From 2ea5a089e1ecffab52b96d35423d305a9f77f017 Mon Sep 17 00:00:00 2001 From: Dal4segno Date: Thu, 15 Jan 2026 16:57:55 +0900 Subject: [PATCH] =?UTF-8?q?meta=ED=8C=8C=EC=9D=BC=20=EC=B6=94=EA=B0=80=20?= =?UTF-8?q?=EB=B0=8F=20gitignore=EC=97=90=EC=84=9C=20=EC=A0=9C=EA=B1=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .gitignore | 1 - Assets/AI Toolkit.meta | 8 + Assets/AI Toolkit/Temp.meta | 8 + Assets/Datas.meta | 8 + Assets/Datas/csv.meta | 8 + Assets/Datas/csv/stringTable.csv.meta | 7 + Assets/Datas/xlsx.meta | 8 + Assets/Datas/xlsx/stringTable.xlsx.meta | 7 + Assets/Datas/xlsx/stringTable_edit.xlsx.meta | 7 + Assets/DefaultVolumeProfile.asset.meta | 8 + Assets/InputSystem_Actions.cs.meta | 2 + Assets/InputSystem_Actions.inputactions.meta | 14 + Assets/Materials.meta | 8 + Assets/Materials/Arrow Tower.png.meta | 156 ++ Assets/Materials/ArrowTowerMaterial.mat.meta | 8 + Assets/Materials/Cannon Tower.png.meta | 156 ++ 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public Vector2Int size; // 점유 칸수 + public bool isTunnel; // [추가] 터널 여부 체크 + public GameObject finalPrefab; + public GameObject ghostPrefab; + public float buildTime; + public Vector2Int size; } public bool IsBuildMode => isBuildMode; @@ -216,32 +217,48 @@ public class BuildManager : MonoBehaviour } // --- Utilities --- - private bool CanBuild(Vector2Int startPos, Vector2Int size) + private bool CanBuild(Vector2Int startPos, TurretData data) { - for (int x = 0; x < size.x; x++) - for (int y = 0; y < size.y; y++) - if (_occupiedNodes.Contains(new Vector2Int(startPos.x + x, startPos.y + y))) + // 1. 기존 점유 노드 및 플레이어 충돌 체크 (기존 로직) + for (int x = 0; x < data.size.x; x++) + for (int y = 0; y < data.size.y; y++) + if (_occupiedNodes.Contains(new Vector2Int(startPos.x + x, startPos.y + y))) return false; - // 2. 플레이어와 겹치는지 물리적 박스 검사 - Vector3 center = GridToWorld(startPos, size); - // 타워 높이의 절반 정도 위에서 검사 (y축 위치 보정) - center.y = 1f; + // 2. 터널 연결 제약 조건 체크 + if (data.isTunnel) + { + return IsConnectedToExistingTunnel(startPos, data); + } - // 타워 사이즈보다 아주 살짝 작게 설정하여 여유 공간 부여 (0.45f) - Vector3 halfExtents = new Vector3(size.x * 0.45f, 0.5f, size.y * 0.45f); - - // 해당 영역에 playerLayer를 가진 콜라이더가 있는지 확인 - bool isPlayerOverlapping = Physics.CheckBox(center, halfExtents, Quaternion.identity, playerLayer); - - return !isPlayerOverlapping; + return true; // 일반 타워는 어디든 건설 가능 (필요시 수정) } - private Vector2Int WorldToGrid(Vector3 worldPos) => new Vector2Int(Mathf.FloorToInt(worldPos.x / cellSize), Mathf.FloorToInt(worldPos.z / cellSize)); - - private Vector3 GridToWorld(Vector2Int gridPos, Vector2Int size) + private bool IsConnectedToExistingTunnel(Vector2Int startPos, TurretData data) { - return new Vector3(gridPos.x * cellSize + (size.x - 1) * cellSize * 0.5f, 0.05f, gridPos.y * cellSize + (size.y - 1) * cellSize * 0.5f); + // [중요] 게임의 첫 번째 터널을 지을 수 있도록, 기존 터널이 아예 없다면 true 반환 + // 혹은 '코어(성벽)' 레이어를 체크하도록 할 수도 있습니다. + if (_occupiedNodes.Count == 0) return true; + + // 현재 배치하려는 고스트의 위치 근처에 이미 완성된 TunnelNode가 있는지 검사합니다. + Vector3 ghostWorldPos = GridToWorld(startPos, data.size); + + // 고스트 프리팹에 있는 노드들의 상대 위치를 활용해 주변을 검색합니다. + // 여기서는 간단하게 고스트의 일정 반경 내에 Tunnel 레이어가 있는지 확인합니다. + float checkRadius = cellSize * 1.5f; // 한 칸 정도의 여유 범위 + Collider[] neighbors = Physics.OverlapSphere(ghostWorldPos, checkRadius, LayerMask.GetMask("Tunnel")); + + foreach (var col in neighbors) + { + // 건설 중인 '토대'가 아니라, 이미 '완공된' 터널 노드인지 확인해야 합니다. + TunnelNode node = col.GetComponent(); + if (node != null && node.gameObject.activeInHierarchy) + { + return true; // 연결 가능한 노드 발견! + } + } + + return false; // 주변에 연결된 터널이 없음 } private void OnDrawGizmos() diff --git a/Assets/Scripts/GameBase/BuildManager.cs.meta b/Assets/Scripts/GameBase/BuildManager.cs.meta new file mode 100644 index 0000000..7276b1c --- /dev/null +++ b/Assets/Scripts/GameBase/BuildManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2d6331caa25f3aa4aa4fbd51ef4ec71a \ No newline at end of file diff --git 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transform.position, Quaternion.identity); + BuildManager.Instance.AlignToGround(finalTurret, 0f); - // 2. 생성된 타워의 크기를 저장해둔 사이즈로 변경! - turret.transform.localScale = new Vector3(_size.x, 1f, _size.y); + // [추가] 새로 생긴 터널의 노드들에게 주변 연결을 찾으라고 명령 + TunnelNode[] newNodes = finalTurret.GetComponentsInChildren(); + foreach (var node in newNodes) + { + node.FindNeighborNode(); + } + + // [추가] 주변에 있던 기존 노드들도 새 노드를 찾도록 주변 검색 실행 + Collider[] neighbors = Physics.OverlapSphere(transform.position, 5f, LayerMask.GetMask("Tunnel")); + foreach (var col in neighbors) + { + TunnelNode neighborNode = col.GetComponent(); + if (neighborNode != null) neighborNode.FindNeighborNode(); + } Destroy(gameObject); } diff --git a/Assets/Scripts/Tower/ConstructionSite.cs.meta b/Assets/Scripts/Tower/ConstructionSite.cs.meta new file mode 100644 index 0000000..046814d --- /dev/null +++ b/Assets/Scripts/Tower/ConstructionSite.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9bbda59cbb9721e419a846e7db104508 \ No newline 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