타워 건설 로직 및 구조 변경
타워 건설 시 바닥과의 높이 정렬을 코드로 자동화 함 타워 건설 시 프로그레스 바가 타워 크기에 영향을 받지 않도록 함 프로그레스 바를 직사각형으로 변경
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File diff suppressed because it is too large
Load Diff
Binary file not shown.
@@ -121,13 +121,19 @@ public class BuildManager : MonoBehaviour
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private void CreateGhost()
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{
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if (selectedTurret.ghostPrefab == null) return;
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if (_ghostInstance != null) Destroy(_ghostInstance);
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_ghostInstance = Instantiate(selectedTurret.ghostPrefab);
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// [추가] 고스트의 크기도 데이터에 맞게 조정
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_ghostInstance.transform.localScale = new Vector3(selectedTurret.size.x, 1f, selectedTurret.size.y);
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// 1. 스케일 먼저 조절
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Transform visual = _ghostInstance.transform.Find("Visual");
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if (visual != null)
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{
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visual.localScale = new Vector3(selectedTurret.size.x, 1f, selectedTurret.size.y);
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}
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// 2. 그 다음 바닥 정렬 호출 (yOffset은 데이터에서 가져오거나 0 전달)
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AlignToGround(_ghostInstance, 0f);
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}
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private void DestroyGhost()
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@@ -177,23 +183,32 @@ public class BuildManager : MonoBehaviour
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for (int y = 0; y < data.size.y; y++)
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_occupiedNodes.Add(new Vector2Int(gridPos.x + x, gridPos.y + y));
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// 3. 토대 생성
|
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// 3. 토대 생성 (위치는 GridToWorld로 정확히 잡되, 스케일은 건드리지 않음)
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// [추가] 토대의 비주얼 크기를 타워 사이즈에 맞게 조정
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// x와 z는 타워의 가로/세로 사이즈를 따르고, y(높이)는 1로 유지합니다.
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siteObj.transform.localScale = new Vector3(data.size.x, 1f, data.size.y);
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// [수정] 최상단 siteObj 대신 자식인 "Visual"의 크기만 조절
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Transform visual = siteObj.transform.Find("Visual");
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else
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{
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// 만약 Visual 오브젝트를 못 찾았다면, 개발 중 실수를 방지하기 위해 경고를 띄웁니다.
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Debug.LogWarning("BuildManager: 토대 프리팹에서 'Visual' 자식을 찾을 수 없습니다.");
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// 차선책으로 전체를 키움 (기존 로직)
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}
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// 4. 컴포넌트 존재 여부 체크
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// 토대 바닥 정렬
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AlignToGround(siteObj, 0f);
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// 4. 컴포넌트 초기화
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if (siteScript != null)
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{
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siteScript.Initialize(data.finalPrefab, data.buildTime, data.size);
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else
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{
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Debug.LogError("BuildManager: 생성된 토대 프리팹에 ConstructionSite 스크립트가 없습니다!");
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}
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ToggleBuildMode();
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}
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}
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}
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private void AlignToGround(GameObject obj, float yOffset)
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{
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Transform visual = obj.transform.Find("Visual");
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if (visual == null) return;
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MeshRenderer[] renderers = visual.GetComponentsInChildren<MeshRenderer>();
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if (renderers.Length == 0) return;
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{
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}
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// 모델의 가장 바닥(bounds.min.y)이 0이 되도록 차이만큼 올려줌
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float bottomY = bounds.min.y - obj.transform.position.y;
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visual.localPosition = new Vector3(0, -bottomY + yOffset, 0);
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}
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_buildTime = time;
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_size = size; // 사이즈 저장
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// 토대 자체의 크기 조절 (BuildManager에서 해도 되지만 여기서 하면 더 확실합니다)
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transform.localScale = new Vector3(size.x, 1f, size.y);
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// UI 생성 및 초기화
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if (uiPrefab != null)
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{
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Reference in New Issue
Block a user