Worker 네트워크 동기화
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@@ -15,6 +15,8 @@ GameObject:
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- component: {fileID: -6833905931170612921}
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- component: {fileID: -5642067558840373223}
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- component: {fileID: 7652614764984268938}
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- component: {fileID: 3118986035178891702}
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- component: {fileID: -802640627660999798}
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m_Layer: 7
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m_Name: Worker
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m_TagString: Untagged
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@@ -31,7 +33,7 @@ Transform:
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m_GameObject: {fileID: 1348125539835438327}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 5.26293, y: 1.00002, z: -80.92117}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children:
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@@ -102,7 +104,7 @@ MonoBehaviour:
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maxBagCapacity: 50
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miningSpeed: 1
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followDistance: 3
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movementSpeed: 10
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movementSpeed: 21.41
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resourcesPerMining: 5
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interactionAnimationTrigger:
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miningEffectPrefab: {fileID: 0}
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@@ -181,10 +183,88 @@ Rigidbody:
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m_ImplicitCom: 1
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m_ImplicitTensor: 1
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m_UseGravity: 1
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m_IsKinematic: 0
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m_IsKinematic: 1
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m_Interpolate: 0
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m_Constraints: 0
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m_CollisionDetection: 0
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--- !u!114 &3118986035178891702
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1348125539835438327}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: e96cb6065543e43c4a752faaa1468eb1, type: 3}
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m_Name:
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m_EditorClassIdentifier: Unity.Netcode.Runtime::Unity.Netcode.Components.NetworkTransform
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ShowTopMostFoldoutHeaderGroup: 1
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NetworkTransformExpanded: 0
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AutoOwnerAuthorityTickOffset: 1
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PositionInterpolationType: 1
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RotationInterpolationType: 1
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ScaleInterpolationType: 0
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PositionLerpSmoothing: 1
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PositionMaxInterpolationTime: 0.1
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RotationLerpSmoothing: 1
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RotationMaxInterpolationTime: 0.1
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ScaleLerpSmoothing: 1
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ScaleMaxInterpolationTime: 0.1
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AuthorityMode: 0
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TickSyncChildren: 0
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UseUnreliableDeltas: 0
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SyncPositionX: 1
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SyncPositionY: 1
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SyncPositionZ: 1
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SyncRotAngleX: 1
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SyncRotAngleY: 1
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SyncRotAngleZ: 1
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SyncScaleX: 0
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SyncScaleY: 0
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SyncScaleZ: 0
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PositionThreshold: 0.001
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RotAngleThreshold: 0.01
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ScaleThreshold: 0.01
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UseQuaternionSynchronization: 0
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UseQuaternionCompression: 0
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UseHalfFloatPrecision: 0
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InLocalSpace: 0
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SwitchTransformSpaceWhenParented: 0
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Interpolate: 1
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SlerpPosition: 0
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--- !u!114 &-802640627660999798
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1348125539835438327}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: e8d0727d5ae3244e3b569694d3912374, type: 3}
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m_Name:
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m_EditorClassIdentifier: Unity.Netcode.Runtime::Unity.Netcode.Components.NetworkAnimator
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ShowTopMostFoldoutHeaderGroup: 1
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NetworkAnimatorExpanded: 0
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AuthorityMode: 0
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m_Animator: {fileID: -6833905931170612921}
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TransitionStateInfoList: []
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AnimatorParameterEntries:
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ParameterEntries:
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- name: Idle
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NameHash: 2081823275
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Synchronize: 1
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ParameterType: 4
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- name: Walk
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NameHash: 765711723
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Synchronize: 1
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ParameterType: 4
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- name: Mine
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NameHash: -912622419
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Synchronize: 1
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ParameterType: 4
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AnimatorParametersExpanded: 0
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--- !u!1001 &8340426036889336253
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PrefabInstance:
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m_ObjectHideFlags: 0
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@@ -1828,7 +1828,7 @@ MonoBehaviour:
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m_DisconnectTimeoutMS: 30000
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ConnectionData:
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Address: 127.0.0.1
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Port: 7835
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Port: 7843
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ServerListenAddress: 127.0.0.1
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ClientBindPort: 0
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DebugSimulator:
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@@ -163,26 +163,35 @@ namespace Northbound
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[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
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private void AssignOrGatherResourceServerRpc(ulong playerId, ulong resourceId)
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{
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var playerObject = NetworkManager.Singleton.ConnectedClients[playerId].PlayerObject;
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if (playerObject == null)
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{
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return;
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}
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Debug.Log($"[Resource] AssignOrGatherResourceServerRpc called - PlayerID: {playerId}, ResourceID: {resourceId}");
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var playerInteraction = playerObject.GetComponent<PlayerInteraction>();
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bool workerAssigned = false;
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if (allowWorkerAssignment && playerInteraction != null && playerInteraction.assignedWorker != null)
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if (allowWorkerAssignment)
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{
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var worker = playerInteraction.assignedWorker;
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if (worker.OwnerPlayerId == playerId && (int)worker.CurrentState == 1)
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// Find worker owned by player in Following state (server-side, not client-side)
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Worker assignedWorker = FindWorkerForPlayer(playerId);
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if (assignedWorker != null)
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{
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worker.AssignMiningTargetServerRpc(resourceId);
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workerAssigned = true;
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ShowGatheringEffectClientRpc();
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Debug.Log($"[Resource] Worker found server-side - OwnerPlayerId: {assignedWorker.OwnerPlayerId}, CurrentState: {(int)assignedWorker.CurrentState}");
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if ((int)assignedWorker.CurrentState == 1) // 1 = Following
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{
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Debug.Log($"[Resource] ✓ Assigning worker to resource!");
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assignedWorker.AssignMiningTargetServerRpc(resourceId);
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workerAssigned = true;
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ShowGatheringEffectClientRpc();
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}
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else
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{
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Debug.LogWarning($"[Resource] Worker not in Following state! State: {(int)assignedWorker.CurrentState}");
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}
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}
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else
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{
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Debug.Log($"[Resource] No worker found for player {playerId} in Following state");
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}
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}
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@@ -192,7 +201,7 @@ namespace Northbound
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{
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return;
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}
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GatherResource(playerId);
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}
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}
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@@ -274,5 +283,42 @@ namespace Northbound
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{
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return transform;
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}
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private Worker FindWorkerForPlayer(ulong playerId)
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{
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Debug.Log($"[Resource] FindWorkerForPlayer called - Looking for worker assigned to player {playerId}");
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if (NetworkManager.Singleton == null || NetworkManager.Singleton.SpawnManager == null)
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{
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Debug.LogWarning($"[Resource] FindWorkerForPlayer - NetworkManager or SpawnManager is null");
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return null;
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}
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var spawnedObjects = NetworkManager.Singleton.SpawnManager.SpawnedObjects;
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int objectsChecked = 0;
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int workersFound = 0;
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foreach (var kvp in spawnedObjects)
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{
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var networkObj = kvp.Value;
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var worker = networkObj.GetComponent<Worker>();
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if (worker != null)
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{
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workersFound++;
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Debug.Log($"[Resource] FindWorkerForPlayer - Found worker: {worker.gameObject.name}, OwnerPlayerId: {worker.OwnerPlayerId}, State: {(int)worker.CurrentState}");
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// Use worker's internal OwnerPlayerId, NOT NetworkObject.OwnerClientId!
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if (worker.OwnerPlayerId == playerId && (int)worker.CurrentState == 1) // 1 = Following
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{
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Debug.Log($"[Resource] FindWorkerForPlayer - ✓ Found worker: {worker.gameObject.name} for player {playerId}");
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return worker;
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}
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}
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}
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Debug.LogWarning($"[Resource] FindWorkerForPlayer - Checked {objectsChecked} objects, found {workersFound} workers, no matching worker in Following state!");
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return null;
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}
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}
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}
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@@ -504,7 +504,8 @@ namespace Northbound
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var networkObj = kvp.Value;
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if (networkObj != null && networkObj.OwnerClientId == _ownerPlayerId.Value)
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{
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if (networkObj.gameObject != null)
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var playerInteraction = networkObj.GetComponent<PlayerInteraction>();
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if (playerInteraction != null && networkObj.gameObject != null)
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{
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_playerTransform = networkObj.transform;
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return true;
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@@ -94,7 +94,7 @@ namespace Northbound
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GameObject workerObj = Instantiate(workerPrefab, spawnPosition, Quaternion.identity);
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NetworkObject workerNetObj = workerObj.GetComponent<NetworkObject>();
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if (workerNetObj == null)
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{
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Debug.LogError("[WorkerSpawner] Worker prefab must have NetworkObject component");
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@@ -102,18 +102,19 @@ namespace Northbound
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return;
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}
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workerNetObj.Spawn();
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_lastSpawnTime = Time.time;
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_workerCount.Value++;
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// IMPORTANT: Spawn as server-owned so server can modify worker's NetworkVariables
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workerNetObj.Spawn();
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_lastSpawnTime = Time.time;
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_workerCount.Value++;
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ShowSpawnEffectClientRpc(spawnPosition);
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ShowSpawnEffectClientRpc(spawnPosition);
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Debug.Log($"[WorkerSpawner] 워커 생성됨 (총 워커: {_workerCount.Value}/{maxWorkers})");
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Debug.Log($"[WorkerSpawner] Worker spawned (server-owned) and assigned to player {playerId} (Total: {_workerCount.Value}/{maxWorkers})");
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ScheduleWorkerAssignment(playerId, workerNetObj.NetworkObjectId);
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}
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ScheduleWorkerAssignment(playerId, workerNetObj.NetworkObjectId);
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}
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private void ScheduleWorkerAssignment(ulong playerId, ulong workerNetObjectId)
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private void ScheduleWorkerAssignment(ulong playerId, ulong workerNetObjectId)
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{
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StartCoroutine(AssignWorkerAfterFrame(playerId, workerNetObjectId));
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}
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