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 #22 — Player(13) ↔ Enemy(14) 충돌 영구 OFF
Physics2D.IgnoreLayerCollision(13, 14, true);
// BT5-Dev #27 — Player(13) ↔ JumpThrough(8) 충돌 기본 OFF (Raycast 시점만 동적 활성)
Physics2D.IgnoreLayerCollision(13, 8, true);
Debug.Log($"[BT27-LayerSep] Player(13) ↔ Enemy(14)·JumpThrough(8) collision OFF");
}
/// <summary>
/// BT5-Dev #27 — PD 제안: Layer 8(JumpThrough) + Raycast 동적 충돌.
/// PlatformEffector2D 폐기. 모든 일반 BoxCollider2D를 Layer 8로 변환 → 기본 통과 + Player 발 Raycast 시점만 충돌 활성.
/// 제외: Tilemap·Player·Enemy·DeathZone·VictoryZone·TokenInstance·AttackHitbox·Trigger Collider.
/// </summary>
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
static void SetupJumpThroughPlatforms()
{
// BT5-Dev #29 — 일반 지면 Tilemap 일반 충돌 복원 + Foreground 발판만 Layer 8.
// 일반 지면(Level TilemapCollider2D) = Layer 0 = 착지 정합 / 발판(Foreground·별개 BoxCollider) = Layer 8 = Drop-Through
int applied = 0, excluded = 0;
var allColliders = Object.FindObjectsByType<Collider2D>(FindObjectsSortMode.None);
var appliedNames = new System.Collections.Generic.List<string>();
foreach (var c in allColliders)
{
if (c == null) continue;
if (c.isTrigger) { excluded++; continue; }
// 일반 지면 Tilemap 제외 (Layer 0 정상 충돌)
if (c.GetComponent<UnityEngine.Tilemaps.TilemapCollider2D>() != null) { excluded++; continue; }
if (c.GetComponent<PlayerController>() != null
|| c.GetComponent<EnemyController>() != null
|| c.GetComponent<DeathZone>() != null
|| c.GetComponent<TokenInstance>() != null
|| c.GetComponent<VictoryZone>() != null
|| c.GetComponent<AttackHitbox>() != null)
{
excluded++;
continue;
}
var effector = c.GetComponent<PlatformEffector2D>();
if (effector != null) Object.Destroy(effector);
c.usedByEffector = false;
c.gameObject.layer = 8;
applied++;
if (appliedNames.Count < 8) appliedNames.Add($"{c.gameObject.name}({c.GetType().Name})");
}
// BT29 — Foreground GameObject(TilemapRenderer만 부착·Collider 미부착)에 TilemapCollider2D 동적 추가 + Layer 8
var foreground = GameObject.Find("Foreground");
if (foreground != null)
{
var fgTc = foreground.GetComponent<UnityEngine.Tilemaps.TilemapCollider2D>();
if (fgTc == null)
{
fgTc = foreground.AddComponent<UnityEngine.Tilemaps.TilemapCollider2D>();
}
foreground.layer = 8;
Debug.Log($"[BT29-Foreground] TilemapCollider2D added·Layer 8 applied to '{foreground.name}'");
}
else
{
Debug.Log($"[BT29-Foreground] 'Foreground' GameObject not found");
}
Debug.Log($"[BT29-JumpThrough] applied={applied} excluded={excluded} total={allColliders.Length}");
Debug.Log($"[BT29-JumpThrough] appliedSamples=[{string.Join(", ", appliedNames)}]");
}
}
}