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12 changed files with 360 additions and 52 deletions

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@@ -38,7 +38,7 @@ namespace Northbound.Data
public int length => sizeZ; // Z축 (깊이)
public float height => sizeY; // Y축 (높이)
public int maxHealth => maxHp;
public float visionRange => atkRange;
public float visionRange => sight;
public float requiredWorkAmount => manpower;
public Vector3 GetSize(int rotation)

47
Assets/Prefabs/Core.asset Normal file
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@@ -0,0 +1,47 @@
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%TAG !u! tag:unity3d.com,2011:
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
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m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 8c40fef5ebc37b743a3f225c1ca57c32, type: 3}
m_Name: Core
m_EditorClassIdentifier: Assembly-CSharp::Northbound.Data.TowerData
id: 0
memo:
buildingName:
level: 0
upgradeTo: 0
towerType:
mana: 0
manpower: 0
sizeX: 0
sizeY: 0
sizeZ: 0
maxHp: 0
sight: 100
atkRange: 0
atkDamage: 0
atkIntervalSec: 0
modelPath:
prefab: {fileID: 0}
icon: {fileID: 0}
placementOffset: {x: 0, y: 0, z: 0}
allowRotation: 1
isIndestructible: 0
autoRegenerate: 0
regenPerSecond: 1
providesVision: 1
constructionEquipment:
socketName: RightHand
equipmentPrefab: {fileID: 0}
attachOnStart: 1
detachOnEnd: 1
keepEquipped: 0
attachDelay: 0
detachDelay: 0

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
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@@ -49,7 +49,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d5a57f767e5e46a458fc5d3c628d0cbb, type: 3}
m_Name:
m_EditorClassIdentifier: Unity.Netcode.Runtime::Unity.Netcode.NetworkObject
GlobalObjectIdHash: 3998537868
GlobalObjectIdHash: 615747208
InScenePlacedSourceGlobalObjectIdHash: 615747208
DeferredDespawnTick: 0
Ownership: 0
@@ -106,7 +106,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::Northbound.Building
ShowTopMostFoldoutHeaderGroup: 1
buildingData: {fileID: 0}
buildingData: {fileID: 11400000, guid: 8e9cb7f0c2209b543b171709534789aa, type: 2}
gridPosition: {x: 0, y: 0, z: 0}
rotation: 0
initialTeam: 1
@@ -152,10 +152,12 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 760137a2fd0da7f458ac4b0ee7f485d6, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::Northbound.FogOfWarVisibility
alwaysVisible: 1
showInExploredAreas: 1
updateInterval: 0.2
renderers: []
enableDistantVisibility: 1
baseVisibilityRange: 50
heightVisibilityMultiplier: 2
minHeightForDistantVisibility: 3
useExploredMaterial: 0

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@@ -6,8 +6,16 @@ namespace Northbound
/// <summary>
/// 블랙스미스 건물 - 업그레이드 구매 가능
/// </summary>
public class Blacksmith : MonoBehaviour, IInteractable
public class Blacksmith : NetworkBehaviour, IInteractable, IVisionProvider, ITeamMember
{
[Header("Vision Settings")]
[Tooltip("블랙스미스가 제공하는 시야 범위")]
public float visionRange = 10f;
[Header("Team")]
[Tooltip("건물의 팀")]
public TeamType initialTeam = TeamType.Player;
[Header("UI Reference")]
[SerializeField] private GameObject _upgradePopupPrefab;
@@ -55,9 +63,6 @@ namespace Northbound
return transform;
}
#endregion
private void OpenUpgradePopup(ulong playerId)
@@ -115,12 +120,63 @@ namespace Northbound
return null;
}
private void OnDestroy()
public override void OnDestroy()
{
if (_popupInstance != null)
{
Destroy(_popupInstance);
}
base.OnDestroy();
}
#region NetworkBehaviour Overrides
public override void OnNetworkSpawn()
{
if (IsServer)
{
// 시야 제공자로 등록
FogOfWarSystem.Instance?.RegisterVisionProvider(this);
}
}
public override void OnNetworkDespawn()
{
if (IsServer)
{
// 시야 제공자 등록 해제
FogOfWarSystem.Instance?.UnregisterVisionProvider(this);
}
}
#endregion
#region IVisionProvider Implementation
public ulong GetOwnerId() => 0; // 블랙스미스는 모든 플레이어에게 시야 제공
public float GetVisionRange() => visionRange;
Transform IVisionProvider.GetTransform() => transform;
public bool IsActive() => IsSpawned;
TeamType IVisionProvider.GetTeam() => initialTeam;
#endregion
#region ITeamMember Implementation
public TeamType GetTeam() => initialTeam;
public bool IsDead() => false; // 블랙스미스는 파괴되지 않음
public void SetTeam(TeamType team)
{
// 블랙스미스의 팀은 변경할 수 없음
Debug.LogWarning("[Blacksmith] 블랙스미스의 팀은 변경할 수 없습니다.");
}
#endregion
}
}

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@@ -7,12 +7,15 @@ namespace Northbound
/// <summary>
/// 플레이어가 자원을 건내받아 게임의 전역 자원으로 관리하는 중앙 허브
/// </summary>
public class Core : NetworkBehaviour, IInteractable, IDamageable, ITeamMember
public class Core : NetworkBehaviour, IInteractable, IDamageable, ITeamMember, IVisionProvider
{
[Header("Core Settings")]
public int maxStorageCapacity = 1000; // 코어의 최대 저장 용량
public bool unlimitedStorage = false; // 무제한 저장소
[Header("Vision")]
public float visionRange = 15f; // 코어가 제공하는 시야 범위
[Header("Health")]
public int maxHealth = 1000;
public GameObject damageEffectPrefab;
@@ -55,6 +58,9 @@ namespace Northbound
{
_totalResources.Value = 0;
_currentHealth.Value = maxHealth;
// 시야 제공자로 등록
FogOfWarSystem.Instance?.RegisterVisionProvider(this);
}
_currentHealth.OnValueChanged += OnHealthChanged;
@@ -62,6 +68,12 @@ namespace Northbound
public override void OnNetworkDespawn()
{
if (IsServer)
{
// 시야 제공자 등록 해제
FogOfWarSystem.Instance?.UnregisterVisionProvider(this);
}
_currentHealth.OnValueChanged -= OnHealthChanged;
}
@@ -372,5 +384,19 @@ namespace Northbound
}
#endregion
#region IVisionProvider Implementation
public ulong GetOwnerId() => 0; // 코어는 모든 플레이어에게 시야 제공
public float GetVisionRange() => visionRange;
Transform IVisionProvider.GetTransform() => transform;
public bool IsActive() => IsSpawned && !IsDead();
TeamType IVisionProvider.GetTeam() => TeamType.Player;
#endregion
}
}

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@@ -203,8 +203,8 @@ namespace Northbound
networkObj.SpawnWithOwnership(NetworkManager.Singleton.LocalClientId);
// 비활성화는 ServerRpc를 통해 처리
DisablePickupClientRpc();
// NetworkVariable을 통해 가시성 동기화 (기본적으로 숨김)
_resourcePickup.SetVisible(false);
}
private void HandleCreepDeath(EnemyUnit deadCreep)
@@ -225,7 +225,8 @@ namespace Northbound
// 모든 creep이 처치되었으면 ResourcePickup 활성화
if (_spawnedCreeps.Count == 0 && _resourcePickup != null)
{
EnableResourcePickupClientRpc();
// NetworkVariable이 자동으로 클라이언트에 동기화됨
_resourcePickup.SetVisible(true);
}
}
@@ -262,24 +263,6 @@ namespace Northbound
}
}
[Rpc(SendTo.ClientsAndHost)]
private void EnableResourcePickupClientRpc()
{
if (_resourcePickup != null)
{
_resourcePickup.gameObject.SetActive(true);
}
}
[Rpc(SendTo.ClientsAndHost)]
private void DisablePickupClientRpc()
{
if (_resourcePickup != null)
{
_resourcePickup.gameObject.SetActive(false);
}
}
private CreepData GetCreepDataFromPrefab(GameObject prefab)
{
if (prefab == null) return null;

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@@ -182,17 +182,39 @@ namespace Northbound
{
if (NetworkManager.Singleton == null) return ulong.MaxValue;
var localPlayer = NetworkManager.Singleton.SpawnManager.GetLocalPlayerObject();
if (localPlayer != null)
// 방법 1: SpawnManager에서 찾기
NetworkObject localPlayer = null;
if (NetworkManager.Singleton.SpawnManager != null)
{
var playerController = localPlayer.GetComponent<NetworkPlayerController>();
if (playerController != null)
localPlayer = NetworkManager.Singleton.SpawnManager.GetLocalPlayerObject();
}
// 방법 2: LocalClient에서 찾기
if (localPlayer == null && NetworkManager.Singleton.LocalClient != null)
{
return playerController.OwnerPlayerId;
localPlayer = NetworkManager.Singleton.LocalClient.PlayerObject;
}
// 방법 3: 직접 검색 (IsLocalPlayer인 플레이어 찾기)
if (localPlayer == null)
{
var allPlayers = FindObjectsByType<NetworkPlayerController>(FindObjectsSortMode.None);
foreach (var player in allPlayers)
{
if (player.IsLocalPlayer)
{
localPlayer = player.GetComponent<NetworkObject>();
break;
}
}
}
return ulong.MaxValue;
if (localPlayer == null) return ulong.MaxValue;
var playerController = localPlayer.GetComponent<NetworkPlayerController>();
if (playerController == null) return ulong.MaxValue;
return playerController.OwnerPlayerId;
}
/// <summary>

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@@ -307,7 +307,8 @@ namespace Northbound
if (!_visionProviders.Contains(provider))
{
_visionProviders.Add(provider);
// Debug.Log($"<color=cyan>[FogOfWar] Vision Provider 등록: {provider.GetTransform().name} (Owner: {provider.GetOwnerId()})</color>");
// 즉시 시야 업데이트 트리거
_updateTimer = updateInterval;
}
}

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@@ -10,6 +10,9 @@ namespace Northbound
public class FogOfWarVisibility : MonoBehaviour
{
[Header("Visibility Settings")]
[Tooltip("Always show this object regardless of fog state (for core, important structures)")]
public bool alwaysVisible = false;
[Tooltip("Show this object in explored areas (greyed out) or only when visible")]
public bool showInExploredAreas = false;
@@ -19,10 +22,13 @@ namespace Northbound
[Tooltip("Renderers to show/hide (auto-detected if empty)")]
public Renderer[] renderers;
[Header("Height-Based Distant Visibility")]
[Header("Extended Visibility")]
[Tooltip("Enable visibility from farther away based on object height")]
public bool enableDistantVisibility = true;
[Tooltip("Base visibility range (additional range beyond player vision)")]
public float baseVisibilityRange = 10f;
[Tooltip("Visibility range multiplier per unit of height (default: 2x vision per 1m height)")]
public float heightVisibilityMultiplier = 2.0f;
@@ -76,9 +82,18 @@ namespace Northbound
// CRITICAL: Start hidden and stay hidden until fog system confirms visibility
// Force initial hide - don't use SetVisible because _isVisible defaults to false
// which would cause early return
// 단, alwaysVisible이면 항상 보임
if (alwaysVisible)
{
_isVisible = false;
SetVisible(true);
}
else
{
_isVisible = true; // Set to true first so SetVisible(false) actually runs
SetVisible(false);
}
}
/// <summary>
/// Calculate the height of this object for distant visibility
@@ -165,21 +180,50 @@ namespace Northbound
{
if (NetworkManager.Singleton == null) return ulong.MaxValue;
var localPlayer = NetworkManager.Singleton.SpawnManager.GetLocalPlayerObject();
if (localPlayer != null)
// 방법 1: SpawnManager에서 찾기
NetworkObject localPlayer = null;
if (NetworkManager.Singleton.SpawnManager != null)
{
var playerController = localPlayer.GetComponent<NetworkPlayerController>();
if (playerController != null)
localPlayer = NetworkManager.Singleton.SpawnManager.GetLocalPlayerObject();
}
// 방법 2: LocalClient에서 찾기
if (localPlayer == null && NetworkManager.Singleton.LocalClient != null)
{
return playerController.OwnerPlayerId;
localPlayer = NetworkManager.Singleton.LocalClient.PlayerObject;
}
// 방법 3: 직접 검색 (IsLocalPlayer인 플레이어 찾기)
if (localPlayer == null)
{
var allPlayers = FindObjectsByType<NetworkPlayerController>(FindObjectsSortMode.None);
foreach (var player in allPlayers)
{
if (player.IsLocalPlayer)
{
localPlayer = player.GetComponent<NetworkObject>();
break;
}
}
}
return ulong.MaxValue;
if (localPlayer == null) return ulong.MaxValue;
var playerController = localPlayer.GetComponent<NetworkPlayerController>();
if (playerController == null) return ulong.MaxValue;
return playerController.OwnerPlayerId;
}
private void UpdateVisibility()
{
// 항상 보이는 객체는 fog 체크 안함
if (alwaysVisible)
{
SetVisible(true);
return;
}
var fogSystem = FogOfWarSystem.Instance;
if (fogSystem == null)
{
@@ -268,11 +312,14 @@ namespace Northbound
// Calculate extended visibility range based on height
// Taller objects can be seen from farther away
// Formula: Base range + (height - minHeight) * multiplier
float extendedRange = (_objectHeight - minHeightForDistantVisibility) * heightVisibilityMultiplier;
float extendedRange = 0f;
if (_objectHeight >= minHeightForDistantVisibility)
{
extendedRange = (_objectHeight - minHeightForDistantVisibility) * heightVisibilityMultiplier;
}
// Get player's vision range (assume average vision provider has ~15 unit range)
float baseVisionRange = 15f; // You can make this configurable
float totalRange = baseVisionRange + extendedRange;
// Total range = player vision + base visibility + height bonus
float totalRange = baseVisibilityRange + extendedRange;
return distanceToPlayer <= totalRange;
}

View File

@@ -28,7 +28,74 @@ namespace Northbound
public GameObject pickupEffectPrefab;
public Transform effectSpawnPoint;
// 가시성 동기화 (기본적으로 숨김)
private NetworkVariable<bool> _isVisible = new NetworkVariable<bool>(
false,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server
);
private bool _isCollected = false;
private Renderer[] _renderers;
private Collider[] _colliders;
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
// 렌더러와 콜라이더 캐시
_renderers = GetComponentsInChildren<Renderer>();
_colliders = GetComponentsInChildren<Collider>();
// 초기 가시성 적용
UpdateVisibility(_isVisible.Value);
// 가시성 변경 이벤트 구독
_isVisible.OnValueChanged += OnVisibilityChanged;
}
public override void OnNetworkDespawn()
{
_isVisible.OnValueChanged -= OnVisibilityChanged;
base.OnNetworkDespawn();
}
private void OnVisibilityChanged(bool previousValue, bool newValue)
{
UpdateVisibility(newValue);
}
private void UpdateVisibility(bool visible)
{
if (_renderers != null)
{
foreach (var renderer in _renderers)
{
if (renderer != null)
renderer.enabled = visible;
}
}
if (_colliders != null)
{
foreach (var collider in _colliders)
{
if (collider != null)
collider.enabled = visible;
}
}
}
/// <summary>
/// 가시성 설정 (서버만 호출 가능)
/// </summary>
public void SetVisible(bool visible)
{
if (IsServer)
{
_isVisible.Value = visible;
}
}
public bool CanInteract(ulong playerId)
{

View File

@@ -3,8 +3,16 @@ using UnityEngine;
namespace Northbound
{
public class WorkerSpawner : NetworkBehaviour, IInteractable
public class WorkerSpawner : NetworkBehaviour, IInteractable, IVisionProvider, ITeamMember
{
[Header("Vision Settings")]
[Tooltip("워커 홀이 제공하는 시야 범위")]
public float visionRange = 10f;
[Header("Team")]
[Tooltip("건물의 팀")]
public TeamType initialTeam = TeamType.Player;
[Header("Spawner Settings")]
public GameObject workerPrefab;
public Transform spawnPoint;
@@ -34,11 +42,24 @@ namespace Northbound
{
base.OnNetworkSpawn();
_workerCount.OnValueChanged += OnWorkerCountChanged;
if (IsServer)
{
// 시야 제공자로 등록
FogOfWarSystem.Instance?.RegisterVisionProvider(this);
}
}
public override void OnNetworkDespawn()
{
_workerCount.OnValueChanged -= OnWorkerCountChanged;
if (IsServer)
{
// 시야 제공자 등록 해제
FogOfWarSystem.Instance?.UnregisterVisionProvider(this);
}
base.OnNetworkDespawn();
}
@@ -244,5 +265,33 @@ namespace Northbound
$"Worker Spawner\nWorkers: {_workerCount.Value}/{maxWorkers}");
#endif
}
#region IVisionProvider Implementation
public ulong GetOwnerId() => 0; // 워커 홀은 모든 플레이어에게 시야 제공
public float GetVisionRange() => visionRange;
Transform IVisionProvider.GetTransform() => transform;
public bool IsActive() => IsSpawned;
TeamType IVisionProvider.GetTeam() => initialTeam;
#endregion
#region ITeamMember Implementation
public TeamType GetTeam() => initialTeam;
public bool IsDead() => false; // 워커 홀은 파괴되지 않음
public void SetTeam(TeamType team)
{
// 워커 홀의 팀은 변경할 수 없음
Debug.LogWarning("[WorkerSpawner] 워커 홀의 팀은 변경할 수 없습니다.");
}
#endregion
}
}