EerieVillage/Assets/Scripts/Mechanics/GameOptimizer.cs

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using UnityEngine;
using UnityEngine.Tilemaps;
namespace Platformer.Mechanics
{
/// <summary>
/// 게임 시작 시 프레임·렌더·물리 영역 기본 최적화 + One-Way Platform 자동 적용.
/// PD 지시 2026-05-07 — 스크롤 버벅임 보완 + 점프·이동 시 지형 통과(One-Way Platform).
/// </summary>
public static class GameOptimizer
{
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
static void Init()
{
Application.targetFrameRate = 60;
QualitySettings.vSyncCount = 0;
Time.fixedDeltaTime = 1f / 60f;
// BT5-Dev #34 — Layer Matrix 영역 = Player(13) ↔ Enemy(14)만 OFF. JumpThrough Layer 8 영역 폐기.
// OneWay = PlatformEffector2D 영역 표준 패턴 활용 (Layer Matrix 폐기)
Physics2D.IgnoreLayerCollision(13, 14, true);
Debug.Log($"[BT34-LayerSep] Player(13) ↔ Enemy(14) collision OFF (Layer 8 영역 폐기·PlatformEffector2D 영역 활용)");
}
/// <summary>
/// BT5-Dev #27 — PD 제안: Layer 8(JumpThrough) + Raycast 동적 충돌.
/// PlatformEffector2D 폐기. 모든 일반 BoxCollider2D를 Layer 8로 변환 → 기본 통과 + Player 발 Raycast 시점만 충돌 활성.
/// 제외: Tilemap·Player·Enemy·DeathZone·VictoryZone·TokenInstance·AttackHitbox·Trigger Collider.
/// </summary>
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
static void SetupJumpThroughPlatforms()
{
// BT5-Dev #34 — Unity 표준 OneWay Platform = PlatformEffector2D + useOneWay + surfaceArc 180.
// 모든 일반 Collider(Tilemap 포함) PlatformEffector2D 적용. Layer 영역 무관 (기본 Layer 0 유지).
// 동작: 위에서 떨어지면 충돌(착지) / 옆·아래·점프 상승 시 통과
int applied = 0, excluded = 0;
var allColliders = Object.FindObjectsByType<Collider2D>(FindObjectsSortMode.None);
var appliedNames = new System.Collections.Generic.List<string>();
foreach (var c in allColliders)
{
if (c == null) continue;
if (c.isTrigger) { excluded++; continue; }
if (c.GetComponent<PlayerController>() != null
|| c.GetComponent<EnemyController>() != null
|| c.GetComponent<DeathZone>() != null
|| c.GetComponent<TokenInstance>() != null
|| c.GetComponent<VictoryZone>() != null
|| c.GetComponent<AttackHitbox>() != null)
{
excluded++;
continue;
}
if (c.gameObject.layer == 8) c.gameObject.layer = 0;
// BT5-Dev #35 — TilemapCollider2D 영역 표준 패턴 (CompositeCollider2D + Rigidbody2D Static + PlatformEffector2D)
var tilemapCollider = c.GetComponent<UnityEngine.Tilemaps.TilemapCollider2D>();
if (tilemapCollider != null)
{
tilemapCollider.compositeOperation = Collider2D.CompositeOperation.Merge;
var composite = c.GetComponent<CompositeCollider2D>();
if (composite == null) composite = c.gameObject.AddComponent<CompositeCollider2D>();
var rb = c.GetComponent<Rigidbody2D>();
if (rb == null) rb = c.gameObject.AddComponent<Rigidbody2D>();
rb.bodyType = RigidbodyType2D.Static;
composite.usedByEffector = true;
var compositeEffector = c.GetComponent<PlatformEffector2D>();
if (compositeEffector == null) compositeEffector = c.gameObject.AddComponent<PlatformEffector2D>();
compositeEffector.useOneWay = true;
compositeEffector.surfaceArc = 180f;
compositeEffector.rotationalOffset = 0f;
compositeEffector.useSideFriction = false;
compositeEffector.useSideBounce = false;
applied++;
if (appliedNames.Count < 8) appliedNames.Add($"{c.gameObject.name}(Tilemap+Composite)");
continue;
}
// 일반 Collider — PlatformEffector2D 직접 적용
c.usedByEffector = true;
var effector = c.GetComponent<PlatformEffector2D>();
if (effector == null) effector = c.gameObject.AddComponent<PlatformEffector2D>();
effector.useOneWay = true;
effector.surfaceArc = 180f;
effector.rotationalOffset = 0f;
effector.useSideFriction = false;
effector.useSideBounce = false;
applied++;
if (appliedNames.Count < 8) appliedNames.Add($"{c.gameObject.name}({c.GetType().Name})");
}
Debug.Log($"[BT35-OneWay] applied={applied} excluded={excluded} total={allColliders.Length}");
Debug.Log($"[BT35-OneWay] appliedSamples=[{string.Join(", ", appliedNames)}]");
}
}
}