멀티플레이어 지원

이동, 건설, 인터랙션, 공격 등
This commit is contained in:
2026-01-16 19:30:26 +09:00
parent 5d37aedc93
commit d6292b6879
36 changed files with 1967 additions and 492 deletions

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@@ -1,9 +1,10 @@
using UnityEngine;
using Unity.Netcode;
using UnityEngine.InputSystem;
using UnityEngine.EventSystems;
using System.Collections.Generic;
public class BuildManager : MonoBehaviour
public class BuildManager : NetworkBehaviour
{
public static BuildManager Instance;
@@ -11,113 +12,81 @@ public class BuildManager : MonoBehaviour
public struct TurretData
{
public string turretName;
public bool isTunnel;
public GameObject finalPrefab;
public GameObject ghostPrefab;
public GameObject finalPrefab; // NetworkObject 필수
public GameObject ghostPrefab; // 로컬 프리뷰용
public float buildTime;
public Vector2Int size;
}
[Header("Settings")]
[Header("Grid Settings")]
public float cellSize = 1f;
public float tunnelHeight = 3f;
[SerializeField] private LayerMask groundLayer;
[SerializeField] private float yOffset = 0.5f; // 터널 중심점 오프셋
[Header("Prefabs & Layers")]
[SerializeField] private GameObject constructionSitePrefab;
[SerializeField] private List<TurretData> turretLibrary = new List<TurretData>();
[SerializeField] private LayerMask groundLayer;
[SerializeField] private LayerMask playerLayer;
[Header("Turret Library")]
[SerializeField] private List<TurretData> turretLibrary;
[SerializeField] private TurretData selectedTurret;
private GameObject _ghostInstance;
private Material _ghostMaterial;
private int _selectedTurretIndex = 0;
private bool _isBuildMode = false;
public bool IsBuildMode => _isBuildMode;
private GameObject _ghostInstance;
private Vector3Int _currentGridPos;
private PlayerInputActions _inputActions;
// 좌표 레지스트리 (물리 탐색 대체)
// 데이터 레지스트리 (다른 코드에서 참조)
private Dictionary<Vector3Int, TunnelNode> _tunnelRegistry = new Dictionary<Vector3Int, TunnelNode>();
private HashSet<Vector3Int> _occupiedNodes = new HashSet<Vector3Int>();
private PlayerInputActions _inputActions;
private Vector3Int _currentGridPos;
private float _currentY;
// 게임 시작 시 기존 터널들 등록 (반드시 필요!)
void Start()
{
// 1. 씬에 배치된 모든 터널을 찾아 등록하고 연결합니다.
RegisterAllExistingTunnels();
}
public void RegisterTunnel(Vector3Int pos, TunnelNode node)
{
if (!_tunnelRegistry.ContainsKey(pos))
{
_tunnelRegistry.Add(pos, node);
_occupiedNodes.Add(pos);
Debug.Log($"<color=green>[Registry]</color> {pos} 좌표에 {node.name} 등록 완료");
}
}
// 씬에 이미 배치된 터널들을 등록하는 함수 (Start에서 호출)
public void RegisterAllExistingTunnels()
{
_tunnelRegistry.Clear();
_occupiedNodes.Clear();
TunnelNode[] nodes = FindObjectsByType<TunnelNode>(FindObjectsSortMode.None);
HashSet<Transform> roots = new HashSet<Transform>();
foreach (var node in nodes)
{
Transform root = node.transform.parent.parent; // Tunnel (1)
if (!roots.Contains(root))
{
Vector3Int pos = WorldToGrid3D(root.position);
RegisterTunnel(pos, node);
roots.Add(root);
}
}
// 모든 등록이 끝난 후 '동시에' 연결
foreach (var node in nodes) node.LinkVertical();
}
// [핵심 수정] 노드의 위치가 아닌, 터널 부모의 위치를 넣어도 정확한 격자가 나오도록 함
public Vector3Int WorldToGrid3D(Vector3 worldPos)
{
int x = Mathf.FloorToInt(worldPos.x / cellSize);
int z = Mathf.FloorToInt(worldPos.z / cellSize);
// Y값은 tunnelHeight로 나눈 뒤 반올림(Round)하여 오차 극복
int y = Mathf.RoundToInt(worldPos.y / tunnelHeight);
return new Vector3Int(x, y, z);
}
void Awake()
{
Instance = this;
if (Instance == null) Instance = this;
else Destroy(gameObject);
_inputActions = new PlayerInputActions();
}
void OnEnable()
public override void OnNetworkSpawn()
{
// 최신 Input System 콜백 등록
// 최신 Action-based 이벤트 바인딩
_inputActions.Player.ToggleBuild.performed += ctx => ToggleBuildMode();
_inputActions.Player.Build.performed += ctx => OnBuildRequested();
_inputActions.Player.Cancel.performed += ctx => ExitBuildMode();
_inputActions.Player.ToggleBuild.performed += ctx => ToggleBuildMode();
_inputActions.Enable();
}
void OnDisable() => _inputActions.Disable();
// 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()
{
if (!_isBuildMode || _ghostInstance == null) return;
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());
@@ -125,61 +94,112 @@ public class BuildManager : MonoBehaviour
if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, groundLayer | tunnelMask))
{
Vector2Int xz = WorldToGrid(hit.point);
float targetY = 0.05f;
int floor = 0;
Vector3Int gridPos = WorldToGrid3D(hit.point);
// 터널 조준 시 지하로 스냅
// 터널 조준 시 해당 터널의 한 칸 아래로 스냅
if (((1 << hit.collider.gameObject.layer) & tunnelMask) != 0)
{
xz = WorldToGrid(hit.collider.transform.position);
targetY = hit.collider.transform.position.y - tunnelHeight;
floor = Mathf.RoundToInt(targetY / tunnelHeight);
gridPos = WorldToGrid3D(hit.collider.transform.position) + Vector3Int.down;
}
_currentGridPos = new Vector3Int(xz.x, floor, xz.y);
_currentY = targetY;
_ghostInstance.transform.position = new Vector3(xz.x * cellSize, targetY, xz.y * cellSize);
bool canBuild = CanBuildVertical(_currentGridPos);
_ghostMaterial.color = canBuild ? new Color(0, 1, 0, 0.5f) : new Color(1, 0, 0, 0.5f);
_currentGridPos = gridPos;
_ghostInstance.transform.position = GridToWorld(gridPos);
}
}
private bool CanBuildVertical(Vector3Int pos)
{
if (_occupiedNodes.Contains(pos)) return false;
// 지하 건설 시 위층 터널 존재 여부 확인
if (pos.y < 0 && !_occupiedNodes.Contains(pos + Vector3Int.up)) return false;
// 플레이어와 겹치는지 확인
return !Physics.CheckBox(new Vector3(pos.x * cellSize, pos.y * tunnelHeight + 1f, pos.z * cellSize),
new Vector3(0.45f, 0.5f, 0.45f), Quaternion.identity, playerLayer);
}
private void OnBuildRequested()
{
if (!_isBuildMode || EventSystem.current.IsPointerOverGameObject()) return;
if (!CanBuildVertical(_currentGridPos)) return;
_occupiedNodes.Add(_currentGridPos);
GameObject site = Instantiate(constructionSitePrefab, _ghostInstance.transform.position, Quaternion.identity);
site.GetComponent<ConstructionSite>().Initialize(selectedTurret.finalPrefab, selectedTurret.buildTime, _currentGridPos);
// 서버에 건설 가능 여부 확인 및 생성 요청
RequestBuildRpc(_selectedTurretIndex, _currentGridPos);
ExitBuildMode();
}
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
private void RequestBuildRpc(int index, Vector3Int gridPos)
{
// 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);
siteObj.GetComponent<NetworkObject>().Spawn();
// 2. 토대 데이터 초기화
ConstructionSite site = siteObj.GetComponent<ConstructionSite>();
if (site != null)
{
site.Initialize(index, gridPos);
}
_occupiedNodes.Add(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)
{
if (!_tunnelRegistry.ContainsKey(pos))
{
_tunnelRegistry.Add(pos, node);
_occupiedNodes.Add(pos); // 건설된 구역으로 마킹
}
}
// TunnelNode가 위아래 노드를 찾기 위해 사용
public TunnelNode GetTunnelAt(Vector3Int pos) => _tunnelRegistry.GetValueOrDefault(pos);
public Vector2Int WorldToGrid(Vector3 pos) => new Vector2Int(Mathf.FloorToInt(pos.x / cellSize), Mathf.FloorToInt(pos.z / cellSize));
// 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)
);
}
private void ToggleBuildMode() { if (_isBuildMode) ExitBuildMode(); else EnterBuildMode(); }
// 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(selectedTurret.ghostPrefab);
_ghostMaterial = _ghostInstance.GetComponentInChildren<Renderer>().material;
_ghostInstance = Instantiate(turretLibrary[_selectedTurretIndex].ghostPrefab);
}
private void ExitBuildMode()
{
@@ -187,27 +207,7 @@ public class BuildManager : MonoBehaviour
if (_ghostInstance) Destroy(_ghostInstance);
}
// BuildManager.cs 내부
public void SelectTurret(int index)
{
if (index >= 0 && index < turretLibrary.Count)
{
selectedTurret = turretLibrary[index];
#endregion
// 현재 건설 모드가 아니라면 건설 모드로 진입
if (!_isBuildMode)
{
EnterBuildMode();
}
else
{
// 이미 건설 모드라면 고스트만 교체
if (_ghostInstance) Destroy(_ghostInstance);
_ghostInstance = Instantiate(selectedTurret.ghostPrefab);
_ghostMaterial = _ghostInstance.GetComponentInChildren<Renderer>().material;
}
Debug.Log($"{selectedTurret.turretName} 선택됨");
}
}
public override void OnNetworkDespawn() => _inputActions.Disable();
}

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@@ -0,0 +1,54 @@
using UnityEngine;
using Unity.Netcode;
public class MineableBlock : NetworkBehaviour
{
[Header("Block Stats")]
[SerializeField] private int maxHp = 100;
// [동기화] 모든 플레이어가 동일한 블록 체력을 보게 함
private NetworkVariable<int> _currentHp = new NetworkVariable<int>();
[Header("Visuals")]
[SerializeField] private GameObject breakEffectPrefab; // 파괴 시 파티클
public override void OnNetworkSpawn()
{
if (IsServer)
{
_currentHp.Value = maxHp;
}
}
// 서버에서만 대미지를 처리하도록 제한
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
public void TakeDamageRpc(int damageAmount)
{
if (_currentHp.Value <= 0) return;
_currentHp.Value -= damageAmount;
Debug.Log($"블록 대미지! 남은 체력: {_currentHp.Value}");
if (_currentHp.Value <= 0)
{
DestroyBlock();
}
}
private void DestroyBlock()
{
// 1. 모든 클라이언트에게 파괴 이펙트 재생 요청
PlayBreakEffectRpc();
// 2. 서버에서 네트워크 오브젝트 제거 (모든 클라이언트에서 사라짐)
GetComponent<NetworkObject>().Despawn();
}
[Rpc(SendTo.Everyone)]
private void PlayBreakEffectRpc()
{
if (breakEffectPrefab != null)
{
Instantiate(breakEffectPrefab, transform.position, Quaternion.identity);
}
}
}

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fileFormatVersion: 2
guid: e8e42f98781f84c42855fa4e989d3c1b

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@@ -0,0 +1,13 @@
using Unity.Netcode.Components;
using UnityEngine;
// 이 스크립트를 파일로 저장하세요.
[DisallowMultipleComponent]
public class OwnerNetworkAnimator : NetworkAnimator
{
// 이동 권한이 Owner에게 있으므로, 애니메이션 권한도 Owner가 갖도록 설정합니다.
protected override bool OnIsServerAuthoritative()
{
return false;
}
}

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fileFormatVersion: 2
guid: 7154bdbb6b349e7468f33b4e16cd11b1

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using UnityEngine;
using UnityEngine.InputSystem;
using Unity.Netcode; // NGO 필수 네임스페이스
using Unity.Netcode.Components;
[RequireComponent(typeof(NetworkObject))]
public class PlayerNetworkController : NetworkBehaviour
{
[Header("Movement Settings")]
public float moveSpeed = 5f;
public float rotationSpeed = 10f;
public float jumpHeight = 1.5f;
public float gravity = -19.62f;
[Header("Interaction Settings")]
[SerializeField] private float interactRange = 3f;
[SerializeField] private LayerMask interactableLayer;
[SerializeField] private LayerMask constructionLayer;
[SerializeField] private float buildSpeedMultiplier = 2f;
[Header("Mining Settings")]
[SerializeField] private float attackRange = 1.5f;
[SerializeField] private int miningDamage = 25;
[SerializeField] private LayerMask mineableLayer; // 'Mineable' 레이어 설정 필요
private CharacterController _controller;
private PlayerInputActions _inputActions;
private Animator _animator;
private TunnelTraveler _traveler;
private Vector2 _moveInput;
private Vector3 _velocity;
private Vector3 _currentMoveDir;
private bool _isGrounded;
private bool _isHoldingInteract = false;
// NGO에서 Start 대신 사용하는 네트워크 초기화 메서드
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.Interact.started += ctx => _isHoldingInteract = true;
_inputActions.Player.Interact.canceled += ctx => _isHoldingInteract = false;
_inputActions.Enable();
}
void Awake()
{
_controller = GetComponent<CharacterController>();
_animator = GetComponent<Animator>();
_traveler = GetComponent<TunnelTraveler>();
}
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();
}
private void HandleMovement()
{
_isGrounded = _controller.isGrounded;
_animator.SetBool("isGrounded", _isGrounded);
bool isAttacking = _animator.GetCurrentAnimatorStateInfo(0).IsTag("Attack");
_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;
if (move.magnitude >= 0.1f)
{
if (!isAttacking)
{
Quaternion targetRotation = Quaternion.LookRotation(move);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
}
_controller.Move(move * moveSpeed * Time.deltaTime);
}
_animator.SetFloat("MoveSpeed", isAttacking && _isGrounded ? 0 : move.magnitude);
}
private void HandleGravity()
{
if (_isGrounded && _velocity.y < 0) _velocity.y = -2f;
_velocity.y += gravity * Time.deltaTime;
_controller.Move(_velocity * Time.deltaTime);
}
private void OnJump()
{
if (_isGrounded) _velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
// 기존 OnAttackServerRpc를 수정하거나 호출되는 시점에 아래 로직 포함
[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);
}
}
}
[ClientRpc]
private void OnAttackClientRpc()
{
_animator.SetTrigger("Attack");
}
private void OnInteractTap()
{
_animator.SetTrigger("Interact");
Collider[] colliders = Physics.OverlapSphere(transform.position, interactRange, interactableLayer);
foreach (var col in colliders)
{
IInteractable interactable = col.GetComponentInParent<IInteractable>();
if (interactable != null)
{
interactable.Interact(gameObject);
break;
}
}
}
private void PerformConstructionSupport()
{
Collider[] targets = Physics.OverlapSphere(transform.position, interactRange, constructionLayer);
foreach (var col in targets)
{
ConstructionSite site = col.GetComponentInParent<ConstructionSite>();
if (site != null)
{
// 건설 진행도는 서버에서 관리하는 것이 안전하므로 나중에 RPC로 전환 필요
site.AdvanceConstruction(Time.deltaTime * buildSpeedMultiplier);
}
}
}
public override void OnNetworkDespawn()
{
if (IsOwner) _inputActions.Disable();
}
}

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fileFormatVersion: 2
guid: a5866e584e3482645a906bd152cd00fe

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using UnityEngine;
using Unity.Netcode;
public class ConstructionSite : MonoBehaviour
public class ConstructionSite : NetworkBehaviour
{
private GameObject _finalPrefab;
private float _buildTime;
private float _timer;
private NetworkVariable<float> _currentTimer = new NetworkVariable<float>(0f);
private NetworkVariable<int> _syncTurretIndex = new NetworkVariable<int>();
private Vector3Int _gridPos;
private bool _isCompleted = false; // 중복 완공 방지 플래그
private float _targetBuildTime;
private bool _isCompleted = false;
public void Initialize(GameObject final, float time, Vector3Int pos)
public void Initialize(int index, Vector3Int pos)
{
_finalPrefab = final;
_buildTime = time;
if (!IsServer) return;
_syncTurretIndex.Value = index;
_gridPos = pos;
_timer = 0;
_isCompleted = false;
_targetBuildTime = BuildManager.Instance.GetTurretData(index).buildTime;
}
void Update()
{
if (_isCompleted) return;
if (!IsServer || _isCompleted) return;
// 매 프레임 자동으로 시간이 흐름
_timer += Time.deltaTime;
if (_timer >= _buildTime) Complete();
_currentTimer.Value += Time.deltaTime;
if (_currentTimer.Value >= _targetBuildTime) CompleteBuild();
}
// [핵심] 플레이어가 상호작용 버튼을 꾹 누를 때 호출되는 함수
public void AdvanceConstruction(float amount)
public void AdvanceConstruction(float amount) => AdvanceBuildRpc(amount);
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
private void AdvanceBuildRpc(float amount) => _currentTimer.Value += amount;
private void CompleteBuild()
{
if (_isCompleted) return;
_isCompleted = true;
var data = BuildManager.Instance.GetTurretData(_syncTurretIndex.Value);
_timer += amount;
if (_timer >= _buildTime) Complete();
}
// [중요] 저장된 그리드 좌표로부터 정확한 월드 좌표 복원
Vector3 finalPos = BuildManager.Instance.GridToWorld(_gridPos);
GameObject finalObj = Instantiate(data.finalPrefab, finalPos, Quaternion.identity);
private void Complete()
{
// 1. 터널 생성
GameObject tunnel = Instantiate(_finalPrefab, transform.position, Quaternion.identity);
TunnelNode node = tunnel.GetComponentInChildren<TunnelNode>();
if (node != null)
{
// 2. [수정] 완공된 터널의 루트 위치로 좌표 계산
Vector3Int myGridPos = BuildManager.Instance.WorldToGrid3D(tunnel.transform.position);
// 3. 레지스트리 등록 및 연결
BuildManager.Instance.RegisterTunnel(myGridPos, node);
node.LinkVertical();
}
Destroy(gameObject);
finalObj.GetComponent<NetworkObject>().Spawn();
GetComponent<NetworkObject>().Despawn();
}
}

View File

@@ -1,58 +1,34 @@
using UnityEngine;
using Unity.Netcode;
public class TunnelNode : MonoBehaviour, IInteractable
public class TunnelNode : NetworkBehaviour, IInteractable
{
public TunnelNode aboveNode;
public TunnelNode belowNode;
// [중요] 이 노드가 속한 터널의 최상단 부모를 캐싱합니다.
private Transform _tunnelRoot;
void Awake()
public override void OnNetworkSpawn()
{
// 이름이 "Tunnel"로 시작하는 부모를 찾거나, 단순히 부모의 부모를 참조합니다.
// 여기서는 이미지 구조에 맞게 부모(Visual)의 부모(Tunnel (1))를 찾습니다.
_tunnelRoot = transform.parent.parent;
// 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);
}
private void SyncLinks() => LinkVerticalRpc();
[Rpc(SendTo.Everyone)]
private void LinkVerticalRpc() => LinkVertical();
public void LinkVertical()
{
// 루트(Tunnel 1)의 위치로 내 위치 파악
Transform myRoot = transform.parent.parent;
Vector3Int myPos = BuildManager.Instance.WorldToGrid3D(myRoot.position);
Vector3Int myPos = BuildManager.Instance.WorldToGrid3D(transform.position);
aboveNode = BuildManager.Instance.GetTunnelAt(myPos + Vector3Int.up);
belowNode = BuildManager.Instance.GetTunnelAt(myPos + Vector3Int.down);
// 위/아래 터널 찾기
TunnelNode targetAbove = BuildManager.Instance.GetTunnelAt(myPos + Vector3Int.up);
TunnelNode targetBelow = BuildManager.Instance.GetTunnelAt(myPos + Vector3Int.down);
if (targetAbove != null)
{
this.aboveNode = targetAbove;
targetAbove.belowNode = this; // 상대방의 아래도 나로 설정 (양방향)
}
if (targetBelow != null)
{
this.belowNode = targetBelow;
targetBelow.aboveNode = this; // 상대방의 위도 나로 설정 (양방향)
}
}
private void OnDrawGizmos()
{
// 연결되었다면 Scene 뷰에서 선을 그림
if (aboveNode != null)
{
Gizmos.color = Color.blue;
Gizmos.DrawLine(transform.position, aboveNode.transform.position);
Gizmos.DrawSphere(aboveNode.transform.position, 0.2f);
}
if (belowNode != null)
{
Gizmos.color = Color.cyan;
Gizmos.DrawLine(transform.position, belowNode.transform.position);
Gizmos.DrawSphere(belowNode.transform.position, 0.2f);
}
if (aboveNode != null) aboveNode.belowNode = this;
if (belowNode != null) belowNode.aboveNode = this;
}
public void Interact(GameObject user)