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 #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(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; } if (c.gameObject.layer == 8) c.gameObject.layer = 0; // BT5-Dev #35 — TilemapCollider2D 영역 표준 패턴 (CompositeCollider2D + Rigidbody2D Static + PlatformEffector2D) var tilemapCollider = c.GetComponent(); if (tilemapCollider != null) { tilemapCollider.compositeOperation = Collider2D.CompositeOperation.Merge; var composite = c.GetComponent(); if (composite == null) composite = c.gameObject.AddComponent(); var rb = c.GetComponent(); if (rb == null) rb = c.gameObject.AddComponent(); rb.bodyType = RigidbodyType2D.Static; composite.usedByEffector = true; var compositeEffector = c.GetComponent(); if (compositeEffector == null) compositeEffector = c.gameObject.AddComponent(); 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(); if (effector == null) effector = c.gameObject.AddComponent(); 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)}]"); } } }