디버깅용 로그 제거
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@@ -41,16 +41,6 @@ namespace Northbound
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{
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_building = GetComponent<Building>();
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_teamMember = GetComponent<ITeamMember>();
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if (_building == null)
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{
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Debug.LogError($"<color=red>[AutoTargetSystem] {gameObject.name}에 Building 컴포넌트가 없습니다!</color>");
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}
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if (_teamMember == null)
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{
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Debug.LogError($"<color=red>[AutoTargetSystem] {gameObject.name}에 ITeamMember 컴포넌트가 없습니다!</color>");
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}
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}
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private void Update()
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@@ -72,10 +62,9 @@ namespace Northbound
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// 범위 내 모든 콜라이더 탐지
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Collider[] colliders = Physics.OverlapSphere(transform.position, detectionRange, targetLayer);
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if (showDebugInfo && colliders.Length > 0)
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{
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Debug.Log($"<color=cyan>[AutoTarget] {gameObject.name}이(가) {colliders.Length}개의 오브젝트를 감지했습니다.</color>");
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}
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GameObject closestEnemy = null;
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@@ -100,21 +89,16 @@ namespace Northbound
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}
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}
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if (targetTeam == null)
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{
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if (showDebugInfo)
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{
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Debug.Log($"<color=yellow>[AutoTarget] {col.gameObject.name}에 ITeamMember가 없습니다.</color>");
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}
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continue;
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}
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if (targetTeam == null)
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{
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continue;
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}
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// 적대 관계 확인
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bool canAttack = TeamManager.CanAttack(_teamMember, targetTeam);
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if (showDebugInfo)
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{
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Debug.Log($"<color=yellow>[AutoTarget] {gameObject.name} ({TeamManager.GetTeamName(_teamMember.GetTeam())}) → {col.gameObject.name} ({TeamManager.GetTeamName(targetTeam.GetTeam())}): 공격가능={canAttack}</color>");
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}
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if (!canAttack)
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@@ -153,22 +137,14 @@ namespace Northbound
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_lastAttackTime = Time.time;
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// 모든 클라이언트에 빔 효과 표시
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ShowAttackBeamClientRpc(beamStart, beamEnd);
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var targetTeam = closestEnemy.GetComponent<ITeamMember>() ??
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closestEnemy.GetComponentInParent<ITeamMember>() ??
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closestEnemy.GetComponentInChildren<ITeamMember>();
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Debug.Log($"<color=red>[AutoTarget] {gameObject.name} ({TeamManager.GetTeamName(_teamMember.GetTeam())})이(가) {closestEnemy.name} ({TeamManager.GetTeamName(targetTeam?.GetTeam() ?? TeamType.Neutral)})을(를) 공격! (거리: {closestDistance:F2}m, 데미지: {attackDamage})</color>");
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ShowAttackBeamClientRpc(beamStart, beamEnd);
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}
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else
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{
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Debug.LogWarning($"<color=orange>[AutoTarget] {closestEnemy.name}에 IDamageable이 없습니다.</color>");
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}
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}
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else if (showDebugInfo && colliders.Length > 0)
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{
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Debug.Log($"<color=yellow>[AutoTarget] {gameObject.name}이(가) 공격 가능한 적을 찾지 못했습니다.</color>");
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}
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}
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@@ -200,15 +200,6 @@ namespace Northbound
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DestroyPreview();
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ClearDragPreviews();
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}
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Debug.Log($"[BuildingPlacement] 건설 모드 {(isBuildModeActive ? "활성화" : "비활성화")}");
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Debug.Log($"[BuildingPlacement] Preview object: {(previewObject != null ? "CREATED" : "NULL")}");
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if (previewObject != null)
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{
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Debug.Log($"[BuildingPlacement] Preview position: {previewObject.transform.position}");
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Debug.Log($"[BuildingPlacement] Preview scale: {previewObject.transform.localScale}");
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Debug.Log($"[BuildingPlacement] Preview active: {previewObject.activeSelf}");
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}
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}
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/// <summary>
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@@ -240,7 +231,6 @@ namespace Northbound
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CreatePreview();
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}
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Debug.Log($"[BuildingPlacement] 건물 선택됨: {BuildingManager.Instance.availableBuildings[index].buildingName}");
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}
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private void CreatePreview()
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@@ -251,10 +241,6 @@ namespace Northbound
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return;
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}
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Debug.Log($"<color=cyan>[BuildingPlacement] Creating preview...</color>");
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Debug.Log($"<color=cyan>[BuildingPlacement] BuildingManager.availableBuildings.Count: {BuildingManager.Instance.availableBuildings.Count}</color>");
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Debug.Log($"<color=cyan>[BuildingPlacement] selectedBuildingIndex: {selectedBuildingIndex}</color>");
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if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.availableBuildings.Count)
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{
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Debug.LogWarning($"[BuildingPlacement] 유효하지 않은 건물 인덱스: {selectedBuildingIndex}");
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@@ -274,9 +260,6 @@ namespace Northbound
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return;
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}
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Debug.Log($"<color=green>[BuildingPlacement] TowerData: {data.buildingName}, Prefab: {data.prefab.name}</color>");
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Debug.Log($"<color=green>[BuildingPlacement] Prefab scale: {data.prefab.transform.localScale}</color>");
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// 완성 건물 프리팹으로 프리뷰 생성 (사용자가 완성 모습을 볼 수 있도록)
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previewObject = Instantiate(data.prefab);
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@@ -318,7 +301,6 @@ namespace Northbound
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obstacle.enabled = false;
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}
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Debug.Log($"[BuildingPlacement] 프리뷰 생성됨: {data.buildingName}");
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}
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private void DestroyPreview()
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@@ -76,7 +76,6 @@ namespace Northbound
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{
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if (creepPrefabs.Count == 0)
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{
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Debug.LogWarning($"[CreepCamp] No creep prefabs assigned!");
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return;
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}
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@@ -91,14 +90,12 @@ namespace Northbound
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GameObject selectedCreep = SelectCreepByCost(remainingCost);
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if (selectedCreep == null)
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{
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Debug.LogWarning($"[CreepCamp] No affordable creeps. Remaining cost: {remainingCost:F2}");
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break;
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}
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CreepData creepData = GetCreepDataFromPrefab(selectedCreep);
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if (creepData == null)
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{
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Debug.LogWarning($"[CreepCamp] Could not get creep data from {selectedCreep.name}");
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continue;
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}
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@@ -106,8 +103,6 @@ namespace Northbound
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remainingCost -= creepData.cost;
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spawnedCount++;
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}
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Debug.Log($"<color=green>[CreepCamp] Spawned {spawnedCount} creeps (Cost budget: {_campCostBudget * _campStrength:F2}, Used: {(_campCostBudget * _campStrength) - remainingCost:F2})</color>");
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}
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private GameObject SelectCreepByCost(float remainingCost)
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@@ -179,7 +174,6 @@ namespace Northbound
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{
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if (resourcePickupPrefab == null)
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{
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Debug.LogWarning($"[CreepCamp] No resource pickup prefab assigned!");
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return;
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}
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@@ -188,7 +182,6 @@ namespace Northbound
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_resourcePickup = pickup.GetComponent<ResourcePickup>();
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if (_resourcePickup == null)
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{
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Debug.LogError($"[CreepCamp] ResourcePickup component not found on prefab!");
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Destroy(pickup);
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return;
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}
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@@ -207,8 +200,6 @@ namespace Northbound
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// 비활성화는 ServerRpc를 통해 처리
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DisablePickupClientRpc();
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Debug.Log($"<color=cyan>[CreepCamp] Resource pickup spawned (Amount: {_resourcePickup.resourceAmount})</color>");
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}
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private void HandleCreepDeath(EnemyUnit deadCreep)
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@@ -226,13 +217,10 @@ namespace Northbound
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// 리스트에서 해당 creep 제거
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_spawnedCreeps.Remove(deadCreep);
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Debug.Log($"<color=orange>[CreepCamp] Creep died. Remaining creeps: {_spawnedCreeps.Count}</color>");
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// 모든 creep이 처치되었으면 ResourcePickup 활성화
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if (_spawnedCreeps.Count == 0 && _resourcePickup != null)
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{
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EnableResourcePickupClientRpc();
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Debug.Log($"<color=green>[CreepCamp] All creeps defeated! Resource pickup enabled.</color>");
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}
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}
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@@ -297,10 +285,6 @@ namespace Northbound
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_deathHandlers[enemyUnit] = handler;
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enemyUnit.OnDeath += handler;
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}
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else
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{
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Debug.LogWarning($"[CreepCamp] EnemyUnit component not found on creep prefab {prefab.name}");
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}
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networkObj.SpawnWithOwnership(NetworkManager.Singleton.LocalClientId);
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}
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@@ -31,7 +31,6 @@ namespace Northbound
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{
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if (creepData == null)
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{
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Debug.LogWarning("[CreepDataComponent] creepData is null", this);
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return;
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}
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@@ -101,16 +101,15 @@ namespace Northbound
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_agent.acceleration = 8f;
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_agent.angularSpeed = 120f;
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_agent.stoppingDistance = attackRange * 0.7f;
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_agent.autoBraking = true;
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_agent.updateRotation = true;
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_agent.updateUpAxis = false;
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if (!_agent.isOnNavMesh)
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{
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Debug.LogWarning($"<color=orange>[EnemyAI] {gameObject.name}이(가) NavMesh 위에 있지 않습니다!</color>");
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}
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if (aiType == TeamType.Monster)
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_agent.autoBraking = true;
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_agent.updateRotation = true;
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_agent.updateUpAxis = false;
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if (!_agent.isOnNavMesh)
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{
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}
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if (aiType == TeamType.Monster)
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{
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FindCore();
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TransitionToState(EnemyAIState.MoveToCore);
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@@ -248,7 +247,7 @@ namespace Northbound
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GameObject target = GetTargetPlayer();
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if (target == null)
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{
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if (showDebugInfo) Debug.Log("<color=red>[EnemyAI] 타겟 상실 - 상태 해제</color>");
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if (showDebugInfo) {}
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OnLostTarget();
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return;
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}
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@@ -417,19 +416,11 @@ namespace Northbound
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{
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damageable.TakeDamage(attackDamage, NetworkObjectId);
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_lastAttackTime = Time.time;
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OnAttackPerformed?.Invoke(target);
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if (showDebugInfo)
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Debug.Log($"<color=red>[EnemyAI] {gameObject.name} -> {target.name} 타격 성공! (데미지: {attackDamage})</color>");
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}
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}
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else
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{
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// 3. 만약 IDamageable을 못 찾았다면 로그를 남겨서 범인을 찾습니다.
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if (showDebugInfo)
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Debug.LogWarning($"<color=yellow>[EnemyAI] {target.name}에 IDamageable 스크립트가 없습니다!</color>");
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// 공격할 수 없는 대상이면 상태를 해제합니다.
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OnLostTarget();
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}
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@@ -504,9 +495,9 @@ namespace Northbound
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// 사망 상태로 전환
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TransitionToState(EnemyAIState.Dead);
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ClearTargetPlayer();
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if (showDebugInfo)
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Debug.Log($"<color=red>[EnemyAI] {gameObject.name}이(가) 사망했습니다. (killer: {killerId})</color>");
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{}
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}
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private void OnLostTarget()
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@@ -65,8 +65,6 @@ using UnityEngine;
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{
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_team.Value = portalTeam;
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}
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Debug.Log($"<color=cyan>[EnemyPortal] 포털 스폰됨 (팀: {TeamManager.GetTeamName(_team.Value)}, 체력: {_currentHealth.Value}/{maxHealth})</color>");
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}
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GlobalTimer.Instance.OnCycleStart += OnCycleStart;
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@@ -104,7 +102,6 @@ using UnityEngine;
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if (monsterData == null)
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{
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Debug.LogWarning($"[EnemyPortal] Could not find MonsterData on {selectedEntry.prefab.name}");
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continue;
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}
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@@ -121,11 +118,6 @@ using UnityEngine;
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remainingCost -= monsterData.cost;
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spawnedCount++;
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}
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if (spawnedCount > 0)
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{
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Debug.Log($"[EnemyPortal] Spawned {spawnedCount} monsters (Cost used: {currentCost - remainingCost:F2})");
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}
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}
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private bool CanSpawnAnyMonster(float remainingCost)
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@@ -200,8 +192,6 @@ using UnityEngine;
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var netObj = enemy.GetComponent<NetworkObject>();
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netObj.Spawn(true);
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Debug.Log($"<color=cyan>[EnemyPortal] {enemy.name} 스폰됨 - OwnerClientId: {netObj.OwnerClientId}, IsServer: {IsServer}</color>");
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}
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private void IncreaseCost()
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@@ -238,7 +228,6 @@ using UnityEngine;
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{
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if (!TeamManager.CanAttack(attackerTeamMember, this))
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{
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Debug.Log($"<color=yellow>[EnemyPortal] {TeamManager.GetTeamName(attackerTeamMember.GetTeam())} 팀은 {TeamManager.GetTeamName(_team.Value)} 팀 포털을 공격할 수 없습니다.</color>");
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return;
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}
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}
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@@ -248,8 +237,6 @@ using UnityEngine;
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int actualDamage = Mathf.Min(damage, _currentHealth.Value);
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_currentHealth.Value -= actualDamage;
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Debug.Log($"<color=red>[EnemyPortal] 포털이 {actualDamage} 데미지를 받았습니다. 남은 체력: {_currentHealth.Value}/{maxHealth}</color>");
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// 데미지 이펙트
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ShowDamageEffectClientRpc();
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@@ -264,8 +251,6 @@ using UnityEngine;
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{
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if (!IsServer) return;
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Debug.Log($"<color=red>[EnemyPortal] 포털이 파괴되었습니다! (공격자: {attackerId})</color>");
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// 파괴 이펙트
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ShowDestroyEffectClientRpc();
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@@ -75,9 +75,7 @@ namespace Northbound
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int actualDamage = Mathf.Min(damage, _currentHealth.Value);
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_currentHealth.Value -= actualDamage;
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Debug.Log($"<color=red>[EnemyUnit] 적 유닛이 {actualDamage} 데미지를 받았습니다. 남은 체력: {_currentHealth.Value}/{maxHealth}</color>");
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// 데미지 이펙트
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ShowDamageEffectClientRpc();
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@@ -39,7 +39,6 @@ namespace Northbound
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// NetworkManager 준비 대기
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if (NetworkManager.Singleton == null || !NetworkManager.Singleton.IsClient)
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{
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Debug.LogWarning("[FogOfWar] NetworkManager가 준비되지 않았습니다. 대기 중...");
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return;
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}
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@@ -55,7 +54,6 @@ namespace Northbound
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var fogSystem = FogOfWarSystem.Instance;
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if (fogSystem == null)
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{
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Debug.LogError("[FogOfWar] FogOfWarSystem을 찾을 수 없습니다! 씬에 FogOfWarSystem GameObject가 있는지 확인하세요.");
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return;
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}
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@@ -84,10 +82,6 @@ namespace Northbound
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instanceMaterial.mainTexture = _fogTexture;
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_meshRenderer.material = instanceMaterial;
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}
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else
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{
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Debug.LogWarning("[FogOfWar] Fog Material이 설정되지 않았습니다!");
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}
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#if UNITY_EDITOR
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if (fogSystem.disableInEditor)
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@@ -98,12 +92,11 @@ namespace Northbound
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// 렌더링 레이어 설정
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gameObject.layer = LayerMask.NameToLayer("UI"); // 또는 별도 레이어 생성
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// 메쉬 생성
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CreatePlaneMesh(fogSystem);
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_isInitialized = true;
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Debug.Log($"<color=cyan>[FogOfWar] 렌더러 초기화 완료 (Client {_localClientId})</color>");
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}
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private void Update()
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@@ -255,8 +248,6 @@ namespace Northbound
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meshFilter.mesh = mesh;
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transform.position = fogSystem.worldOrigin;
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Debug.Log($"<color=cyan>[FogOfWar] Plane Mesh 생성 완료: {width}x{height} at {fogSystem.worldOrigin}</color>");
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}
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private void OnDestroy()
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||||
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||||
@@ -256,19 +256,17 @@ namespace Northbound
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||||
{
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||||
// 클라이언트는 로컬 데이터 초기화
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||||
_localFogData = new FogOfWarData(gridWidth, gridHeight);
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Debug.Log($"<color=cyan>[FogOfWar] 클라이언트 {NetworkManager.LocalClientId} 초기화</color>");
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}
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||||
}
|
||||
|
||||
private void OnClientConnected(ulong clientId)
|
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{
|
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if (!IsServer) return;
|
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|
||||
|
||||
// Ensure fog data exists for this client
|
||||
if (!_serverFogData.ContainsKey(clientId))
|
||||
{
|
||||
_serverFogData[clientId] = new FogOfWarData(gridWidth, gridHeight);
|
||||
Debug.Log($"<color=cyan>[FogOfWar] 클라이언트 {clientId} 안개 데이터 초기화</color>");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -53,7 +53,7 @@ namespace Northbound
|
||||
|
||||
if (renderers == null || renderers.Length == 0)
|
||||
{
|
||||
Debug.LogWarning($"[FogOfWarVisibility] {gameObject.name}: No renderers found! Component will not work.");
|
||||
// Debug.LogWarning($"[FogOfWarVisibility] {gameObject.name}: No renderers found! Component will not work.");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -104,9 +104,6 @@ namespace Northbound
|
||||
_hasReachedHalfway = true;
|
||||
OnHalfwayPoint?.Invoke(cycleLength / 2f);
|
||||
NotifyHalfwayClientRpc();
|
||||
|
||||
if (showDebugLogs)
|
||||
Debug.Log($"<color=yellow>[GlobalTimer] 사이클 중간 지점 도달</color>");
|
||||
}
|
||||
|
||||
// 사이클 완료
|
||||
@@ -136,14 +133,11 @@ namespace Northbound
|
||||
// 다음 사이클 시작
|
||||
_currentTime.Value = cycleLength;
|
||||
_cycleCount.Value++;
|
||||
_hasReachedHalfway = false;
|
||||
_hasReachedHalfway = false;
|
||||
|
||||
OnCycleStart?.Invoke(_cycleCount.Value);
|
||||
NotifyCycleStartClientRpc(_cycleCount.Value);
|
||||
|
||||
if (showDebugLogs)
|
||||
Debug.Log($"<color=cyan>[GlobalTimer] 사이클 {_cycleCount.Value} 시작</color>");
|
||||
}
|
||||
OnCycleStart?.Invoke(_cycleCount.Value);
|
||||
NotifyCycleStartClientRpc(_cycleCount.Value);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnCurrentTimeChanged(float previousValue, float newValue)
|
||||
@@ -171,9 +165,6 @@ namespace Northbound
|
||||
|
||||
OnCycleStart?.Invoke(_cycleCount.Value);
|
||||
NotifyCycleStartClientRpc(_cycleCount.Value);
|
||||
|
||||
if (showDebugLogs)
|
||||
Debug.Log($"<color=green>[GlobalTimer] 타이머 시작: {cycleLength}초</color>");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -17,12 +17,9 @@ namespace Northbound
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Debug.Log($"[InteractableModalManager] Awake called on {gameObject.name}");
|
||||
|
||||
if (playerInteraction == null)
|
||||
{
|
||||
playerInteraction = GetComponent<PlayerInteraction>();
|
||||
Debug.Log($"[InteractableModalManager] PlayerInteraction: {(playerInteraction != null ? "Found" : "Not Found")}");
|
||||
}
|
||||
|
||||
FindModalComponent();
|
||||
@@ -30,15 +27,8 @@ namespace Northbound
|
||||
|
||||
private void Start()
|
||||
{
|
||||
Debug.Log($"[InteractableModalManager] Start called on {gameObject.name}");
|
||||
|
||||
FindModalComponent();
|
||||
|
||||
if (interactableModal == null)
|
||||
{
|
||||
Debug.LogError("[InteractableModalManager] InteractableModal is still null in Start!");
|
||||
}
|
||||
|
||||
// Start()에서 HideModal()을 호출하지 않음 - 첫 번째 Update에서 Modal이 표시되지 않는 문제 방지
|
||||
// modalPanel과 unavailablePanel은 InteractableModal.Start()에서 이미 false로 설정됨
|
||||
}
|
||||
@@ -47,21 +37,14 @@ namespace Northbound
|
||||
{
|
||||
if (interactableModal != null)
|
||||
{
|
||||
Debug.Log($"[InteractableModalManager] InteractableModal already assigned: {interactableModal.gameObject.name}");
|
||||
return;
|
||||
}
|
||||
|
||||
InteractableModal[] modals = GetComponentsInChildren<InteractableModal>(true);
|
||||
Debug.Log($"[InteractableModalManager] Found {modals.Length} InteractableModal components in player children");
|
||||
|
||||
if (modals.Length > 0)
|
||||
{
|
||||
interactableModal = modals[0];
|
||||
Debug.Log($"[InteractableModalManager] Using InteractableModal on: {interactableModal.gameObject.name}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("[InteractableModalManager] InteractableModal not found in player children!");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -69,7 +52,6 @@ namespace Northbound
|
||||
{
|
||||
if (playerInteraction == null)
|
||||
{
|
||||
Debug.LogWarning("[InteractableModalManager] Update: playerInteraction is null");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -100,17 +82,14 @@ namespace Northbound
|
||||
|
||||
if (_currentInteractable != null)
|
||||
{
|
||||
Debug.Log($"[InteractableModalManager] Show modal for interactable");
|
||||
ShowModal(_currentInteractable);
|
||||
}
|
||||
else if (unavailableInteractable != null)
|
||||
{
|
||||
Debug.Log($"[InteractableModalManager] Show unavailable message");
|
||||
ShowUnavailableMessageModal(unavailableInteractable);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"[InteractableModalManager] Hide modal");
|
||||
HideModal();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -162,7 +162,6 @@ namespace Northbound
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("[MapGenerator] Core not found in scene!");
|
||||
_corePosition = Vector2.zero;
|
||||
}
|
||||
|
||||
@@ -178,7 +177,6 @@ namespace Northbound
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("[MapGenerator] No Resource found in scene!");
|
||||
_initialResourcePosition = Vector2.zero;
|
||||
}
|
||||
|
||||
@@ -189,7 +187,6 @@ namespace Northbound
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("[MapGenerator] Worker Hall not found in scene!");
|
||||
_barracksPosition = Vector2.zero;
|
||||
}
|
||||
}
|
||||
@@ -219,7 +216,6 @@ namespace Northbound
|
||||
{
|
||||
if (resourcePrefab == null)
|
||||
{
|
||||
Debug.LogError("[MapGenerator] Resource prefab not assigned!");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -231,20 +227,13 @@ namespace Northbound
|
||||
{
|
||||
_generatedResources = resources;
|
||||
success = true;
|
||||
Debug.Log($"<color=green>[MapGenerator] Normal resource generation succeeded on attempt {attempt + 1}</color>");
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[MapGenerator] Resource generation attempt {attempt + 1} failed validation");
|
||||
}
|
||||
}
|
||||
|
||||
if (!success)
|
||||
{
|
||||
Debug.LogWarning("<color=yellow>[MapGenerator] All resource generation attempts failed, using fallback layout</color>");
|
||||
GenerateResourceFallbackLayout();
|
||||
Debug.Log($"<color=yellow>[MapGenerator] Fallback layout X coordinates: {string.Join(", ", System.Array.ConvertAll(_generatedResources, r => r.position.x.ToString("F1")))}</color>");
|
||||
}
|
||||
|
||||
SpawnResources();
|
||||
@@ -309,7 +298,6 @@ namespace Northbound
|
||||
if (IsValidResourcePosition(candidatePosition, existingResources, currentIndex))
|
||||
{
|
||||
position = candidatePosition;
|
||||
Debug.Log($"[MapGenerator] Generated valid resource position: X={position.x:F2} (range: {-playableAreaWidth/2f:F2} to {playableAreaWidth/2f:F2})");
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -414,7 +402,6 @@ namespace Northbound
|
||||
Resource resource = resourceObj.GetComponent<Resource>();
|
||||
if (resource == null)
|
||||
{
|
||||
Debug.LogError($"[MapGenerator] Resource prefab at index {i} doesn't have Resource component!");
|
||||
Destroy(resourceObj);
|
||||
continue;
|
||||
}
|
||||
@@ -428,7 +415,6 @@ namespace Northbound
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"[MapGenerator] Resource prefab at index {i} doesn't have NetworkObject component!");
|
||||
Destroy(resourceObj);
|
||||
}
|
||||
|
||||
@@ -456,7 +442,6 @@ namespace Northbound
|
||||
{
|
||||
if (obstacle.prefab == null)
|
||||
{
|
||||
Debug.LogWarning($"[MapGenerator] Obstacle prefab is null!");
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -657,7 +642,6 @@ namespace Northbound
|
||||
{
|
||||
if (creepCampPrefab == null)
|
||||
{
|
||||
Debug.LogWarning("[MapGenerator] Creep camp prefab not assigned, skipping creep camp generation.");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -665,7 +649,6 @@ namespace Northbound
|
||||
|
||||
if (_creepPrefabs.Count == 0)
|
||||
{
|
||||
Debug.LogWarning("[MapGenerator] No creep prefabs found in Assets/Prefabs/Creep/, skipping creep camp generation.");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -721,13 +704,8 @@ namespace Northbound
|
||||
}
|
||||
}
|
||||
#else
|
||||
Debug.LogWarning("[MapGenerator] Creep prefabs not loaded in build. Please assign creep prefabs manually in Inspector.");
|
||||
// Creep prefabs not available in build - please assign manually
|
||||
#endif
|
||||
|
||||
if (_creepPrefabs.Count == 0)
|
||||
{
|
||||
Debug.LogWarning("[MapGenerator] No creep prefabs loaded!");
|
||||
}
|
||||
}
|
||||
|
||||
private Vector3 FindValidCampPosition()
|
||||
@@ -791,8 +769,6 @@ namespace Northbound
|
||||
float bestDistance = float.MaxValue;
|
||||
int maxAttempts = 50;
|
||||
|
||||
Debug.Log($"[MapGenerator] FindValidCampPositionForResource: Resource at {resourcePosition}, bounds: X:[{-playableAreaWidth/2f}, {playableAreaWidth/2f}], Z:[{startZ}, {endZ}]");
|
||||
|
||||
for (int attempt = 0; attempt < maxAttempts; attempt++)
|
||||
{
|
||||
float angle = Random.Range(0f, 360f);
|
||||
@@ -813,11 +789,6 @@ namespace Northbound
|
||||
}
|
||||
}
|
||||
|
||||
if (bestPosition == Vector3.zero)
|
||||
{
|
||||
Debug.LogWarning($"[MapGenerator] Failed to find camp position for resource at {resourcePosition} after {maxAttempts} attempts");
|
||||
}
|
||||
|
||||
return bestPosition;
|
||||
}
|
||||
|
||||
@@ -855,7 +826,6 @@ namespace Northbound
|
||||
|
||||
creepCamp.InitializeCamp(position.z, strength, campCostBudget, spawnRadius, maxSpawnAttempts);
|
||||
creepCamp.SetCreepPrefabs(_creepPrefabs);
|
||||
Debug.Log($"[MapGenerator] Camp initialized with {_creepPrefabs.Count} creep prefabs");
|
||||
|
||||
NetworkObject networkObj = campObj.GetComponent<NetworkObject>();
|
||||
if (networkObj == null)
|
||||
|
||||
@@ -31,7 +31,6 @@ namespace Northbound
|
||||
{
|
||||
if (monsterData == null)
|
||||
{
|
||||
Debug.LogWarning("[MonsterDataComponent] monsterData is null", this);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -55,8 +54,6 @@ namespace Northbound
|
||||
{
|
||||
navAgent.speed = monsterData.moveSpeed;
|
||||
}
|
||||
|
||||
Debug.Log($"[MonsterDataComponent] Applied data for {monsterData.id} ({monsterData.memo})", this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -58,10 +58,5 @@ namespace Northbound
|
||||
|
||||
Debug.Log("================================");
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
Invoke(nameof(LogNetworkConfig), 1f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -33,11 +33,9 @@ namespace Northbound
|
||||
NetworkManager.Singleton.ConnectionApprovalCallback = ApprovalCheck;
|
||||
NetworkManager.Singleton.OnServerStarted += OnServerStarted;
|
||||
NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnected;
|
||||
Debug.Log("<color=cyan>[Connection] ConnectionApprovalCallback 등록됨</color>");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("[Connection] NetworkManager.Singleton이 null입니다!");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -56,13 +54,10 @@ namespace Northbound
|
||||
spawnPoints.Add(point.transform);
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log($"<color=cyan>[Connection] {spawnPoints.Count}개의 스폰 포인트를 찾았습니다.</color>");
|
||||
}
|
||||
|
||||
private void OnServerStarted()
|
||||
{
|
||||
Debug.Log("<color=green>[Connection] 서버 시작됨</color>");
|
||||
|
||||
if (ServerResourceManager.Instance == null)
|
||||
{
|
||||
@@ -76,9 +71,8 @@ namespace Northbound
|
||||
}
|
||||
|
||||
networkObject.Spawn();
|
||||
Debug.Log("[Connection] ServerResourceManager spawned.");
|
||||
}
|
||||
|
||||
|
||||
if (NetworkManager.Singleton.IsHost)
|
||||
{
|
||||
SpawnPlayer(NetworkManager.Singleton.LocalClientId);
|
||||
@@ -90,11 +84,9 @@ namespace Northbound
|
||||
if (!NetworkManager.Singleton.IsServer) return;
|
||||
if (clientId == NetworkManager.Singleton.LocalClientId) return;
|
||||
|
||||
Debug.Log($"<color=cyan>[Connection] 클라이언트 {clientId} 연결됨</color>");
|
||||
|
||||
if (!NetworkManager.Singleton.ConnectedClients.TryGetValue(clientId, out var client) || client.PlayerObject != null)
|
||||
{
|
||||
Debug.Log($"<color=yellow>[Connection] 클라이언트 {clientId}의 플레이어가 이미 존재합니다.</color>");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -109,7 +101,6 @@ namespace Northbound
|
||||
GameObject playerPrefab = NetworkManager.Singleton.NetworkConfig.PlayerPrefab;
|
||||
if (playerPrefab == null)
|
||||
{
|
||||
Debug.LogError("[Connection] PlayerPrefab이 null입니다!");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -117,13 +108,10 @@ namespace Northbound
|
||||
NetworkObject networkObject = playerObject.GetComponent<NetworkObject>();
|
||||
if (networkObject == null)
|
||||
{
|
||||
Debug.LogError("[Connection] PlayerPrefab에 NetworkObject가 없습니다!");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
networkObject.SpawnAsPlayerObject(clientId);
|
||||
|
||||
Debug.Log($"<color=green>[Connection] 플레이어 {clientId} 스폰됨: {spawnPosition}</color>");
|
||||
}
|
||||
|
||||
private void ApprovalCheck(
|
||||
@@ -131,27 +119,23 @@ namespace Northbound
|
||||
NetworkManager.ConnectionApprovalResponse response)
|
||||
{
|
||||
spawnPoints.RemoveAll(p => p == null);
|
||||
|
||||
|
||||
if (spawnPoints.Count == 0)
|
||||
{
|
||||
Debug.LogError($"<color=red>[Connection] 스폰 포인트가 없습니다! 씬에 PlayerSpawnPoint가 있는지 확인하세요.</color>");
|
||||
}
|
||||
|
||||
response.Approved = true;
|
||||
response.CreatePlayerObject = false;
|
||||
response.Position = Vector3.zero;
|
||||
response.Rotation = Quaternion.identity;
|
||||
|
||||
Debug.Log($"<color=green>[Connection] 클라이언트 {request.ClientNetworkId} 승인됨. 수동 스폰으로 대기.</color>");
|
||||
}
|
||||
|
||||
private Vector3 GetSpawnPosition(ulong clientId)
|
||||
{
|
||||
spawnPoints.RemoveAll(p => p == null);
|
||||
|
||||
|
||||
if (spawnPoints.Count == 0)
|
||||
{
|
||||
Debug.LogWarning("[Connection] 스폰 포인트가 없습니다. 기본 위치 반환.");
|
||||
return Vector3.zero;
|
||||
}
|
||||
|
||||
@@ -172,12 +156,10 @@ namespace Northbound
|
||||
|
||||
if (spawnIndex >= spawnPoints.Count)
|
||||
{
|
||||
Debug.LogWarning($"<color=yellow>[Connection] 스폰 인덱스 {spawnIndex}가 범위를 벗어났습니다. 기본값으로 조정.</color>");
|
||||
spawnIndex = spawnIndex % spawnPoints.Count;
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log($"<color=yellow>[Connection] 클라이언트 {clientId}에게 스폰 인덱스 {spawnIndex} 할당</color>");
|
||||
return spawnPoints[spawnIndex].position;
|
||||
}
|
||||
|
||||
|
||||
@@ -39,11 +39,10 @@ namespace Northbound
|
||||
}
|
||||
|
||||
ConfigureTransport("0.0.0.0", port);
|
||||
|
||||
|
||||
if (!NetworkManager.Singleton.IsServer && !NetworkManager.Singleton.IsClient)
|
||||
{
|
||||
NetworkManager.Singleton.StartHost();
|
||||
Debug.Log($"[NetworkConnectionHelper] Started Host on port {port}");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -60,8 +60,6 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
|
||||
{
|
||||
_currentHealth.Value = maxHealth;
|
||||
}
|
||||
|
||||
Debug.Log($"<color=cyan>[Player] {gameObject.name} 스폰됨 (팀: {TeamManager.GetTeamName(_team.Value)}, 체력: {_currentHealth.Value}/{maxHealth})</color>");
|
||||
}
|
||||
|
||||
// 체력 변경 이벤트 구독
|
||||
@@ -69,14 +67,13 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
|
||||
|
||||
if (!IsOwner) return;
|
||||
|
||||
var vcam = GameObject.FindFirstObjectByType<CinemachineCamera>();
|
||||
var vcam = GameObject.FindFirstObjectByType<CinemachineCamera>();
|
||||
|
||||
if (vcam != null)
|
||||
{
|
||||
vcam.Follow = transform;
|
||||
vcam.LookAt = transform;
|
||||
Debug.Log("<color=green>[Camera] 로컬 플레이어에게 카메라가 연결되었습니다.</color>");
|
||||
}
|
||||
if (vcam != null)
|
||||
{
|
||||
vcam.Follow = transform;
|
||||
vcam.LookAt = transform;
|
||||
}
|
||||
|
||||
_inputActions = new PlayerInputActions();
|
||||
_inputActions.Enable();
|
||||
@@ -148,7 +145,6 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
|
||||
|
||||
TeamType previousTeam = _team.Value;
|
||||
_team.Value = team;
|
||||
Debug.Log($"<color=cyan>[Player] 팀 변경: {TeamManager.GetTeamName(previousTeam)} → {TeamManager.GetTeamName(team)}</color>");
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -170,7 +166,6 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
|
||||
{
|
||||
if (!TeamManager.CanAttack(attackerTeamMember, this))
|
||||
{
|
||||
Debug.Log($"<color=yellow>[Player] {TeamManager.GetTeamName(attackerTeamMember.GetTeam())} 팀은 {TeamManager.GetTeamName(_team.Value)} 팀을 공격할 수 없습니다.</color>");
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -180,8 +175,6 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
|
||||
int actualDamage = Mathf.Min(damage, _currentHealth.Value);
|
||||
_currentHealth.Value -= actualDamage;
|
||||
|
||||
Debug.Log($"<color=red>[Player] {gameObject.name} ({TeamManager.GetTeamName(_team.Value)})이(가) {actualDamage} 데미지를 받았습니다. 남은 체력: {_currentHealth.Value}/{maxHealth}</color>");
|
||||
|
||||
// 데미지 이펙트
|
||||
ShowDamageEffectClientRpc();
|
||||
|
||||
@@ -192,13 +185,11 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
|
||||
}
|
||||
}
|
||||
|
||||
private void Die(ulong killerId)
|
||||
{
|
||||
if (!IsServer) return;
|
||||
private void Die(ulong killerId)
|
||||
{
|
||||
if (!IsServer) return;
|
||||
|
||||
Debug.Log($"<color=red>[Player] {gameObject.name} ({TeamManager.GetTeamName(_team.Value)})이(가) 사망했습니다! (킬러: {killerId})</color>");
|
||||
|
||||
// 사망 이펙트
|
||||
// 사망 이펙트
|
||||
ShowDeathEffectClientRpc();
|
||||
|
||||
// 애니메이션 (있는 경우)
|
||||
@@ -237,7 +228,6 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
|
||||
}
|
||||
|
||||
_animator.SetTrigger("Revive");
|
||||
Debug.Log($"<color=green>[Player] {gameObject.name} 리스폰!</color>");
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
@@ -296,14 +286,11 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
|
||||
|
||||
int healAmount = Mathf.Min(amount, maxHealth - _currentHealth.Value);
|
||||
_currentHealth.Value += healAmount;
|
||||
|
||||
Debug.Log($"<color=green>[Player] {gameObject.name}이(가) {healAmount} 회복되었습니다. 현재 체력: {_currentHealth.Value}/{maxHealth}</color>");
|
||||
}
|
||||
|
||||
private void OnHealthChanged(int previousValue, int newValue)
|
||||
{
|
||||
// 체력바 UI 업데이트 또는 체력 변경 시각 효과
|
||||
Debug.Log($"<color=yellow>[Player] 체력 변경: {previousValue} → {newValue}</color>");
|
||||
|
||||
// 클라이언트에서도 체력 변경 인지 가능
|
||||
if (IsOwner)
|
||||
|
||||
@@ -270,10 +270,6 @@ namespace Northbound
|
||||
|
||||
ShowGatheringEffectClientRpc();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[Resource] Worker not in Following state! State: {(int)assignedWorker.CurrentState}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -370,7 +366,6 @@ namespace Northbound
|
||||
{
|
||||
if (NetworkManager.Singleton == null || NetworkManager.Singleton.SpawnManager == null)
|
||||
{
|
||||
Debug.LogWarning($"[Resource] FindWorkerForPlayer - NetworkManager or SpawnManager is null");
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
@@ -25,7 +25,6 @@ namespace Northbound
|
||||
if (enableOnStart)
|
||||
{
|
||||
_networkManager = NetworkManager.Singleton;
|
||||
Debug.Log("[SimpleMonitor] Simple Network Monitor started");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -47,21 +46,39 @@ namespace Northbound
|
||||
{
|
||||
if (_networkManager == null)
|
||||
{
|
||||
Debug.LogWarning("[SimpleMonitor] NetworkManager not found");
|
||||
return;
|
||||
}
|
||||
|
||||
bool isServer = _networkManager.IsServer;
|
||||
bool isClient = _networkManager.IsClient;
|
||||
bool isHost = _networkManager.IsHost;
|
||||
|
||||
|
||||
if (isServer && !isClient && _eventsLogged < 3)
|
||||
{
|
||||
_serverStartCount++;
|
||||
_lastServerStartTime = Time.time;
|
||||
Debug.Log("[SimpleMonitor] Server started (Count: " + _serverStartCount + ")");
|
||||
_eventsLogged++;
|
||||
}
|
||||
|
||||
if (!isServer && !isClient && _lastServerStartTime > 0f && _eventsLogged < 50)
|
||||
{
|
||||
float uptime = Time.time - _lastServerStartTime;
|
||||
_serverStopCount++;
|
||||
_eventsLogged++;
|
||||
|
||||
if (_serverStopCount >=3)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
if (isServer && _serverStartCount > 0)
|
||||
{
|
||||
if (_eventsLogged % 10 ==0)
|
||||
{
|
||||
float uptime = Time.time - _lastServerStartTime;
|
||||
_eventsLogged++;
|
||||
}
|
||||
}
|
||||
|
||||
if (!isServer && !isClient && _lastServerStartTime > 0f && _eventsLogged < 50)
|
||||
{
|
||||
@@ -96,20 +113,11 @@ namespace Northbound
|
||||
_serverStartCount = 0;
|
||||
_lastServerStartTime = 0f;
|
||||
_eventsLogged = 0;
|
||||
Debug.Log("[SimpleMonitor] Counters reset");
|
||||
}
|
||||
|
||||
|
||||
[ContextMenu("Show Stats")]
|
||||
public void ShowStats()
|
||||
{
|
||||
Debug.Log("=== SIMPLE MONITOR STATS ===");
|
||||
Debug.Log("Server Stops: " + _serverStopCount);
|
||||
Debug.Log("Server Starts: " + _serverStartCount);
|
||||
Debug.Log("NetworkManager:");
|
||||
Debug.Log(" IsServer: " + (_networkManager != null ? _networkManager.IsServer.ToString() : "null"));
|
||||
Debug.Log(" IsClient: " + (_networkManager != null ? _networkManager.IsClient.ToString() : "null"));
|
||||
Debug.Log(" IsHost: " + (_networkManager != null ? _networkManager.IsHost.ToString() : "null"));
|
||||
Debug.Log("============================");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user