)(1 << bitIndex);
}
}
return data;
}
/// <summary>
/// Explored 데이터를 바이트 배열로 압축
/// </summary>
public byte[] GetExploredData()
{
int totalCells = _width * _height;
int byteCount = (totalCells + 7) / 8;
byte[] data = new byte[byteCount];
for (int i = 0; i < totalCells; i++)
{
int x = i % _width;
int y = i / _width;
if (_explored[x, y])
{
int byteIndex = i / 8;
int bitIndex = i % 8;
data[byteIndex] |= (byte)(1 << bitIndex);
}
}
return data;
}
/// <summary>
/// 바이트 배열에서 Visible 데이터 복원
/// </summary>
public void SetVisibleData(byte[] data)
{
System.Array.Clear(_currentlyVisible, 0, _currentlyVisible.Length);
int totalCells = _width * _height;
for (int i = 0; i < totalCells && i / 8 < data.Length; i++)
{
int byteIndex = i / 8;
int bitIndex = i % 8;
bool isVisible = (data[byteIndex] & (1 << bitIndex)) != 0;
int x = i % _width;
int y = i / _width;
_currentlyVisible[x, y] = isVisible;
}
}
/// <summary>
/// 바이트 배열에서 Explored 데이터 복원
/// </summary>
public void SetExploredData(byte[] data)
{
int totalCells = _width * _height;
for (int i = 0; i < totalCells && i / 8 < data.Length; i++)
{
int byteIndex = i / 8;
int bitIndex = i % 8;
bool isExplored = (data[byteIndex] & (1 << bitIndex)) != 0;
int x = i % _width;
int y = i / _width;
// Explored는 누적 (한번 탐색하면 계속 유지)
if (isExplored)
_explored[x, y] = true;
}
}
}
/// <summary>
/// 안개 상태
/// </summary>
public enum FogOfWarState
{
Unexplored, // 방문한 적 없음 (완전히 어두움)
Explored, // 방문했지만 현재 시야 밖 (지형/건물만 보임)
Visible // 현재 시야 안 (모두 보임)
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9e73da29c7794e445a17b7d28a61cdb3

View File

@@ -0,0 +1,30 @@
using UnityEngine;
namespace Northbound
{
/// <summary>
/// 시야를 제공하는 객체 인터페이스 (플레이어, 건물 등)
/// </summary>
public interface IVisionProvider
{
/// <summary>
/// 소유자 클라이언트 ID
/// </summary>
ulong GetOwnerId();
/// <summary>
/// 시야 범위
/// </summary>
float GetVisionRange();
/// <summary>
/// Transform
/// </summary>
Transform GetTransform();
/// <summary>
/// 현재 활성화 상태인지
/// </summary>
bool IsActive();
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2b23d5408ff532f49a541af63882a724

View File

@@ -0,0 +1,41 @@
using Unity.Netcode;
using UnityEngine;
namespace Northbound
{
/// <summary>
/// 플레이어의 시야 제공 컴포넌트
/// </summary>
public class PlayerVisionProvider : NetworkBehaviour, IVisionProvider
{
[Header("Vision Settings")]
public float visionRange = 10f;
public override void OnNetworkSpawn()
{
if (IsServer)
{
FogOfWarSystem.Instance?.RegisterVisionProvider(this);
}
}
public override void OnNetworkDespawn()
{
if (IsServer)
{
FogOfWarSystem.Instance?.UnregisterVisionProvider(this);
}
}
public ulong GetOwnerId() => OwnerClientId;
public float GetVisionRange() => visionRange;
public Transform GetTransform() => transform;
public bool IsActive() => IsSpawned;
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, visionRange);
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 81d070574968f0d45be51307e2dfed64

View File

@@ -64,7 +64,7 @@ namespace Northbound
int rechargeAmountToAdd = Mathf.Min(rechargeAmount, maxResources - _currentResources.Value); int rechargeAmountToAdd = Mathf.Min(rechargeAmount, maxResources - _currentResources.Value);
_currentResources.Value += rechargeAmountToAdd; _currentResources.Value += rechargeAmountToAdd;
Debug.Log($"{resourceName} {rechargeAmountToAdd} 충전됨. 현재: {_currentResources.Value}/{maxResources}"); // Debug.Log($"{resourceName} {rechargeAmountToAdd} 충전됨. 현재: {_currentResources.Value}/{maxResources}");
} }
_lastRechargeTime = Time.time; _lastRechargeTime = Time.time;

8
Assets/Shaders.meta Normal file
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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: c8309f1a91f45bc4394594cdecabaa0c
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,64 @@
Shader "Custom/FogOfWar"
{
Properties
{
_MainTex ("Fog Texture", 2D) = "white" {}
_FogColor ("Fog Color", Color) = (0,0,0,1)
_ExploredColor ("Explored Color", Color) = (0,0,0,0.5)
}
SubShader
{
Tags
{
"Queue"="Transparent+100"
"RenderType"="Transparent"
"IgnoreProjector"="True"
}
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _FogColor;
fixed4 _ExploredColor;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}

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@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 1a32b22331996294f8eb2b7ac12d1c6b
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant: