디버깅용 로그 제거
This commit is contained in:
@@ -2028,7 +2028,9 @@ MonoBehaviour:
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showInExploredAreas: 0
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updateInterval: 0.2
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renderers: []
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debugLogging: 0
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enableDistantVisibility: 1
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heightVisibilityMultiplier: 2
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minHeightForDistantVisibility: 3
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useExploredMaterial: 0
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exploredMaterial: {fileID: 0}
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--- !u!1 &1433142230
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@@ -2450,7 +2452,7 @@ MonoBehaviour:
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serializedVersion: 2
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m_Bits: 896
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collisionCheckRadius: 1
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spawnOnStart: 0
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spawnOnStart: 1
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groupUnderParent: 1
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--- !u!4 &1572384099
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Transform:
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@@ -2678,6 +2680,8 @@ MonoBehaviour:
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fogMaterial: {fileID: 2100000, guid: eb0604feb76547a488648224ebb23e77, type: 2}
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updateInterval: 0.1
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fogHeight: 2
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enableSmoothing: 1
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smoothingPasses: 2
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unexploredColor: {r: 0, g: 0, b: 0, a: 1}
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exploredColor: {r: 0, g: 0, b: 0, a: 0.6}
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visibleColor: {r: 0, g: 0, b: 0, a: 0}
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@@ -2881,63 +2885,6 @@ Transform:
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m_CorrespondingSourceObject: {fileID: 5749230937810543840, guid: 88f7f1e8a019b674498ab5fd494c1d34, type: 3}
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m_PrefabInstance: {fileID: 1862165056}
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m_PrefabAsset: {fileID: 0}
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--- !u!1001 &1912551706
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PrefabInstance:
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m_ObjectHideFlags: 0
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serializedVersion: 2
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m_Modification:
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serializedVersion: 3
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m_TransformParent: {fileID: 0}
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m_Modifications:
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propertyPath: m_LocalPosition.x
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value: -8.854406
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objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.y
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value: 1.0000119
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objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.z
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objectReference: {fileID: 0}
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propertyPath: m_LocalRotation.w
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objectReference: {fileID: 0}
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- target: {fileID: 5791990943856352332, guid: 2c33c67d086286d4a929d533b4e26863, type: 3}
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propertyPath: m_LocalRotation.y
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objectReference: {fileID: 0}
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propertyPath: m_LocalRotation.z
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- target: {fileID: 5791990943856352332, guid: 2c33c67d086286d4a929d533b4e26863, type: 3}
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propertyPath: m_LocalEulerAnglesHint.x
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 5791990943856352332, guid: 2c33c67d086286d4a929d533b4e26863, type: 3}
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propertyPath: m_LocalEulerAnglesHint.y
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 5791990943856352332, guid: 2c33c67d086286d4a929d533b4e26863, type: 3}
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propertyPath: m_LocalEulerAnglesHint.z
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 7245241003860522441, guid: 2c33c67d086286d4a929d533b4e26863, type: 3}
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propertyPath: m_Name
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value: Rock2
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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m_AddedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 2c33c67d086286d4a929d533b4e26863, type: 3}
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--- !u!1001 &1975225896
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PrefabInstance:
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m_ObjectHideFlags: 0
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@@ -3656,4 +3603,3 @@ SceneRoots:
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- {fileID: 1442785555}
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- {fileID: 1440648431994998967}
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- {fileID: 1061936651}
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- {fileID: 1912551706}
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@@ -88,7 +88,7 @@ namespace Northbound
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if (useInitialOwner && _ownerId.Value == 0)
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{
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_ownerId.Value = initialOwnerId;
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Debug.Log($"<color=cyan>[Building] 사전 배치 건물 '{buildingData?.buildingName ?? gameObject.name}' 소유자: {initialOwnerId}, 팀: {_team.Value}</color>");
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// Debug.Log($"<color=cyan>[Building] 사전 배치 건물 '{buildingData?.buildingName ?? gameObject.name}' 소유자: {initialOwnerId}, 팀: {_team.Value}</color>");
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}
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else if (!useInitialOwner && _ownerId.Value == 0)
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{
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@@ -92,7 +92,7 @@ namespace Northbound
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{
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int slotIndex = i; // 클로저 캡처를 위한 로컬 변수
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_quickslotActions[i].performed += ctx => OnQuickslotPressed(slotIndex);
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Debug.Log($"[BuildingQuickslotUI] QuickSlot{i + 1} 액션 바인딩 성공");
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// Debug.Log($"[BuildingQuickslotUI] QuickSlot{i + 1} 액션 바인딩 성공");
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}
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else
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{
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@@ -92,7 +92,7 @@ namespace Northbound.Editor
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[MenuItem("Tools/Fog of War/Add Visibility to Scene Obstacles")]
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public static void AddVisibilityToSceneObstacles()
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{
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GameObject[] allObjects = GameObject.FindObjectsOfType<GameObject>();
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GameObject[] allObjects = GameObject.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
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int count = 0;
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foreach (GameObject obj in allObjects)
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@@ -153,7 +153,7 @@ namespace Northbound.Editor
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}
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// Remove from scene objects
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FogOfWarVisibility[] sceneComponents = GameObject.FindObjectsOfType<FogOfWarVisibility>();
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FogOfWarVisibility[] sceneComponents = GameObject.FindObjectsByType<FogOfWarVisibility>(FindObjectsSortMode.None);
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int sceneCount = sceneComponents.Length;
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foreach (var comp in sceneComponents)
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@@ -298,7 +298,7 @@ namespace Northbound
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if (!_visionProviders.Contains(provider))
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{
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_visionProviders.Add(provider);
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Debug.Log($"<color=cyan>[FogOfWar] Vision Provider 등록: {provider.GetTransform().name} (Owner: {provider.GetOwnerId()})</color>");
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// Debug.Log($"<color=cyan>[FogOfWar] Vision Provider 등록: {provider.GetTransform().name} (Owner: {provider.GetOwnerId()})</color>");
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}
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}
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@@ -19,9 +19,6 @@ namespace Northbound
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[Tooltip("Renderers to show/hide (auto-detected if empty)")]
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public Renderer[] renderers;
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[Tooltip("Enable debug logging for this object")]
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public bool debugLogging = false;
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[Header("Height-Based Distant Visibility")]
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[Tooltip("Enable visibility from farther away based on object height")]
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public bool enableDistantVisibility = true;
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@@ -52,11 +49,6 @@ namespace Northbound
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if (renderers == null || renderers.Length == 0)
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{
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renderers = GetComponentsInChildren<Renderer>();
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if (debugLogging)
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{
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Debug.Log($"[FogOfWarVisibility] {gameObject.name}: Auto-detected {renderers.Length} renderers");
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}
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}
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if (renderers == null || renderers.Length == 0)
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@@ -81,17 +73,7 @@ namespace Northbound
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// Calculate object height for distant visibility
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_objectHeight = CalculateObjectHeight();
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if (debugLogging)
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{
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Debug.Log($"[FogOfWarVisibility] {gameObject.name}: Object height = {_objectHeight}m");
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}
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// CRITICAL: Start hidden and stay hidden until fog system confirms visibility
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if (debugLogging)
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{
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Debug.Log($"[FogOfWarVisibility] {gameObject.name}: START - Setting all {renderers.Length} renderers to HIDDEN");
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}
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// Force initial hide - don't use SetVisible because _isVisible defaults to false
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// which would cause early return
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_isVisible = true; // Set to true first so SetVisible(false) actually runs
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@@ -198,16 +180,10 @@ namespace Northbound
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isDistantVisible = CheckDistantVisibility(fogSystem);
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}
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if (debugLogging)
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{
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Debug.Log($"[FogOfWarVisibility] {gameObject.name} at {transform.position}: State={fogState}, DistantVisible={isDistantVisible}, Height={_objectHeight}m");
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}
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switch (fogState)
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{
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case FogOfWarState.Visible:
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// Currently visible - show with original materials
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if (debugLogging) Debug.Log($"[FogOfWarVisibility] {gameObject.name}: Setting VISIBLE");
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SetVisible(true);
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SetExploredVisual(false);
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break;
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@@ -217,13 +193,11 @@ namespace Northbound
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// BUT: Tall objects can be seen from farther away
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if (showInExploredAreas || isDistantVisible)
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{
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if (debugLogging) Debug.Log($"[FogOfWarVisibility] {gameObject.name}: Setting EXPLORED (visible) - distantVisible={isDistantVisible}");
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SetVisible(true);
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SetExploredVisual(true);
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}
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else
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{
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if (debugLogging) Debug.Log($"[FogOfWarVisibility] {gameObject.name}: Setting EXPLORED (hidden)");
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SetVisible(false);
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}
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break;
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@@ -232,13 +206,11 @@ namespace Northbound
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// Never seen - hide unless tall enough to see from distance
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if (isDistantVisible)
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{
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if (debugLogging) Debug.Log($"[FogOfWarVisibility] {gameObject.name}: Setting UNEXPLORED but DISTANT VISIBLE");
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SetVisible(true);
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SetExploredVisual(true); // Show as explored/distant
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}
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else
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{
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if (debugLogging) Debug.Log($"[FogOfWarVisibility] {gameObject.name}: Setting UNEXPLORED (hidden)");
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SetVisible(false);
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}
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break;
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@@ -276,11 +248,6 @@ namespace Northbound
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float baseVisionRange = 15f; // You can make this configurable
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float totalRange = baseVisionRange + extendedRange;
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if (debugLogging)
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{
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Debug.Log($"[FogOfWarVisibility] {gameObject.name}: Distance={distanceToPlayer:F1}m, ExtendedRange={totalRange:F1}m (height bonus: +{extendedRange:F1}m)");
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}
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return distanceToPlayer <= totalRange;
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}
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@@ -291,29 +258,13 @@ namespace Northbound
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_isVisible = visible;
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if (renderers == null || renderers.Length == 0)
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{
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if (debugLogging)
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{
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Debug.LogWarning($"[FogOfWarVisibility] {gameObject.name}: SetVisible({visible}) called but no renderers!");
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}
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return;
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}
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if (debugLogging)
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{
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Debug.Log($"[FogOfWarVisibility] {gameObject.name}: SetVisible({visible}) - updating {renderers.Length} renderers");
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}
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foreach (var renderer in renderers)
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{
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if (renderer != null)
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{
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renderer.enabled = visible;
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if (debugLogging)
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{
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Debug.Log($"[FogOfWarVisibility] {gameObject.name}: Renderer '{renderer.name}' enabled = {visible}");
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}
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}
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}
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}
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@@ -121,7 +121,7 @@ namespace Northbound
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int totalSpawned = 0;
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int targetCount = Mathf.RoundToInt(maxTotalObstacles * density);
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Debug.Log($"<color=cyan>[ObstacleSpawner] 장애물 생성 시작 (목표: {targetCount}개)</color>");
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// Debug.Log($"<color=cyan>[ObstacleSpawner] 장애물 생성 시작 (목표: {targetCount}개)</color>");
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// 각 장애물 타입별로 최소 개수 보장
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foreach (var obstacle in obstacles)
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@@ -160,7 +160,7 @@ namespace Northbound
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// 모든 장애물이 최대치에 도달했는지 확인
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if (AllObstaclesAtMax())
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{
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Debug.Log("<color=yellow>[ObstacleSpawner] 모든 장애물이 최대 개수에 도달했습니다.</color>");
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// Debug.Log("<color=yellow>[ObstacleSpawner] 모든 장애물이 최대 개수에 도달했습니다.</color>");
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break;
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}
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continue;
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@@ -182,7 +182,7 @@ namespace Northbound
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Debug.LogWarning($"<color=yellow>[ObstacleSpawner] 배치 공간이 부족합니다. {totalSpawned}개만 생성되었습니다.</color>");
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}
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Debug.Log($"<color=green>[ObstacleSpawner] 장애물 생성 완료: {totalSpawned}개</color>");
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// Debug.Log($"<color=green>[ObstacleSpawner] 장애물 생성 완료: {totalSpawned}개</color>");
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}
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private bool AllObstaclesAtMax()
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@@ -209,14 +209,14 @@ namespace Northbound
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// 최소 거리 체크
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if (!IsValidPosition(randomPos))
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{
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Debug.Log($"<color=orange>[Spawn] 최소 거리 체크 실패: {randomPos}</color>");
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// Debug.Log($"<color=orange>[Spawn] 최소 거리 체크 실패: {randomPos}</color>");
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continue;
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}
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// 충돌 체크
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if (checkCollision && Physics.CheckSphere(randomPos, collisionCheckRadius, collisionLayers))
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{
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Debug.Log($"<color=orange>[Spawn] 충돌 감지: {randomPos}, 반경: {collisionCheckRadius}</color>");
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// Debug.Log($"<color=orange>[Spawn] 충돌 감지: {randomPos}, 반경: {collisionCheckRadius}</color>");
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continue;
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}
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@@ -226,11 +226,11 @@ namespace Northbound
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if (Physics.Raycast(randomPos + Vector3.up * 100f, Vector3.down, out RaycastHit hit, 200f))
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{
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randomPos = hit.point;
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Debug.Log($"<color=cyan>[Spawn] 지형 감지 성공: {hit.collider.name}</color>");
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// Debug.Log($"<color=cyan>[Spawn] 지형 감지 성공: {hit.collider.name}</color>");
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}
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else
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{
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Debug.Log($"<color=orange>[Spawn] 지형 감지 실패: {randomPos}</color>");
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// Debug.Log($"<color=orange>[Spawn] 지형 감지 실패: {randomPos}</color>");
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// 지형이 없어도 배치 시도
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}
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}
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@@ -263,7 +263,7 @@ namespace Northbound
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}
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_spawnedPositions.Add(randomPos);
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Debug.Log($"<color=green>[Spawn] 장애물 배치 성공: {obstacleEntry.prefab.name} at {randomPos}</color>");
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// Debug.Log($"<color=green>[Spawn] 장애물 배치 성공: {obstacleEntry.prefab.name} at {randomPos}</color>");
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return true;
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}
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@@ -167,7 +167,7 @@ namespace Northbound
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PlaySoundClientRpc(true);
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}
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Debug.Log($"<color=cyan>[TeamGate] {other.name} 텔레포트: {triggeredCollider.name} -> {exitPoint.name}</color>");
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// Debug.Log($"<color=cyan>[TeamGate] {other.name} 텔레포트: {triggeredCollider.name} -> {exitPoint.name}</color>");
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}
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else
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{
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@@ -177,7 +177,7 @@ namespace Northbound
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PlaySoundClientRpc(false);
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}
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Debug.Log($"<color=yellow>[TeamGate] {other.name} 차단됨 - 팀: {teamMember.GetTeam()}</color>");
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// Debug.Log($"<color=yellow>[TeamGate] {other.name} 차단됨 - 팀: {teamMember.GetTeam()}</color>");
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}
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_triggerStates[other] = false;
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Reference in New Issue
Block a user