From f83d5d234b21235c889b4e4de01fbed32e4bc8d9 Mon Sep 17 00:00:00 2001 From: Dal4segno Date: Thu, 15 Jan 2026 14:54:51 +0900 Subject: [PATCH] =?UTF-8?q?=ED=83=80=EC=9B=8C=20=EA=B1=B4=EC=84=A4=20?= =?UTF-8?q?=EB=A1=9C=EC=A7=81=20=EB=B0=8F=20=EA=B5=AC=EC=A1=B0=20=EB=B3=80?= =?UTF-8?q?=EA=B2=BD?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 타워 건설 시 바닥과의 높이 정렬을 코드로 자동화 함 타워 건설 시 프로그레스 바가 타워 크기에 영향을 받지 않도록 함 프로그레스 바를 직사각형으로 변경 --- Assets/Prefabs/Arrow Tower Ghost.prefab | 519 ++--------- Assets/Prefabs/Arrow Tower.prefab | 521 ++--------- Assets/Prefabs/Cannon Tower Ghost.prefab | 527 ++--------- Assets/Prefabs/Cannon Tower.prefab | 530 ++--------- Assets/Prefabs/ConstructionCanvas.prefab | 22 +- Assets/Prefabs/ConstructionSite.prefab | 159 ++-- Assets/Prefabs/Enemy.prefab | 4 +- Assets/Prefabs/Magic Tower Ghost.prefab | 531 ++--------- Assets/Prefabs/Magic Tower.prefab | 535 ++--------- .../Prefabs/Tower Base With Collider.prefab | 498 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Instantiate(selectedTurret.ghostPrefab); - // [추가] 고스트의 크기도 데이터에 맞게 조정 - _ghostInstance.transform.localScale = new Vector3(selectedTurret.size.x, 1f, selectedTurret.size.y); + // 1. 스케일 먼저 조절 + Transform visual = _ghostInstance.transform.Find("Visual"); + if (visual != null) + { + visual.localScale = new Vector3(selectedTurret.size.x, 1f, selectedTurret.size.y); + } + + // 2. 그 다음 바닥 정렬 호출 (yOffset은 데이터에서 가져오거나 0 전달) + AlignToGround(_ghostInstance, 0f); } private void DestroyGhost() @@ -177,23 +183,32 @@ public class BuildManager : MonoBehaviour for (int y = 0; y < data.size.y; y++) _occupiedNodes.Add(new Vector2Int(gridPos.x + x, gridPos.y + y)); - // 3. 토대 생성 + // 3. 토대 생성 (위치는 GridToWorld로 정확히 잡되, 스케일은 건드리지 않음) GameObject siteObj = Instantiate(constructionSitePrefab, GridToWorld(gridPos, data.size), Quaternion.identity); - // [추가] 토대의 비주얼 크기를 타워 사이즈에 맞게 조정 - // x와 z는 타워의 가로/세로 사이즈를 따르고, y(높이)는 1로 유지합니다. - siteObj.transform.localScale = new Vector3(data.size.x, 1f, data.size.y); + // [수정] 최상단 siteObj 대신 자식인 "Visual"의 크기만 조절 + Transform visual = siteObj.transform.Find("Visual"); + if (visual != null) + { + visual.localScale = new Vector3(data.size.x, 1f, data.size.y); + } + else + { + // 만약 Visual 오브젝트를 못 찾았다면, 개발 중 실수를 방지하기 위해 경고를 띄웁니다. + Debug.LogWarning("BuildManager: 토대 프리팹에서 'Visual' 자식을 찾을 수 없습니다."); + // 차선책으로 전체를 키움 (기존 로직) + siteObj.transform.localScale = new Vector3(data.size.x, 1f, data.size.y); + } - // 4. 컴포넌트 존재 여부 체크 + // 토대 바닥 정렬 + AlignToGround(siteObj, 0f); + + // 4. 컴포넌트 초기화 ConstructionSite siteScript = siteObj.GetComponent(); if (siteScript != null) { siteScript.Initialize(data.finalPrefab, data.buildTime, data.size); } - else - { - Debug.LogError("BuildManager: 생성된 토대 프리팹에 ConstructionSite 스크립트가 없습니다!"); - } ToggleBuildMode(); } @@ -250,4 +265,24 @@ public class BuildManager : MonoBehaviour } } } + + private void AlignToGround(GameObject obj, float yOffset) + { + Transform visual = obj.transform.Find("Visual"); + if (visual == null) return; + + // Visual 자식 아래에 있는 모든 MeshRenderer를 찾아서 전체 범위를 계산 + MeshRenderer[] renderers = visual.GetComponentsInChildren(); + if (renderers.Length == 0) return; + + Bounds bounds = renderers[0].bounds; + foreach (var renderer in renderers) + { + bounds.Encapsulate(renderer.bounds); + } + + // 모델의 가장 바닥(bounds.min.y)이 0이 되도록 차이만큼 올려줌 + float bottomY = bounds.min.y - obj.transform.position.y; + visual.localPosition = new Vector3(0, -bottomY + yOffset, 0); + } } \ No newline at end of file diff --git a/Assets/Scripts/Tower/ConstructionSite.cs b/Assets/Scripts/Tower/ConstructionSite.cs index 2d3b476..e7ddcc6 100644 --- a/Assets/Scripts/Tower/ConstructionSite.cs +++ b/Assets/Scripts/Tower/ConstructionSite.cs @@ -19,9 +19,6 @@ public class ConstructionSite : MonoBehaviour _buildTime = time; _size = size; // 사이즈 저장 - // 토대 자체의 크기 조절 (BuildManager에서 해도 되지만 여기서 하면 더 확실합니다) - transform.localScale = new Vector3(size.x, 1f, size.y); - // UI 생성 및 초기화 if (uiPrefab != null) {