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($"[BT34-LayerSep] Player(13) ↔ Enemy(14) collision OFF (Layer 8 영역 폐기·PlatformEffector2D 영역 활용)");
}
/// <summary>
/// BT5-Dev #27 — PD 제안: Layer 8(JumpThrough) + Raycast 동적 충돌.
/// PlatformEffector2D 폐기. 모든 일반 BoxCollider2D를 Layer 8로 변환 → 기본 통과 + Player 발 Raycast 시점만 충돌 활성.
/// 제외: Tilemap·Player·Enemy·DeathZone·VictoryZone·TokenInstance·AttackHitbox·Trigger Collider.
/// </summary>
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
static void SetupJumpThroughPlatforms()
{
// BT5-Dev #38 — 표준 Drop-Through 패턴: Layer 16(JumpThrough) + 동적 IgnoreLayerCollision 토글
// 점프 상승 = IgnoreLayerCollision(13, 16, true) 통과 / 하강 = false 충돌 ON
int applied = 0, excluded = 0;
var allColliders = Object.FindObjectsByType<Collider2D>(FindObjectsSortMode.None);
var appliedNames = new System.Collections.Generic.List<string>();
foreach (var c in allColliders)
{
if (c == null) continue;
if (c.isTrigger) { excluded++; continue; }
if (c.GetComponent<PlayerController>() != null
|| c.GetComponent<EnemyController>() != null
|| c.GetComponent<DeathZone>() != null
|| c.GetComponent<TokenInstance>() != null
|| c.GetComponent<VictoryZone>() != null
|| c.GetComponent<AttackHitbox>() != null)
{
excluded++;
continue;
}
// BT38 — PlatformEffector2D·CompositeCollider2D·Rigidbody2D 영역 영역 영역 폐기
var effector = c.GetComponent<PlatformEffector2D>();
if (effector != null) Object.Destroy(effector);
c.usedByEffector = false;
// Layer 16(JumpThrough) 변환
c.gameObject.layer = 16;
applied++;
if (appliedNames.Count < 8) appliedNames.Add($"{c.gameObject.name}({c.GetType().Name})");
}
Debug.Log($"[BT40-DropThrough] applied={applied} excluded={excluded} total={allColliders.Length}");
Debug.Log($"[BT40-DropThrough] appliedSamples=[{string.Join(", ", appliedNames)}]");
// BT40 — Layer Matrix는 항시 ON. PlayerController.UpdateContactFilterForDropThrough에서 raycast contactFilter mask 동적 갱신
}
}
}