using UnityEngine;
using UnityEngine.Tilemaps;
namespace Platformer.Mechanics
{
///
/// 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).
///
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($"[BT34-LayerSep] Player(13) ↔ Enemy(14) collision OFF (Layer 8 영역 폐기·PlatformEffector2D 영역 활용)");
}
///
/// BT5-Dev #27 — PD 제안: Layer 8(JumpThrough) + Raycast 동적 충돌.
/// PlatformEffector2D 폐기. 모든 일반 BoxCollider2D를 Layer 8로 변환 → 기본 통과 + Player 발 Raycast 시점만 충돌 활성.
/// 제외: Tilemap·Player·Enemy·DeathZone·VictoryZone·TokenInstance·AttackHitbox·Trigger Collider.
///
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
static void SetupJumpThroughPlatforms()
{
// BT5-Dev #46 — PD 제안 채택: Level Tilemap = Layer 0 (일반 지면·벽 영구 충돌) / Foreground Tilemap = Layer 16 (공중 발판 Drop-Through·Tile m_ColliderType=Sprite 런타임 강제)
int applied = 0, excluded = 0, levelKept = 0;
var allColliders = Object.FindObjectsByType(FindObjectsSortMode.None);
var appliedNames = new System.Collections.Generic.List();
foreach (var c in allColliders)
{
if (c == null) continue;
if (c.isTrigger) { excluded++; continue; }
if (c.GetComponent() != null
|| c.GetComponent() != null
|| c.GetComponent() != null
|| c.GetComponent() != null
|| c.GetComponent() != null
|| c.GetComponent() != null)
{
excluded++;
continue;
}
// BT46 — Level Tilemap (TilemapCollider2D + name='Level') = Layer 0 (일반 지면·벽 영구 충돌)
if (c.GetComponent() != null && c.gameObject.name == "Level")
{
if (c.gameObject.layer == 16) c.gameObject.layer = 0; // 잔존 복원
var lvlEffector = c.GetComponent();
if (lvlEffector != null) Object.Destroy(lvlEffector);
c.usedByEffector = false;
levelKept++;
continue;
}
var effector = c.GetComponent();
if (effector != null) Object.Destroy(effector);
c.usedByEffector = false;
c.gameObject.layer = 16;
applied++;
if (appliedNames.Count < 8) appliedNames.Add($"{c.gameObject.name}({c.GetType().Name})");
}
// BT46 — Foreground GameObject TilemapCollider2D + Layer 16 + 모든 Tile m_ColliderType=Sprite 런타임 강제
var foreground = GameObject.Find("Foreground");
if (foreground != null)
{
var fgTc = foreground.GetComponent();
if (fgTc == null) fgTc = foreground.AddComponent();
foreground.layer = 16;
var fgTilemap = foreground.GetComponent();
if (fgTilemap != null)
{
var bounds = fgTilemap.cellBounds;
int forced = 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++;
}
}
}
fgTc.ProcessTilemapChanges();
Debug.Log($"[BT46-Foreground] TilemapCollider2D + Layer 16 + ColliderType=Sprite forced on {forced} tiles");
}
}
Debug.Log($"[BT46-DropThrough] Layer16 applied={applied} levelKeptLayer0={levelKept} excluded={excluded} total={allColliders.Length}");
Debug.Log($"[BT46-DropThrough] appliedSamples=[{string.Join(", ", appliedNames)}]");
}
}
}