적과 타워가 서로 공격하지 않는 문제 수정

This commit is contained in:
2026-02-24 16:08:35 +09:00
parent 907e2e24c8
commit 98d071480c
22 changed files with 883 additions and 365 deletions

View File

@@ -22,6 +22,10 @@ namespace Northbound
private List<Building> placedBuildings = new List<Building>();
private List<BuildingFoundation> placedFoundations = new List<BuildingFoundation>();
// Level 1 건물 캐시
private List<TowerData> _buildableBuildingsCache;
private bool _buildableCacheDirty = true;
private void Awake()
{
if (Instance != null && Instance != this)
@@ -41,6 +45,26 @@ namespace Northbound
);
}
/// <summary>
/// 건설 가능한 건물 목록 반환 (Level 1만, 캐싱됨)
/// </summary>
public List<TowerData> GetBuildableBuildings()
{
if (_buildableCacheDirty || _buildableBuildingsCache == null)
{
_buildableBuildingsCache = new List<TowerData>();
foreach (var building in availableBuildings)
{
if (building != null && building.level == 1)
{
_buildableBuildingsCache.Add(building);
}
}
_buildableCacheDirty = false;
}
return _buildableBuildingsCache;
}
public Vector3Int WorldToGrid(Vector3 worldPosition)
{
return new Vector3Int(

View File

@@ -208,7 +208,7 @@ namespace Northbound
public void SetSelectedBuilding(int index)
{
if (index < 0 || BuildingManager.Instance == null ||
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($"[BuildingPlacement] TowerData is NULL at index {selectedBuildingIndex}");
@@ -262,6 +265,9 @@ namespace Northbound
// 완성 건물 프리팹으로 프리뷰 생성 (사용자가 완성 모습을 볼 수 있도록)
previewObject = Instantiate(data.prefab);
// (0,0,0)에 고스트가 보이지 않도록 처음에는 비활성화
previewObject.SetActive(false);
// Remove NetworkObject component from preview
NetworkObject netObj = previewObject.GetComponent<NetworkObject>();
@@ -317,17 +323,19 @@ namespace Northbound
if (previewObject == null || BuildingManager.Instance == null)
return;
if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.availableBuildings.Count)
if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.GetBuildableBuildings().Count)
return;
TowerData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
TowerData data = BuildingManager.Instance.GetBuildableBuildings()[selectedBuildingIndex];
if (data == null || data.prefab == null)
return;
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
if (Physics.Raycast(ray, out RaycastHit hit, maxPlacementDistance, groundLayer))
{
// Raycast 성공 시 프리뷰 표시
previewObject.SetActive(true);
// Check if placement is valid
bool isValid = BuildingManager.Instance.IsValidPlacement(data, hit.point, currentRotation, out Vector3 snappedPosition);
@@ -352,6 +360,11 @@ namespace Northbound
renderer.materials = mats;
}
}
else
{
// Raycast 실패 시 (0,0,0)에 고스트가 보이지 않도록 프리뷰 숨김
previewObject.SetActive(false);
}
}
private void OnRotate(InputAction.CallbackContext context)
@@ -443,13 +456,13 @@ namespace Northbound
{
if (BuildingManager.Instance == null) return;
if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.availableBuildings.Count)
if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.GetBuildableBuildings().Count)
{
Debug.LogWarning($"[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;

View File

@@ -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 건물 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);
}
}

View File

@@ -37,7 +37,7 @@ namespace Northbound
public string GetInteractionPrompt()
{
return "[F] 업그레이드";
return "[F] Upgrade";
}
public string GetInteractionAnimation()

View File

@@ -180,7 +180,7 @@ namespace Northbound
}
}
// 1. Player 감지 (코어로 가는 도중에도 Player 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;