diff --git a/Assets/Scripts/Mechanics/GameOptimizer.cs b/Assets/Scripts/Mechanics/GameOptimizer.cs index ecccdf4..b5a8c02 100644 --- a/Assets/Scripts/Mechanics/GameOptimizer.cs +++ b/Assets/Scripts/Mechanics/GameOptimizer.cs @@ -68,38 +68,55 @@ namespace Platformer.Mechanics if (appliedNames.Count < 8) appliedNames.Add($"{c.gameObject.name}({c.GetType().Name})"); } - // BT46 — Foreground GameObject TilemapCollider2D + Layer 16 + 모든 Tile m_ColliderType=Sprite 런타임 강제 + // BT47 — Foreground TilemapCollider2D + Layer 16 (ColliderType Sprite 강제는 Tile 이동 후 한 번에 처리) var foreground = GameObject.Find("Foreground"); + UnityEngine.Tilemaps.Tilemap fgTilemap = null; + UnityEngine.Tilemaps.TilemapCollider2D fgTc = null; if (foreground != null) { - var fgTc = foreground.GetComponent(); + fgTc = foreground.GetComponent(); if (fgTc == null) fgTc = foreground.AddComponent(); foreground.layer = 16; + fgTilemap = foreground.GetComponent(); + } - var fgTilemap = foreground.GetComponent(); - if (fgTilemap != null) + // BT47 — Level Tilemap의 공중 Tile (Player 시작 Y + 1.5 이상 영역) 영역 → Foreground 영역 자동 이동 + var levelGo = GameObject.Find("Level"); + if (levelGo != null && fgTilemap != null) + { + var levelTilemap = levelGo.GetComponent(); + var player = Object.FindFirstObjectByType(); + if (levelTilemap != null && player != null) { - var bounds = fgTilemap.cellBounds; - int forced = 0; + float playerY = player.transform.position.y; + float airThresholdY = playerY + 1.5f; // Player 시작 Y + 1.5 위 = 공중 발판 영역 + var bounds = levelTilemap.cellBounds; + int moved = 0; for (int x = bounds.xMin; x <= bounds.xMax; x++) { for (int y = bounds.yMin; y <= bounds.yMax; y++) { var pos = new Vector3Int(x, y, 0); - if (fgTilemap.HasTile(pos)) - { - fgTilemap.SetColliderType(pos, UnityEngine.Tilemaps.Tile.ColliderType.Sprite); - forced++; - } + if (!levelTilemap.HasTile(pos)) continue; + Vector3 worldPos = levelTilemap.CellToWorld(pos); + if (worldPos.y < airThresholdY) continue; // 지면·벽 영역 그대로 + // 공중 영역 Tile → Foreground 영역 영역 이동 + var tile = levelTilemap.GetTile(pos); + fgTilemap.SetTile(pos, tile); + fgTilemap.SetColliderType(pos, UnityEngine.Tilemaps.Tile.ColliderType.Sprite); + levelTilemap.SetTile(pos, null); + moved++; } } - fgTc.ProcessTilemapChanges(); - Debug.Log($"[BT46-Foreground] TilemapCollider2D + Layer 16 + ColliderType=Sprite forced on {forced} tiles"); + if (fgTc != null) fgTc.ProcessTilemapChanges(); + var lvlTc = levelGo.GetComponent(); + if (lvlTc != null) lvlTc.ProcessTilemapChanges(); + Debug.Log($"[BT47-MoveTiles] moved={moved} air tiles from Level (worldY>={airThresholdY:F2}) to Foreground"); } } - Debug.Log($"[BT46-DropThrough] Layer16 applied={applied} levelKeptLayer0={levelKept} excluded={excluded} total={allColliders.Length}"); - Debug.Log($"[BT46-DropThrough] appliedSamples=[{string.Join(", ", appliedNames)}]"); + Debug.Log($"[BT47-DropThrough] Layer16 applied={applied} levelKeptLayer0={levelKept} excluded={excluded} total={allColliders.Length}"); + Debug.Log($"[BT47-DropThrough] appliedSamples=[{string.Join(", ", appliedNames)}]"); } } }