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 08:04:25 +00:00
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// BT5-Dev #22 — Player(13) ↔ Enemy(14) 충돌 영구 OFF
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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 08:04:25 +00:00
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// BT5-Dev #27 — Player(13) ↔ JumpThrough(8) 충돌 기본 OFF (Raycast 시점만 동적 활성)
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Physics2D.IgnoreLayerCollision(13, 8, true);
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Debug.Log($"[BT27-LayerSep] Player(13) ↔ Enemy(14)·JumpThrough(8) collision OFF");
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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 08:15:57 +00:00
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// BT5-Dev #29 — 일반 지면 Tilemap 일반 충돌 복원 + Foreground 발판만 Layer 8.
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// 일반 지면(Level TilemapCollider2D) = Layer 0 = 착지 정합 / 발판(Foreground·별개 BoxCollider) = Layer 8 = Drop-Through
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2026-05-07 08:04:25 +00:00
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int applied = 0, excluded = 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 08:15:57 +00:00
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// 일반 지면 Tilemap 제외 (Layer 0 정상 충돌)
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if (c.GetComponent<UnityEngine.Tilemaps.TilemapCollider2D>() != null) { 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 06:29:34 +00:00
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var effector = c.GetComponent<PlatformEffector2D>();
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2026-05-07 08:04:25 +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 = 8;
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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 08:15:57 +00:00
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// BT29 — Foreground GameObject(TilemapRenderer만 부착·Collider 미부착)에 TilemapCollider2D 동적 추가 + Layer 8
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var foreground = GameObject.Find("Foreground");
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if (foreground != null)
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{
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var fgTc = foreground.GetComponent<UnityEngine.Tilemaps.TilemapCollider2D>();
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if (fgTc == null)
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{
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fgTc = foreground.AddComponent<UnityEngine.Tilemaps.TilemapCollider2D>();
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}
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foreground.layer = 8;
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Debug.Log($"[BT29-Foreground] TilemapCollider2D added·Layer 8 applied to '{foreground.name}'");
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}
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else
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{
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Debug.Log($"[BT29-Foreground] 'Foreground' GameObject not found");
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}
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Debug.Log($"[BT29-JumpThrough] applied={applied} excluded={excluded} total={allColliders.Length}");
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Debug.Log($"[BT29-JumpThrough] appliedSamples=[{string.Join(", ", appliedNames)}]");
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2026-05-07 06:29:34 +00:00
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}
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}
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}
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