데이터 파이프라인 추가 및 수정 + 크립 및 크립 캠프 배치 자동화
Hierachy > System > MapGenerator 에서 크립 관련 변수 설정 가능 Kaykit PlantWarrior 애셋 추가
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52
Assets/Data/Scripts/DataClasses/TowerDataExtensions.cs
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52
Assets/Data/Scripts/DataClasses/TowerDataExtensions.cs
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using UnityEngine;
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using Northbound;
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namespace Northbound.Data
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{
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public partial class TowerData
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{
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[Header("Runtime References")]
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[Tooltip("Prefab reference - set by data pipeline")]
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public GameObject prefab;
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[Tooltip("UI icon")]
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public Sprite icon;
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[Header("Placement Settings")]
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[Tooltip("Offset from grid position")]
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public Vector3 placementOffset = Vector3.zero;
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[Tooltip("Can rotate this building?")]
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public bool allowRotation = true;
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[Header("Health Settings")]
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[Tooltip("Can this building be damaged?")]
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public bool isIndestructible = false;
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[Tooltip("Auto-regenerate health over time")]
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public bool autoRegenerate = false;
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[Tooltip("Health regeneration per second")]
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public int regenPerSecond = 1;
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[Header("Vision Settings")]
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[Tooltip("Does this building provide vision?")]
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public bool providesVision = true;
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[Header("Construction Settings")]
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[Tooltip("건설 시 사용할 도구")]
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public EquipmentData constructionEquipment;
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[Header("Properties for convenience")]
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public int width => sizeX;
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public int length => sizeY;
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public float height => sizeY;
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public int maxHealth => maxHp;
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public float visionRange => atkRange;
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public float requiredWorkAmount => manpower;
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public Vector3 GetSize(int rotation)
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{
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bool isRotated = (rotation == 1 || rotation == 3);
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float w = isRotated ? length : width;
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float l = isRotated ? width : length;
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return new Vector3(w, sizeY, l);
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}
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}
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}
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