클라이언트에서 밝혀지지 않은 곳의 적이 보이는 문제 수정

This commit is contained in:
2026-02-25 23:35:18 +09:00
parent 9c6a9910cb
commit 93d326e692
4 changed files with 243 additions and 18 deletions

View File

@@ -31,7 +31,7 @@ namespace Northbound
private Color[] _colors;
private MeshRenderer _meshRenderer;
private float _updateTimer;
private ulong _localClientId;
private ulong _localPlayerId;
private bool _isInitialized;
private void Start()
@@ -49,14 +49,15 @@ namespace Northbound
{
if (_isInitialized) return;
_localClientId = NetworkManager.Singleton.LocalClientId;
var fogSystem = FogOfWarSystem.Instance;
if (fogSystem == null)
{
return;
}
// 로컬 플레이어의 실제 ID 가져오기 (없어도 텍스처는 생성)
_localPlayerId = GetLocalPlayerId();
// 텍스처 생성 (Bilinear filtering for smooth edges)
_fogTexture = new Texture2D(fogSystem.gridWidth, fogSystem.gridHeight)
{
@@ -105,11 +106,16 @@ namespace Northbound
if (!_isInitialized && NetworkManager.Singleton != null && NetworkManager.Singleton.IsClient)
{
Initialize();
return;
}
if (!_isInitialized) return;
// 로컬 플레이어 ID가 아직 없으면 다시 시도
if (_localPlayerId == ulong.MaxValue)
{
_localPlayerId = GetLocalPlayerId();
}
_updateTimer += Time.deltaTime;
if (_updateTimer >= updateInterval)
{
@@ -135,7 +141,12 @@ namespace Northbound
if (_meshRenderer != null)
_meshRenderer.enabled = true;
var fogData = fogSystem.GetPlayerFogData(_localClientId);
var fogData = fogSystem.GetPlayerFogData(_localPlayerId);
if (fogData == null)
{
// fogData가 null이면 아직 서버에서 데이터를 받지 못함
return;
}
for (int y = 0; y < fogSystem.gridHeight; y++)
{
@@ -164,6 +175,26 @@ namespace Northbound
_fogTexture.Apply();
}
/// <summary>
/// 로컬 플레이어의 실제 ID 가져오기
/// </summary>
private ulong GetLocalPlayerId()
{
if (NetworkManager.Singleton == null) return ulong.MaxValue;
var localPlayer = NetworkManager.Singleton.SpawnManager.GetLocalPlayerObject();
if (localPlayer != null)
{
var playerController = localPlayer.GetComponent<NetworkPlayerController>();
if (playerController != null)
{
return playerController.OwnerPlayerId;
}
}
return ulong.MaxValue;
}
/// <summary>
/// Apply box blur smoothing to create smooth circular vision edges
/// </summary>