using System.Collections.Generic;
using System.Linq;
using Unity.Netcode;
using UnityEngine;
namespace Northbound
{
///
/// 네트워크 플레이어의 스폰 위치를 관리
///
public class NetworkSpawnManager : NetworkBehaviour
{
public static NetworkSpawnManager Instance { get; private set; }
[Header("Spawn Settings")]
public List spawnPoints = new List();
public bool useRandomSpawn = false;
public bool findSpawnPointsAutomatically = true;
private Dictionary _clientSpawnIndices = new Dictionary();
private int _nextSpawnIndex = 0;
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
}
private void Start()
{
if (findSpawnPointsAutomatically)
{
FindSpawnPoints();
}
if (NetworkManager.Singleton != null)
{
NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnected;
}
}
private void FindSpawnPoints()
{
PlayerSpawnPoint[] points = FindObjectsByType(FindObjectsSortMode.None);
// spawnIndex로 정렬
var sortedPoints = points.OrderBy(p => p.spawnIndex == -1 ? int.MaxValue : p.spawnIndex);
spawnPoints.Clear();
foreach (var point in sortedPoints)
{
if (point.isAvailable)
{
spawnPoints.Add(point.transform);
}
}
Debug.Log($"[SpawnManager] {spawnPoints.Count}개의 스폰 포인트를 찾았습니다.");
}
private void OnClientConnected(ulong clientId)
{
if (!IsServer) return;
// 플레이어가 스폰되었을 때 위치 설정
if (NetworkManager.Singleton.ConnectedClients.TryGetValue(clientId, out var client))
{
if (client.PlayerObject != null)
{
Vector3 spawnPosition = GetSpawnPosition(clientId);
Quaternion spawnRotation = GetSpawnRotation(clientId);
client.PlayerObject.transform.position = spawnPosition;
client.PlayerObject.transform.rotation = spawnRotation;
Debug.Log($"[SpawnManager] 클라이언트 {clientId} 스폰 위치 설정: {spawnPosition}");
}
}
}
public Vector3 GetSpawnPosition(ulong clientId)
{
if (spawnPoints.Count == 0)
{
Debug.LogWarning("[SpawnManager] 스폰 포인트가 없습니다. 기본 위치 반환.");
return Vector3.zero;
}
int spawnIndex;
if (useRandomSpawn)
{
spawnIndex = Random.Range(0, spawnPoints.Count);
}
else
{
if (!_clientSpawnIndices.ContainsKey(clientId))
{
_clientSpawnIndices[clientId] = _nextSpawnIndex;
_nextSpawnIndex = (_nextSpawnIndex + 1) % spawnPoints.Count;
}
spawnIndex = _clientSpawnIndices[clientId];
}
return spawnPoints[spawnIndex].position;
}
public Quaternion GetSpawnRotation(ulong clientId)
{
if (spawnPoints.Count == 0)
return Quaternion.identity;
int spawnIndex = _clientSpawnIndices.ContainsKey(clientId)
? _clientSpawnIndices[clientId]
: 0;
return spawnPoints[spawnIndex].rotation;
}
private void OnDestroy()
{
if (NetworkManager.Singleton != null)
{
NetworkManager.Singleton.OnClientConnectedCallback -= OnClientConnected;
}
}
}
}