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; } /// /// PD 지시 2026-05-07 — 모든 지형 Collider2D를 One-Way Platform으로 자동 변환. /// 위에서만 착지·측면·아래 통과. Player·Enemy·DeathZone·VictoryZone·TokenInstance·Trigger Collider 영역 제외. /// [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)] static void SetupOneWayPlatforms() { int applied = 0; var allColliders = Object.FindObjectsByType(FindObjectsSortMode.None); foreach (var c in allColliders) { if (c == null) continue; if (c.isTrigger) continue; // Player·Enemy·기타 GameObject 영역 제외 if (c.GetComponent() != null) continue; if (c.GetComponent() != null) continue; if (c.GetComponent() != null) continue; if (c.GetComponent() != null) continue; if (c.GetComponent() != null) continue; if (c.GetComponent() != null) continue; 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++; } Debug.Log($"[BT19-OneWay] applied={applied} totalColliders={allColliders.Length}"); } } }