2026-05-07 06:29:34 +00:00
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using UnityEngine;
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using UnityEngine.Tilemaps;
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namespace Platformer.Mechanics
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{
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/// <summary>
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/// 게임 시작 시 프레임·렌더·물리 영역 기본 최적화 + One-Way Platform 자동 적용.
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/// PD 지시 2026-05-07 — 스크롤 버벅임 보완 + 점프·이동 시 지형 통과(One-Way Platform).
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/// </summary>
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public static class GameOptimizer
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{
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
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static void Init()
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{
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Application.targetFrameRate = 60;
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QualitySettings.vSyncCount = 0;
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Time.fixedDeltaTime = 1f / 60f;
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2026-05-07 07:09:54 +00:00
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2026-05-07 08:49:58 +00:00
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// BT5-Dev #34 — Layer Matrix 영역 = Player(13) ↔ Enemy(14)만 OFF. JumpThrough Layer 8 영역 폐기.
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// OneWay = PlatformEffector2D 영역 표준 패턴 활용 (Layer Matrix 폐기)
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2026-05-07 07:09:54 +00:00
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Physics2D.IgnoreLayerCollision(13, 14, true);
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2026-05-07 08:49:58 +00:00
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Debug.Log($"[BT34-LayerSep] Player(13) ↔ Enemy(14) collision OFF (Layer 8 영역 폐기·PlatformEffector2D 영역 활용)");
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2026-05-07 06:29:34 +00:00
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}
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/// <summary>
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2026-05-07 08:04:25 +00:00
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/// BT5-Dev #27 — PD 제안: Layer 8(JumpThrough) + Raycast 동적 충돌.
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/// PlatformEffector2D 폐기. 모든 일반 BoxCollider2D를 Layer 8로 변환 → 기본 통과 + Player 발 Raycast 시점만 충돌 활성.
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/// 제외: Tilemap·Player·Enemy·DeathZone·VictoryZone·TokenInstance·AttackHitbox·Trigger Collider.
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2026-05-07 06:29:34 +00:00
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/// </summary>
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
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2026-05-07 08:04:25 +00:00
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static void SetupJumpThroughPlatforms()
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2026-05-07 06:29:34 +00:00
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{
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2026-05-07 09:37:43 +00:00
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// BT5-Dev #46 — PD 제안 채택: Level Tilemap = Layer 0 (일반 지면·벽 영구 충돌) / Foreground Tilemap = Layer 16 (공중 발판 Drop-Through·Tile m_ColliderType=Sprite 런타임 강제)
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int applied = 0, excluded = 0, levelKept = 0;
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2026-05-07 06:50:17 +00:00
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var allColliders = Object.FindObjectsByType<Collider2D>(FindObjectsSortMode.None);
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2026-05-07 07:00:40 +00:00
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var appliedNames = new System.Collections.Generic.List<string>();
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2026-05-07 06:50:17 +00:00
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foreach (var c in allColliders)
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2026-05-07 06:29:34 +00:00
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{
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2026-05-07 06:50:17 +00:00
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if (c == null) continue;
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2026-05-07 08:04:25 +00:00
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if (c.isTrigger) { excluded++; continue; }
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2026-05-07 07:00:40 +00:00
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if (c.GetComponent<PlayerController>() != null
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|| c.GetComponent<EnemyController>() != null
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|| c.GetComponent<DeathZone>() != null
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|| c.GetComponent<TokenInstance>() != null
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|| c.GetComponent<VictoryZone>() != null
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|| c.GetComponent<AttackHitbox>() != null)
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{
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2026-05-07 08:04:25 +00:00
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excluded++;
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2026-05-07 07:00:40 +00:00
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continue;
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}
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2026-05-07 06:50:17 +00:00
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2026-05-07 09:37:43 +00:00
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// BT46 — Level Tilemap (TilemapCollider2D + name='Level') = Layer 0 (일반 지면·벽 영구 충돌)
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if (c.GetComponent<UnityEngine.Tilemaps.TilemapCollider2D>() != null && c.gameObject.name == "Level")
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{
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if (c.gameObject.layer == 16) c.gameObject.layer = 0; // 잔존 복원
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var lvlEffector = c.GetComponent<PlatformEffector2D>();
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if (lvlEffector != null) Object.Destroy(lvlEffector);
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c.usedByEffector = false;
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levelKept++;
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continue;
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}
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2026-05-07 06:29:34 +00:00
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var effector = c.GetComponent<PlatformEffector2D>();
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2026-05-07 09:07:54 +00:00
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if (effector != null) Object.Destroy(effector);
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c.usedByEffector = false;
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c.gameObject.layer = 16;
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2026-05-07 06:50:17 +00:00
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applied++;
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2026-05-07 07:00:40 +00:00
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if (appliedNames.Count < 8) appliedNames.Add($"{c.gameObject.name}({c.GetType().Name})");
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2026-05-07 06:29:34 +00:00
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}
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2026-05-07 09:29:59 +00:00
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2026-05-07 09:42:03 +00:00
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// BT47 — Foreground TilemapCollider2D + Layer 16 (ColliderType Sprite 강제는 Tile 이동 후 한 번에 처리)
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2026-05-07 09:29:59 +00:00
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var foreground = GameObject.Find("Foreground");
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2026-05-07 09:42:03 +00:00
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UnityEngine.Tilemaps.Tilemap fgTilemap = null;
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UnityEngine.Tilemaps.TilemapCollider2D fgTc = null;
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2026-05-07 09:29:59 +00:00
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if (foreground != null)
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{
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2026-05-07 09:42:03 +00:00
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fgTc = foreground.GetComponent<UnityEngine.Tilemaps.TilemapCollider2D>();
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2026-05-07 09:29:59 +00:00
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if (fgTc == null) fgTc = foreground.AddComponent<UnityEngine.Tilemaps.TilemapCollider2D>();
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foreground.layer = 16;
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2026-05-07 09:42:03 +00:00
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fgTilemap = foreground.GetComponent<UnityEngine.Tilemaps.Tilemap>();
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}
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2026-05-07 09:37:43 +00:00
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2026-05-07 14:06:28 +00:00
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// BT53-A1 — 자동 분류 카탈로그 확장 (PD 옵션 A1 채택 2026-05-07).
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// BT52 TileFloating* 단일 매칭 → 8종 카탈로그 확장.
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// 근거: BT47/BT48 정상 시점(moved=1389)에 PD가 통과 가능 인식한 영역
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// = 배경·건물 7종이 자동 Foreground 이동된 결과로 추정.
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// 카탈로그 (자동 Foreground 이동):
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// 1. TileFloating* (3종) — 공중 발판
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// 2. ShortBuilding·TallBuilding·MidgroundFiller (3종) — 건물·배경 채움
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// 3. cloud·hillside·midground·mountains (4종) — 배경 (Parallax)
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// Level 잔존 (영구 충돌 또는 자연 통과):
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// - TileGround·TileGroundDark·TileGroundTop (3종) — 지면 (영구 충돌)
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// - tree·plant·fence·house (4종 None) — Tile 자체 None Collider (자연 통과)
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// 마이그레이션 X (PD 옵션 A 결정 — Foreground 변경 X·위험 최소화).
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2026-05-07 09:42:03 +00:00
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var levelGo = GameObject.Find("Level");
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if (levelGo != null && fgTilemap != null)
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{
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var levelTilemap = levelGo.GetComponent<UnityEngine.Tilemaps.Tilemap>();
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2026-05-07 13:57:08 +00:00
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if (levelTilemap != null)
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2026-05-07 09:37:43 +00:00
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{
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2026-05-07 09:42:03 +00:00
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var bounds = levelTilemap.cellBounds;
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2026-05-07 14:06:28 +00:00
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int movedFloating = 0, movedDecor = 0;
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2026-05-07 09:37:43 +00:00
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for (int x = bounds.xMin; x <= bounds.xMax; x++)
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{
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for (int y = bounds.yMin; y <= bounds.yMax; y++)
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{
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var pos = new Vector3Int(x, y, 0);
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2026-05-07 09:42:03 +00:00
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if (!levelTilemap.HasTile(pos)) continue;
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2026-05-07 12:47:56 +00:00
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var tileAsset = levelTilemap.GetTile<UnityEngine.Tilemaps.Tile>(pos);
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2026-05-07 13:57:08 +00:00
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if (tileAsset == null) continue;
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string nm = tileAsset.name ?? string.Empty;
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2026-05-07 14:06:28 +00:00
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bool isFloating = nm.StartsWith("TileFloating");
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bool isDecor = nm == "ShortBuilding" || nm == "TallBuilding" || nm == "MidgroundFiller"
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|| nm == "cloud" || nm == "hillside" || nm == "midground" || nm == "mountains";
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if (!isFloating && !isDecor) continue;
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2026-05-07 09:42:03 +00:00
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var tile = levelTilemap.GetTile(pos);
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fgTilemap.SetTile(pos, tile);
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2026-05-07 13:57:08 +00:00
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fgTilemap.SetColliderType(pos, UnityEngine.Tilemaps.Tile.ColliderType.Sprite);
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2026-05-07 09:42:03 +00:00
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levelTilemap.SetTile(pos, null);
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2026-05-07 14:06:28 +00:00
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if (isFloating) movedFloating++;
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else movedDecor++;
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2026-05-07 09:37:43 +00:00
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}
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}
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2026-05-07 09:42:03 +00:00
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if (fgTc != null) fgTc.ProcessTilemapChanges();
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var lvlTc = levelGo.GetComponent<UnityEngine.Tilemaps.TilemapCollider2D>();
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if (lvlTc != null) lvlTc.ProcessTilemapChanges();
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2026-05-07 14:06:28 +00:00
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Debug.Log($"[BT53-Classify] moved={movedFloating + movedDecor} (floating={movedFloating} TileFloating* / decor={movedDecor} 배경·건물 7종 / TileGround*+None 잔존)");
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2026-05-07 09:37:43 +00:00
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}
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2026-05-07 09:29:59 +00:00
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}
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2026-05-07 12:47:56 +00:00
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// BT49 — Foreground Tilemap 자체에 이미 그려진 배경 Tile (예: tree·cloud — Tile asset colliderType=None) ColliderType=None 복원
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// BT47이 SetColliderType(Sprite) 무차별 강제 → 배경 Tile도 발판처럼 충돌 → Tile asset metadata 존중으로 정정
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2026-05-07 13:43:37 +00:00
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// BT51 — 사후 복원: None Tile만 SetColliderType(None) 복원 (배경 통과 보장).
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// BT50의 Grid→Sprite 강제는 폐기 (PD가 직접 Foreground에 그린 Grid Tile의 default Collider 형상 보존).
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// 이동 시 Grid→Sprite 강제(상단)는 유지 — Level→Foreground 이동되는 신규 Tile만 Sprite Collider 적용.
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2026-05-07 12:47:56 +00:00
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if (fgTilemap != null && fgTc != null)
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{
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2026-05-07 13:43:37 +00:00
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int restoredNone = 0;
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2026-05-07 12:47:56 +00:00
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var fgBounds = fgTilemap.cellBounds;
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for (int x = fgBounds.xMin; x <= fgBounds.xMax; x++)
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{
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for (int y = fgBounds.yMin; y <= fgBounds.yMax; y++)
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{
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var pos = new Vector3Int(x, y, 0);
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if (!fgTilemap.HasTile(pos)) continue;
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var fgTileAsset = fgTilemap.GetTile<UnityEngine.Tilemaps.Tile>(pos);
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if (fgTileAsset == null) continue;
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if (fgTileAsset.colliderType == UnityEngine.Tilemaps.Tile.ColliderType.None)
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{
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fgTilemap.SetColliderType(pos, UnityEngine.Tilemaps.Tile.ColliderType.None);
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2026-05-07 13:29:13 +00:00
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restoredNone++;
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}
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2026-05-07 12:47:56 +00:00
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}
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}
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2026-05-07 13:43:37 +00:00
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if (restoredNone > 0) fgTc.ProcessTilemapChanges();
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Debug.Log($"[BT51-FgRefine] colliderType=None restored: {restoredNone} (배경 통과·Grid Tile은 default Collider 유지)");
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2026-05-07 12:47:56 +00:00
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}
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2026-05-07 12:27:11 +00:00
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Debug.Log($"[BT48-DropThrough] Layer16 applied={applied} levelKeptLayer0={levelKept} excluded={excluded} total={allColliders.Length}");
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Debug.Log($"[BT48-DropThrough] appliedSamples=[{string.Join(", ", appliedNames)}]");
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}
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2026-05-07 13:57:08 +00:00
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// BT52-A — IsSmallAirPlatform 헬퍼 폐기 (BT48 휴리스틱 알고리즘 폐기에 따른 dead code 제거).
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// 새 알고리즘은 Tile asset 이름 매칭만 사용 — 헬퍼 불요.
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2026-05-07 06:29:34 +00:00
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}
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}
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