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index >= BuildingManager.Instance.availableBuildings.Count) + index >= BuildingManager.Instance.GetBuildableBuildings().Count) { Debug.LogWarning($"[BuildingPlacement] 유효하지 않은 건물 인덱스: {index}"); return; @@ -235,19 +235,22 @@ namespace Northbound private void CreatePreview() { + // 기존 프리뷰가 있다면 먼저 정리 (누적 방지) + DestroyPreview(); + if (BuildingManager.Instance == null) { Debug.LogWarning("[BuildingPlacement] BuildingManager가 없습니다."); return; } - if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.availableBuildings.Count) + if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.GetBuildableBuildings().Count) { Debug.LogWarning($"[BuildingPlacement] 유효하지 않은 건물 인덱스: {selectedBuildingIndex}"); return; } - TowerData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex]; + TowerData data = BuildingManager.Instance.GetBuildableBuildings()[selectedBuildingIndex]; if (data == null) { Debug.LogError($"[BuildingPlacement] TowerData is NULL at index {selectedBuildingIndex}"); @@ -262,6 +265,9 @@ namespace Northbound // 완성 건물 프리팹으로 프리뷰 생성 (사용자가 완성 모습을 볼 수 있도록) previewObject = Instantiate(data.prefab); + + // (0,0,0)에 고스트가 보이지 않도록 처음에는 비활성화 + previewObject.SetActive(false); // Remove NetworkObject component from preview NetworkObject netObj = previewObject.GetComponent(); @@ -317,17 +323,19 @@ namespace Northbound if (previewObject == null || BuildingManager.Instance == null) return; - if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.availableBuildings.Count) + if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.GetBuildableBuildings().Count) return; - TowerData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex]; + TowerData data = BuildingManager.Instance.GetBuildableBuildings()[selectedBuildingIndex]; if (data == null || data.prefab == null) return; Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue()); - + if (Physics.Raycast(ray, out RaycastHit hit, maxPlacementDistance, groundLayer)) { + // Raycast 성공 시 프리뷰 표시 + previewObject.SetActive(true); // Check if placement is valid bool isValid = BuildingManager.Instance.IsValidPlacement(data, hit.point, currentRotation, out Vector3 snappedPosition); @@ -352,6 +360,11 @@ namespace Northbound renderer.materials = mats; } } + else + { + // Raycast 실패 시 (0,0,0)에 고스트가 보이지 않도록 프리뷰 숨김 + previewObject.SetActive(false); + } } private void OnRotate(InputAction.CallbackContext context) @@ -443,13 +456,13 @@ namespace Northbound { if (BuildingManager.Instance == null) return; - if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.availableBuildings.Count) + if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.GetBuildableBuildings().Count) { Debug.LogWarning($"[BuildingPlacement] Invalid building index: {selectedBuildingIndex}"); return; } - TowerData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex]; + TowerData data = BuildingManager.Instance.GetBuildableBuildings()[selectedBuildingIndex]; if (data == null || data.prefab == null) { Debug.LogError($"[BuildingPlacement] TowerData or prefab is null at index {selectedBuildingIndex}. Please run 'Northbound > Populate Towers from Prefabs' and update BuildingManager."); @@ -581,7 +594,7 @@ namespace Northbound return; } - TowerData selectedData = BuildingManager.Instance.availableBuildings[selectedBuildingIndex]; + TowerData selectedData = BuildingManager.Instance.GetBuildableBuildings()[selectedBuildingIndex]; // Check affordability var coreResourceManager = CoreResourceManager.Instance; @@ -629,7 +642,7 @@ namespace Northbound Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue()); if (Physics.Raycast(ray, out RaycastHit hit, maxPlacementDistance, groundLayer)) { - TowerData selectedData = BuildingManager.Instance.availableBuildings[selectedBuildingIndex]; + TowerData selectedData = BuildingManager.Instance.GetBuildableBuildings()[selectedBuildingIndex]; // Check affordability var coreResourceManager = CoreResourceManager.Instance; diff --git a/Assets/Scripts/BuildingQuickslotUI.cs b/Assets/Scripts/BuildingQuickslotUI.cs index db43264..d88693c 100644 --- a/Assets/Scripts/BuildingQuickslotUI.cs +++ b/Assets/Scripts/BuildingQuickslotUI.cs @@ -1,5 +1,4 @@ using System.Collections.Generic; -using Unity.Netcode; using UnityEngine; using UnityEngine.InputSystem; using TMPro; @@ -188,12 +187,12 @@ namespace Northbound } slotButtons.Clear(); - // 모든 건물 슬롯 생성 (제한 없음) - var buildings = BuildingManager.Instance.availableBuildings; - - for (int i = 0; i < buildings.Count; i++) + // Level 1 건물만 슬롯 생성 (건설 모드에서는 기본 건물만 표시) + var buildableBuildings = BuildingManager.Instance.GetBuildableBuildings(); + + for (int i = 0; i < buildableBuildings.Count; i++) { - CreateSlot(buildings[i], i); + CreateSlot(buildableBuildings[i], i); } } diff --git a/Assets/Scripts/Buildings/Blacksmith.cs b/Assets/Scripts/Buildings/Blacksmith.cs index c6397af..333eaeb 100644 --- a/Assets/Scripts/Buildings/Blacksmith.cs +++ b/Assets/Scripts/Buildings/Blacksmith.cs @@ -37,7 +37,7 @@ namespace Northbound public string GetInteractionPrompt() { - return "[F] 업그레이드"; + return "[F] Upgrade"; } public string GetInteractionAnimation() diff --git a/Assets/Scripts/EnemyAIController.cs b/Assets/Scripts/EnemyAIController.cs index bfcca17..7b766a6 100644 --- a/Assets/Scripts/EnemyAIController.cs +++ b/Assets/Scripts/EnemyAIController.cs @@ -180,7 +180,7 @@ namespace Northbound } } - // 1. Player 감지 (코어로 가는 도중에도 Player를 타겟팅) + // 1. Player 감지 (코어로 가는 도중에도 Player/건물을 타겟팅) GameObject detectedPlayer = DetectTarget(); if (detectedPlayer != null) { @@ -189,20 +189,7 @@ namespace Northbound return; } - // 2. 코어로 가는 경로가 '완전(Complete)'한지 확인 - // NavMesh가 갱신되었다면 에이전트는 즉시 Complete 상태가 됩니다. - if (_agent.hasPath && _agent.pathStatus == NavMeshPathStatus.PathComplete) - { - if (!_hasSetCoreDestination) - { - _agent.SetDestination(_core.GetNavMeshPosition()); - _hasSetCoreDestination = true; - } - // [중요] 길이 열렸으므로 아래의 장애물 탐지 로직을 아예 실행하지 않고 리턴! - return; - } - - // 3. 길이 막혔을 때(Partial)만 아주 좁은 범위에서 장애물을 찾음 + // 2. 경로 상의 장애물(건물) 감지 - 경로 상태와 관계없이 확인 GameObject obstacle = DetectObstacle(); if (obstacle != null) { @@ -211,8 +198,8 @@ namespace Northbound return; } - // 4. 경로가 유효하지 않을 때만 재설정 - if (!_agent.hasPath || _agent.pathStatus == NavMeshPathStatus.PathInvalid) + // 3. 코어로 가는 경로 설정 + if (!_hasSetCoreDestination || !_agent.hasPath || _agent.pathStatus == NavMeshPathStatus.PathInvalid) { _agent.SetDestination(_core.GetNavMeshPosition()); _hasSetCoreDestination = true;