지하 생성 및 터널 구조 개선

This commit is contained in:
2026-01-17 00:13:38 +09:00
parent d6292b6879
commit 1ba1d2c03c
17 changed files with 687 additions and 386 deletions

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@@ -78,7 +78,6 @@ public class EnemyAttack : MonoBehaviour
_targetDamageable.TakeDamage(damage);
_nextAttackTime = Time.time + attackCooldown;
StartCoroutine(FlashEmissionRoutine());
Debug.Log($"[공격!] 대상: {_target.name}");
}
}

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@@ -12,21 +12,23 @@ public class BuildManager : NetworkBehaviour
public struct TurretData
{
public string turretName;
public GameObject finalPrefab; // NetworkObject 필수
public GameObject ghostPrefab; // 로컬 프리뷰용
public GameObject finalPrefab;
public GameObject ghostPrefab;
public float buildTime;
}
[Header("Grid Settings")]
[Header("Uniform Grid Settings")]
public float cellSize = 1f;
public float tunnelHeight = 3f;
[SerializeField] private float yOffset = 0.5f; // 터널 중심점 오프셋
[SerializeField] private float pivotOffset = 0.5f; // 블록/터널 에셋의 중심점
[Header("Tunnel Settings")]
public int tunnelLengthInBlocks = 3;
[Header("Prefabs & Layers")]
[SerializeField] private GameObject constructionSitePrefab;
[SerializeField] private List<TurretData> turretLibrary = new List<TurretData>();
[SerializeField] private LayerMask groundLayer;
[SerializeField] private LayerMask playerLayer;
[SerializeField] private LayerMask tunnelLayer;
private int _selectedTurretIndex = 0;
private bool _isBuildMode = false;
@@ -34,7 +36,6 @@ public class BuildManager : NetworkBehaviour
private Vector3Int _currentGridPos;
private PlayerInputActions _inputActions;
// 데이터 레지스트리 (다른 코드에서 참조)
private Dictionary<Vector3Int, TunnelNode> _tunnelRegistry = new Dictionary<Vector3Int, TunnelNode>();
private HashSet<Vector3Int> _occupiedNodes = new HashSet<Vector3Int>();
@@ -42,26 +43,20 @@ public class BuildManager : NetworkBehaviour
{
if (Instance == null) Instance = this;
else Destroy(gameObject);
_inputActions = new PlayerInputActions();
}
public override void OnNetworkSpawn()
{
// 최신 Action-based 이벤트 바인딩
_inputActions.Player.ToggleBuild.performed += ctx => ToggleBuildMode();
_inputActions.Player.Build.performed += ctx => OnBuildRequested();
_inputActions.Player.Cancel.performed += ctx => ExitBuildMode();
// 숫자키 슬롯 선택 (Input Action 에셋 설정에 따라 Select1, Select2... 등 사용)
_inputActions.Player.Select1.performed += ctx => SelectTurret(0);
_inputActions.Player.Select2.performed += ctx => SelectTurret(1);
_inputActions.Player.Select3.performed += ctx => SelectTurret(2);
_inputActions.Enable();
// 시작 시 씬에 배치된 터널 자동 등록
RegisterAllExistingTunnels();
}
void Update()
@@ -70,144 +65,115 @@ public class BuildManager : NetworkBehaviour
UpdateGhostPosition();
}
#region Selection & Build Logic
public void SelectTurret(int index)
{
if (index < 0 || index >= turretLibrary.Count) return;
_selectedTurretIndex = index;
Debug.Log($"타워 선택: {turretLibrary[_selectedTurretIndex].turretName}");
if (_isBuildMode)
{
if (_ghostInstance != null) Destroy(_ghostInstance);
_ghostInstance = Instantiate(turretLibrary[_selectedTurretIndex].ghostPrefab);
_ghostInstance.transform.position = GridToWorld(_currentGridPos);
}
}
private void UpdateGhostPosition()
{
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
int tunnelMask = LayerMask.GetMask("Tunnel");
if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, groundLayer | tunnelMask))
if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, groundLayer | tunnelLayer))
{
Vector3Int gridPos = WorldToGrid3D(hit.point);
Vector3 targetPos;
// 터널 조준 시 해당 터널의 한 칸 아래로 스냅
if (((1 << hit.collider.gameObject.layer) & tunnelMask) != 0)
// 터널 조준 시: 복잡한 계산 없이 X, Z는 유지, Y만 3 낮춤
if (((1 << hit.collider.gameObject.layer) & tunnelLayer) != 0)
{
gridPos = WorldToGrid3D(hit.collider.transform.position) + Vector3Int.down;
Vector3 parentPos = hit.collider.transform.position;
targetPos = new Vector3(parentPos.x, parentPos.y - (tunnelLengthInBlocks * cellSize), parentPos.z);
}
else
{
// 지형 조준 시: 격자에 맞춤
_currentGridPos = WorldToGrid3D(hit.point + hit.normal * 0.01f);
targetPos = GridToWorld(_currentGridPos);
}
_currentGridPos = gridPos;
_ghostInstance.transform.position = GridToWorld(gridPos);
_currentGridPos = WorldToGrid3D(targetPos);
_ghostInstance.transform.position = targetPos;
}
}
// 모든 좌표를 반올림하여 0.5 단위 오차를 제거
public Vector3Int WorldToGrid3D(Vector3 worldPos)
{
return new Vector3Int(
Mathf.RoundToInt((worldPos.x - pivotOffset) / cellSize),
Mathf.RoundToInt((worldPos.y - pivotOffset) / cellSize),
Mathf.RoundToInt((worldPos.z - pivotOffset) / cellSize)
);
}
public Vector3 GridToWorld(Vector3Int gridPos)
{
return new Vector3(
(gridPos.x * cellSize) + pivotOffset,
(gridPos.y * cellSize) + pivotOffset,
(gridPos.z * cellSize) + pivotOffset
);
}
// [에러 해결] ConstructionSite.cs 참조용
public TurretData GetTurretData(int index)
{
if (index < 0 || index >= turretLibrary.Count) return default;
return turretLibrary[index];
}
// BuildManager.cs 내 핵심 수정 부분
// [수정] 서버와 클라이언트 모두에서 터널 위치를 기록하도록 함
// BuildManager.cs 내부
public void RegisterTunnel(Vector3Int topPos, TunnelNode node)
{
// 터널이 점유하는 Y, Y-1, Y-2 세 칸 모두에 노드를 등록합니다.
for (int i = 0; i < 3; i++)
{
Vector3Int cellPos = topPos + (Vector3Int.down * i);
if (!_tunnelRegistry.ContainsKey(cellPos))
{
_tunnelRegistry.Add(cellPos, node);
}
}
}
// [수정] 특정 좌표의 터널을 찾는 공용 함수
public TunnelNode GetTunnelAt(Vector3Int pos)
{
return _tunnelRegistry.GetValueOrDefault(pos);
}
// 1. 건설 요청 시 실제 계산된 worldPos를 넘겨줍니다.
private void OnBuildRequested()
{
if (!_isBuildMode || EventSystem.current.IsPointerOverGameObject()) return;
// 서버에 건설 가능 여부 확인 및 생성 요청
RequestBuildRpc(_selectedTurretIndex, _currentGridPos);
// 고스트가 현재 위치한 '그 좌표'를 그대로 보냅니다.
RequestBuildRpc(_selectedTurretIndex, _currentGridPos, _ghostInstance.transform.position);
ExitBuildMode();
}
// 2. RPC에서 넘겨받은 worldPos를 사용하여 토대를 생성합니다.
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
private void RequestBuildRpc(int index, Vector3Int gridPos)
private void RequestBuildRpc(int index, Vector3Int gridPos, Vector3 worldPos)
{
// 서버 측 중복 점유 확인
if (_occupiedNodes.Contains(gridPos)) return;
Vector3 spawnPos = GridToWorld(gridPos);
// 1. 토대 생성 및 네트워크 스폰
GameObject siteObj = Instantiate(constructionSitePrefab, spawnPos, Quaternion.identity);
// GridToWorld를 다시 계산하지 않고 전달받은 worldPos를 그대로 사용합니다.
GameObject siteObj = Instantiate(constructionSitePrefab, worldPos, Quaternion.identity);
siteObj.GetComponent<NetworkObject>().Spawn();
// 2. 토대 데이터 초기화
ConstructionSite site = siteObj.GetComponent<ConstructionSite>();
if (site != null)
{
site.Initialize(index, gridPos);
}
_occupiedNodes.Add(gridPos);
if (site != null) site.Initialize(index, gridPos);
}
#endregion
#region Utility Functions (External References)
// ConstructionSite에서 프리팹 정보를 가져갈 때 사용
public TurretData GetTurretData(int index) => turretLibrary[index];
// TunnelNode가 스폰될 때 자신을 등록하기 위해 사용
public void RegisterTunnel(Vector3Int pos, TunnelNode node)
public void SelectTurret(int index)
{
if (!_tunnelRegistry.ContainsKey(pos))
if (index < 0 || index >= turretLibrary.Count) return;
_selectedTurretIndex = index;
if (_isBuildMode && _ghostInstance != null)
{
_tunnelRegistry.Add(pos, node);
_occupiedNodes.Add(pos); // 건설된 구역으로 마킹
Destroy(_ghostInstance);
_ghostInstance = Instantiate(turretLibrary[_selectedTurretIndex].ghostPrefab);
}
}
// TunnelNode가 위아래 노드를 찾기 위해 사용
public TunnelNode GetTunnelAt(Vector3Int pos) => _tunnelRegistry.GetValueOrDefault(pos);
// 좌표 변환: 월드 -> 격자 인덱스 (0.5 오프셋 반영)
public Vector3Int WorldToGrid3D(Vector3 worldPos)
{
return new Vector3Int(
Mathf.FloorToInt(worldPos.x / cellSize),
Mathf.RoundToInt((worldPos.y - yOffset) / tunnelHeight),
Mathf.FloorToInt(worldPos.z / cellSize)
);
}
// 좌표 변환: 격자 인덱스 -> 월드 (0.5 오프셋 반영)
public Vector3 GridToWorld(Vector3Int gridPos)
{
return new Vector3(
gridPos.x * cellSize,
(gridPos.y * tunnelHeight) + yOffset,
gridPos.z * cellSize
);
}
// 씬에 미리 배치된 터널들을 한꺼번에 등록
public void RegisterAllExistingTunnels()
{
TunnelNode[] nodes = FindObjectsByType<TunnelNode>(FindObjectsSortMode.None);
foreach (var node in nodes)
{
Vector3Int pos = WorldToGrid3D(node.transform.position);
RegisterTunnel(pos, node);
}
}
#endregion
#region Mode Switching
public void ToggleBuildMode() { if (_isBuildMode) ExitBuildMode(); else EnterBuildMode(); }
private void EnterBuildMode()
{
if (turretLibrary.Count == 0) return;
_isBuildMode = true;
_ghostInstance = Instantiate(turretLibrary[_selectedTurretIndex].ghostPrefab);
}
private void ExitBuildMode()
{
_isBuildMode = false;
if (_ghostInstance) Destroy(_ghostInstance);
}
#endregion
private void ToggleBuildMode() { if (_isBuildMode) ExitBuildMode(); else EnterBuildMode(); }
private void EnterBuildMode() { _isBuildMode = true; if (turretLibrary.Count > 0) _ghostInstance = Instantiate(turretLibrary[_selectedTurretIndex].ghostPrefab); }
private void ExitBuildMode() { _isBuildMode = false; if (_ghostInstance) Destroy(_ghostInstance); }
public override void OnNetworkDespawn() => _inputActions.Disable();
}

View File

@@ -0,0 +1,120 @@
using UnityEngine;
using Unity.Netcode;
public class UndergroundGenerator : NetworkBehaviour
{
[Header("Generation Range")]
[SerializeField] private Vector3Int generationRange = new Vector3Int(20, 30, 10);
[SerializeField] private float noiseScale = 0.12f;
[Header("Thresholds (0 to 1)")]
[SerializeField, Range(0, 1)] private float hollowThreshold = 0.35f;
[SerializeField, Range(0, 1)] private float baseResourceThreshold = 0.8f;
[Header("Depth Settings")]
[SerializeField] private bool increaseResourceWithDepth = true;
[SerializeField] private float depthFactor = 0.005f; // 깊어질수록 임계값 감소 (자원 증가)
[Header("Prefabs")]
[SerializeField] private GameObject normalBlockPrefab;
[SerializeField] private GameObject resourceBlockPrefab;
[Header("Organization")]
[SerializeField] private string containerName = "UndergroundBlocks";
private Transform _blockContainer; // 블록들을 담을 부모 오브젝트
private float _seedX, _seedY, _seedZ;
private void Awake()
{
_seedX = Random.Range(0f, 99999f);
_seedY = Random.Range(0f, 99999f);
_seedZ = Random.Range(0f, 99999f);
// Hierarchy 정리를 위한 컨테이너 생성
_blockContainer = new GameObject(containerName).transform;
}
public override void OnNetworkSpawn()
{
if (IsServer) GenerateFromGeneratorPivot();
}
private void GenerateFromGeneratorPivot()
{
Vector3Int originGrid = BuildManager.Instance.WorldToGrid3D(transform.position);
for (int x = 0; x < generationRange.x; x++)
{
for (int y = 0; y > -generationRange.y; y--)
{
for (int z = 0; z < generationRange.z; z++)
{
Vector3Int targetGridPos = originGrid + new Vector3Int(x, y, z);
float noise = Get3DNoise(targetGridPos.x, targetGridPos.y, targetGridPos.z);
if (noise < hollowThreshold) continue;
float currentThreshold = baseResourceThreshold + (y * depthFactor);
GameObject prefab = (noise > currentThreshold) ? resourceBlockPrefab : normalBlockPrefab;
SpawnBlock(prefab, targetGridPos);
}
}
}
}
private void SpawnBlock(GameObject prefab, Vector3Int gridPos)
{
if (prefab == null) return;
Vector3 worldPos = BuildManager.Instance.GridToWorld(gridPos);
// 1. 생성 시 부모(Container)를 지정하여 Hierarchy 정리
GameObject block = Instantiate(prefab, worldPos, Quaternion.identity);
// 2. 네트워크 스폰 (Netcode for GameObjects)
block.GetComponent<NetworkObject>().Spawn();
}
private float Get3DNoise(int x, int y, int z)
{
// 대칭 방지를 위한 10000 오프셋 및 시드 적용
float xCoord = (x + _seedX + 10000f) * noiseScale;
float yCoord = (y + _seedY + 10000f) * noiseScale;
float zCoord = (z + _seedZ + 10000f) * noiseScale;
float ab = Mathf.PerlinNoise(xCoord, yCoord);
float bc = Mathf.PerlinNoise(yCoord, zCoord);
float ac = Mathf.PerlinNoise(xCoord, zCoord);
return (ab + bc + ac) / 3f;
}
private void OnDrawGizmosSelected()
{
BuildManager bm = BuildManager.Instance;
if (bm == null) bm = FindFirstObjectByType<BuildManager>(); // 에러 방지 안전장치
if (bm == null) return;
Vector3Int originGrid = bm.WorldToGrid3D(transform.position);
for (int x = 0; x < generationRange.x; x += 2)
{
for (int y = -generationRange.y; y < 0; y += 2)
{
for (int z = 0; z < generationRange.z; z += 2)
{
Vector3Int targetGridPos = originGrid + new Vector3Int(x, y, z);
float noise = Get3DNoise(targetGridPos.x, targetGridPos.y, targetGridPos.z);
if (noise < hollowThreshold) continue;
Gizmos.color = (noise > baseResourceThreshold) ? Color.yellow : new Color(0.5f, 0.5f, 0.5f, 0.2f);
Vector3 pos = bm.GridToWorld(targetGridPos);
Gizmos.DrawSphere(pos, 0.2f);
}
}
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7fc80ebb61fb70d4fa694d3a1f81d2ab

View File

@@ -4,7 +4,4 @@ public interface IInteractable
{
// 누가 상호작용을 시도했는지 알려주기 위해 GameObject를 인자로 받습니다.
void Interact(GameObject user);
// 선택 사항: 화면에 띄울 메시지를 반환하는 기능 (예: "통로 이용하기 [E]")
string GetInteractionText();
}

View File

@@ -26,7 +26,6 @@ public class MineableBlock : NetworkBehaviour
if (_currentHp.Value <= 0) return;
_currentHp.Value -= damageAmount;
Debug.Log($"블록 대미지! 남은 체력: {_currentHp.Value}");
if (_currentHp.Value <= 0)
{

View File

@@ -1,11 +1,12 @@
using UnityEngine;
using UnityEngine.InputSystem;
using Unity.Netcode; // NGO 필수 네임스페이스
using Unity.Netcode;
using Unity.Netcode.Components;
[RequireComponent(typeof(NetworkObject))]
public class PlayerNetworkController : NetworkBehaviour
{
// ... 기존 변수들 유지 ...
[Header("Movement Settings")]
public float moveSpeed = 5f;
public float rotationSpeed = 10f;
@@ -21,7 +22,7 @@ public class PlayerNetworkController : NetworkBehaviour
[Header("Mining Settings")]
[SerializeField] private float attackRange = 1.5f;
[SerializeField] private int miningDamage = 25;
[SerializeField] private LayerMask mineableLayer; // 'Mineable' 레이어 설정 필요
[SerializeField] private LayerMask mineableLayer;
private CharacterController _controller;
private PlayerInputActions _inputActions;
@@ -34,16 +35,15 @@ public class PlayerNetworkController : NetworkBehaviour
private bool _isGrounded;
private bool _isHoldingInteract = false;
// NGO에서 Start 대신 사용하는 네트워크 초기화 메서드
// NGO 초기화
public override void OnNetworkSpawn()
{
// 내 캐릭터가 아니라면 입력을 활성화하지 않습니다.
if (!IsOwner) return;
_inputActions = new PlayerInputActions();
_inputActions.Player.Jump.performed += ctx => OnJump();
_inputActions.Player.Attack.performed += ctx => OnAttackServerRpc(); // 서버에 공격 요청
_inputActions.Player.Interact.performed += ctx => OnInteractTap();
_inputActions.Player.Attack.performed += ctx => OnAttackServerRpc();
_inputActions.Player.Interact.performed += ctx => OnInteractTap(); // 탭 상호작용
_inputActions.Player.Interact.started += ctx => _isHoldingInteract = true;
_inputActions.Player.Interact.canceled += ctx => _isHoldingInteract = false;
@@ -60,17 +60,16 @@ public class PlayerNetworkController : NetworkBehaviour
void Update()
{
// [중요] '나'의 캐릭터가 아니면 조종 로직을 아예 실행하지 않습니다.
if (!IsOwner) return;
if (_traveler != null && _traveler.IsTraveling) return;
HandleGravity();
HandleMovement();
// 건설 가속 로직
if (_isHoldingInteract) PerformConstructionSupport();
}
// --- 이동 관련 로직 (기존 유지) ---
private void HandleMovement()
{
_isGrounded = _controller.isGrounded;
@@ -80,7 +79,6 @@ public class PlayerNetworkController : NetworkBehaviour
_moveInput = _inputActions.Player.Move.ReadValue<Vector2>();
Vector3 move = new Vector3(_moveInput.x, 0, _moveInput.y).normalized;
// 지상/공중 및 공격 중 관성 처리
if (isAttacking) move = _isGrounded ? Vector3.zero : _currentMoveDir;
else if (move.magnitude > 0.1f) _currentMoveDir = move;
@@ -93,7 +91,6 @@ public class PlayerNetworkController : NetworkBehaviour
}
_controller.Move(move * moveSpeed * Time.deltaTime);
}
_animator.SetFloat("MoveSpeed", isAttacking && _isGrounded ? 0 : move.magnitude);
}
@@ -109,49 +106,56 @@ public class PlayerNetworkController : NetworkBehaviour
if (_isGrounded) _velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
// 기존 OnAttackServerRpc를 수정하거나 호출되는 시점에 아래 로직 포함
// --- 채광 로직 (기존 유지) ---
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
private void OnAttackServerRpc()
{
// 모든 유저에게 애니메이션 재생 신호 전송
OnAttackClientRpc();
// [채광 판정] 서버에서 물리 연산을 통해 전방의 블록 탐색
Collider[] hitBlocks = Physics.OverlapSphere(transform.position + transform.forward, attackRange, mineableLayer);
foreach (var col in hitBlocks)
{
MineableBlock block = col.GetComponentInParent<MineableBlock>();
if (block != null)
{
// 서버가 직접 블록의 대미지 함수 호출
block.TakeDamageRpc(miningDamage);
}
if (block != null) block.TakeDamageRpc(miningDamage);
}
}
[ClientRpc]
private void OnAttackClientRpc()
{
_animator.SetTrigger("Attack");
}
private void OnAttackClientRpc() => _animator.SetTrigger("Attack");
private void OnInteractTap()
{
if (!IsOwner) return;
_animator.SetTrigger("Interact");
// 1. 캐릭터 주변 반경 내의 모든 콜라이더 감지
Collider[] colliders = Physics.OverlapSphere(transform.position, interactRange, interactableLayer);
IInteractable closestTarget = null;
float minDistance = float.MaxValue;
foreach (var col in colliders)
{
IInteractable interactable = col.GetComponentInParent<IInteractable>();
if (interactable != null)
// 2. 방향 조건 없이 거리만 체크하여 가장 가까운 것 선택
float dist = Vector3.Distance(transform.position, col.transform.position);
if (dist < minDistance)
{
interactable.Interact(gameObject);
break;
IInteractable interactable = col.GetComponentInParent<IInteractable>();
if (interactable != null)
{
minDistance = dist;
closestTarget = interactable;
}
}
}
// 3. 가장 가까운 대상이 있다면 상호작용 실행
if (closestTarget != null)
{
closestTarget.Interact(gameObject);
}
}
// 건설 지원 로직 (범위 내 지속 작업이므로 OverlapSphere 유지 또는 Raycast로 변경 가능)
private void PerformConstructionSupport()
{
Collider[] targets = Physics.OverlapSphere(transform.position, interactRange, constructionLayer);
@@ -160,7 +164,6 @@ public class PlayerNetworkController : NetworkBehaviour
ConstructionSite site = col.GetComponentInParent<ConstructionSite>();
if (site != null)
{
// 건설 진행도는 서버에서 관리하는 것이 안전하므로 나중에 RPC로 전환 필요
site.AdvanceConstruction(Time.deltaTime * buildSpeedMultiplier);
}
}
@@ -168,6 +171,6 @@ public class PlayerNetworkController : NetworkBehaviour
public override void OnNetworkDespawn()
{
if (IsOwner) _inputActions.Disable();
if (IsOwner && _inputActions != null) _inputActions.Disable();
}
}

View File

@@ -14,6 +14,8 @@ public class ConstructionSite : NetworkBehaviour
if (!IsServer) return;
_syncTurretIndex.Value = index;
_gridPos = pos;
// BuildManager로부터 데이터 참조
_targetBuildTime = BuildManager.Instance.GetTurretData(index).buildTime;
}
@@ -35,8 +37,8 @@ public class ConstructionSite : NetworkBehaviour
_isCompleted = true;
var data = BuildManager.Instance.GetTurretData(_syncTurretIndex.Value);
// [중요] 저장된 그리드 좌표로부터 정확한 월드 좌표 복원
Vector3 finalPos = BuildManager.Instance.GridToWorld(_gridPos);
// 고스트가 있던 그 위치 그대로 생성
Vector3 finalPos = transform.position;
GameObject finalObj = Instantiate(data.finalPrefab, finalPos, Quaternion.identity);
finalObj.GetComponent<NetworkObject>().Spawn();

View File

@@ -1,41 +1,79 @@
using UnityEngine;
using Unity.Netcode;
public class TunnelNode : NetworkBehaviour, IInteractable
public class TunnelNode : MonoBehaviour, IInteractable
{
public TunnelNode aboveNode;
public TunnelNode belowNode;
public bool isTop;
[SerializeField] private TunnelNode partnerNode; // 같은 프리팹 내 반대쪽 노드
public override void OnNetworkSpawn()
// [자동 연결] 닿아있는 다른 터널의 노드
private TunnelNode neighborNode;
// 물리적으로 닿으면 자동으로 연결 고리 생성
private void OnTriggerEnter(Collider other)
{
// 모든 클라이언트에서 각자 장부에 등록
Vector3Int myPos = BuildManager.Instance.WorldToGrid3D(transform.position);
BuildManager.Instance.RegisterTunnel(myPos, this);
// 모든 노드가 등록될 시간을 벌기 위해 서버에서 약간 지연 후 연결 명령
if (IsServer) Invoke(nameof(SyncLinks), 0.2f);
if (other.TryGetComponent<TunnelNode>(out var neighbor))
{
// 상단 노드는 하단 노드와만, 하단은 상단과만 연결 (잘못된 조립 방지)
if (this.isTop != neighbor.isTop)
{
neighborNode = neighbor;
}
}
}
private void SyncLinks() => LinkVerticalRpc();
[Rpc(SendTo.Everyone)]
private void LinkVerticalRpc() => LinkVertical();
public void LinkVertical()
private void OnTriggerExit(Collider other)
{
Vector3Int myPos = BuildManager.Instance.WorldToGrid3D(transform.position);
aboveNode = BuildManager.Instance.GetTunnelAt(myPos + Vector3Int.up);
belowNode = BuildManager.Instance.GetTunnelAt(myPos + Vector3Int.down);
if (aboveNode != null) aboveNode.belowNode = this;
if (belowNode != null) belowNode.aboveNode = this;
if (other.TryGetComponent<TunnelNode>(out var neighbor))
{
if (neighborNode == neighbor) neighborNode = null;
}
}
public void Interact(GameObject user)
public void Interact(GameObject player)
{
var traveler = user.GetComponent<TunnelTraveler>();
if (traveler && !traveler.IsTraveling) traveler.StartTravel(this);
// 내가 체인의 끝단(입구/출구)일 때만 작동
if (neighborNode != null) return;
// 반대쪽 끝 노드를 찾아서 이동 요청
TunnelNode endNode = FindUltimateEndNode();
if (player.TryGetComponent<TunnelTraveler>(out var traveler))
{
traveler.StartTravel(endNode.transform.position, !endNode.isTop);
}
}
public string GetInteractionText() => "터널 이용 [E]";
private TunnelNode FindUltimateEndNode()
{
TunnelNode current = this;
// [연결 고리 추적] 파트너 -> 이웃 -> 파트너 -> 이웃...
while (true)
{
// 1. 현재 노드의 프리팹 반대쪽(파트너)으로 이동
TunnelNode partner = current.partnerNode;
// 2. 파트너와 연결된 다음 터널의 노드가 있는지 확인
if (partner.neighborNode != null)
{
current = partner.neighborNode; // 다음 터널로 점프
}
else
{
return partner; // 더 이상 연결이 없으면 파트너가 최종 목적지
}
}
}
// 디버깅: 연결 상태를 씬 뷰에서 확인
private void OnDrawGizmos()
{
Gizmos.color = isTop ? Color.cyan : Color.blue;
Gizmos.DrawWireSphere(transform.position, 0.2f);
if (neighborNode != null)
{
Gizmos.color = Color.red;
Gizmos.DrawLine(transform.position, neighborNode.transform.position);
}
}
}

View File

@@ -1,6 +1,5 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class TunnelTraveler : MonoBehaviour
{
@@ -8,58 +7,33 @@ public class TunnelTraveler : MonoBehaviour
private bool _isTraveling;
public bool IsTraveling => _isTraveling;
public void StartTravel(TunnelNode start)
public void StartTravel(Vector3 targetPos, bool isBottom)
{
if (_isTraveling) return;
// [디버그 1] 상호작용한 노드의 연결 상태 확인
Debug.Log($"<color=white>[Travel] 시작 노드: {start.name} | 위: {(start.aboveNode != null)} | 아래: {(start.belowNode != null)}</color>");
List<Vector3> path = new List<Vector3>();
// 이동 방향 결정 (아래가 있으면 아래로, 없으면 위로)
bool goDown = start.belowNode != null;
TunnelNode curr = goDown ? start.belowNode : start.aboveNode;
while (curr != null)
{
path.Add(curr.transform.position);
curr = goDown ? curr.belowNode : curr.aboveNode;
}
// [디버그 2] 최종 경로 개수 확인
Debug.Log($"<color=yellow>[Travel] 생성된 경로 포인트 개수: {path.Count}</color>");
if (path.Count > 0)
{
StartCoroutine(Travel(path));
}
else
{
Debug.LogWarning("<color=red>[Travel] 이동할 경로가 없습니다! 노드 연결을 확인하세요.</color>");
}
// 하단 노드가 목적지라면 캐릭터 중심 좌표를 고려해 약간 더 아래(바닥)로 설정
Vector3 finalDestination = isBottom ? targetPos + Vector3.down * 0.5f : targetPos;
StartCoroutine(TravelRoutine(finalDestination));
}
private IEnumerator Travel(List<Vector3> path)
private IEnumerator TravelRoutine(Vector3 destination)
{
Debug.Log("<color=green>[Travel] 코루틴 이동 시작!</color>");
_isTraveling = true;
var cc = GetComponent<CharacterController>();
if (cc) cc.enabled = false;
foreach (var point in path)
// X, Z는 유지한 채 Y축 중심으로 이동
float halfHeight = cc ? cc.height / 2f : 0f;
Vector3 target = new Vector3(destination.x, destination.y - halfHeight, destination.z);
while (Vector3.Distance(transform.position, target) > 0.05f)
{
Vector3 target = new Vector3(point.x, point.y - (cc ? cc.height / 2 : 0), point.z);
while (Vector3.Distance(transform.position, target) > 0.1f)
{
transform.position = Vector3.MoveTowards(transform.position, target, travelSpeed * Time.deltaTime);
yield return null;
}
transform.position = target;
transform.position = Vector3.MoveTowards(transform.position, target, travelSpeed * Time.deltaTime);
yield return null;
}
transform.position = target;
if (cc) cc.enabled = true;
_isTraveling = false;
Debug.Log("<color=green>[Travel] 이동 완료!</color>");
}
}