179 lines
9.1 KiB
C#
179 lines
9.1 KiB
C#
using UnityEngine;
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using UnityEngine.Tilemaps;
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namespace Platformer.Mechanics
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{
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/// <summary>
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/// 게임 시작 시 프레임·렌더·물리 기본 최적화 + One-Way Platform 자동 적용.
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/// BT5-Dev 발판 시스템 영구 영역 (2026-05-08 PD 정합 마무리).
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///
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/// 동작 요약:
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/// 1. Layer Matrix: Player(13) ↔ Enemy(14) 충돌 OFF.
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/// 2. Level Tilemap = Layer 0 (지면·벽 영구 충돌). 그 외 비-trigger Collider2D = Layer 16 강제.
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/// 3. PD Foreground GameObject = 가림막 시각만 (TilemapCollider2D 제거).
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/// 4. AutoForeground GameObject (Grid 자식·Tilemap·TilemapCollider·Layer 16) = 자동 분류 발판.
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/// 5. 자동 분류 (Level → AutoForeground):
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/// - colliderType=None Tile (tree·plant·fence·house) 제외
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/// - 이름 prefix "TileGround" Tile (지면·벽) 제외
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/// - 임계값 (worldY >= playerY+1.5) 또는 작은 공중 발판 (가로≤8 + 위·아래 빈) 분류
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/// - SetColliderType(Sprite) 강제
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/// </summary>
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public static class GameOptimizer
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{
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
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static void Init()
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{
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Application.targetFrameRate = 60;
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QualitySettings.vSyncCount = 0;
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Time.fixedDeltaTime = 1f / 60f;
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// Layer Matrix: Player(13) ↔ Enemy(14) 충돌 OFF.
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Physics2D.IgnoreLayerCollision(13, 14, true);
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}
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
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static void SetupJumpThroughPlatforms()
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{
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// 1. Level Tilemap = Layer 0 보존. 그 외 비-trigger Collider2D = Layer 16 강제 (Drop-Through).
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int applied = 0, excluded = 0, levelKept = 0;
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var allColliders = Object.FindObjectsByType<Collider2D>(FindObjectsSortMode.None);
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foreach (var c in allColliders)
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{
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if (c == null) continue;
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if (c.isTrigger) { excluded++; continue; }
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if (c.GetComponent<PlayerController>() != null
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|| c.GetComponent<EnemyController>() != null
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|| c.GetComponent<DeathZone>() != null
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|| c.GetComponent<TokenInstance>() != null
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|| c.GetComponent<VictoryZone>() != null
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|| c.GetComponent<AttackHitbox>() != null)
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{
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excluded++;
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continue;
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}
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if (c.GetComponent<UnityEngine.Tilemaps.TilemapCollider2D>() != null && c.gameObject.name == "Level")
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{
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if (c.gameObject.layer == 16) c.gameObject.layer = 0;
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var lvlEffector = c.GetComponent<PlatformEffector2D>();
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if (lvlEffector != null) Object.Destroy(lvlEffector);
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c.usedByEffector = false;
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levelKept++;
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continue;
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}
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var effector = c.GetComponent<PlatformEffector2D>();
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if (effector != null) Object.Destroy(effector);
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c.usedByEffector = false;
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c.gameObject.layer = 16;
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applied++;
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}
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// 2. PD Foreground = 가림막 시각만 (TilemapCollider2D 제거 → 충돌 X).
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var pdForeground = GameObject.Find("Foreground");
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if (pdForeground != null)
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{
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var pdFgTc = pdForeground.GetComponent<UnityEngine.Tilemaps.TilemapCollider2D>();
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if (pdFgTc != null) Object.Destroy(pdFgTc);
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}
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// 3. AutoForeground GameObject (Grid 자식·신규) — 자동 분류 발판 전용.
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// transform.localPosition = PD Foreground/Level과 동기화 (시각 위치 정합).
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GameObject gridGo = (pdForeground != null && pdForeground.transform.parent != null)
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? pdForeground.transform.parent.gameObject
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: GameObject.Find("Grid");
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GameObject autoFg = GameObject.Find("AutoForeground");
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UnityEngine.Tilemaps.Tilemap fgTilemap = null;
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UnityEngine.Tilemaps.TilemapCollider2D fgTc = null;
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if (autoFg == null && gridGo != null)
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{
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autoFg = new GameObject("AutoForeground");
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autoFg.transform.SetParent(gridGo.transform, false);
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}
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if (autoFg != null)
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{
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autoFg.layer = 16;
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var refGo = pdForeground != null ? pdForeground : GameObject.Find("Level");
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if (refGo != null) autoFg.transform.localPosition = refGo.transform.localPosition;
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fgTilemap = autoFg.GetComponent<UnityEngine.Tilemaps.Tilemap>();
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if (fgTilemap == null) fgTilemap = autoFg.AddComponent<UnityEngine.Tilemaps.Tilemap>();
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if (autoFg.GetComponent<UnityEngine.Tilemaps.TilemapRenderer>() == null)
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autoFg.AddComponent<UnityEngine.Tilemaps.TilemapRenderer>();
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fgTc = autoFg.GetComponent<UnityEngine.Tilemaps.TilemapCollider2D>();
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if (fgTc == null) fgTc = autoFg.AddComponent<UnityEngine.Tilemaps.TilemapCollider2D>();
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}
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// 4. Level → AutoForeground 자동 분류:
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// - colliderType=None (배경) 제외 / 이름 prefix "TileGround" (지면·벽) 제외
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// - 임계값 위 OR 작은 공중 발판 = Foreground 이동 + Sprite 강제
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var levelGo = GameObject.Find("Level");
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if (levelGo != null && fgTilemap != null)
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{
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var levelTilemap = levelGo.GetComponent<UnityEngine.Tilemaps.Tilemap>();
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var player = Object.FindFirstObjectByType<PlayerController>();
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if (levelTilemap != null && player != null)
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{
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float playerY = player.transform.position.y;
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float airThresholdY = playerY + 1.5f;
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const int MAX_PLATFORM_WIDTH = 8;
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var bounds = levelTilemap.cellBounds;
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int movedHigh = 0, movedSmall = 0;
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for (int x = bounds.xMin; x <= bounds.xMax; x++)
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{
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for (int y = bounds.yMin; y <= bounds.yMax; y++)
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{
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var pos = new Vector3Int(x, y, 0);
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if (!levelTilemap.HasTile(pos)) continue;
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var tileAsset = levelTilemap.GetTile<UnityEngine.Tilemaps.Tile>(pos);
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if (tileAsset != null && tileAsset.colliderType == UnityEngine.Tilemaps.Tile.ColliderType.None) continue;
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string nm = tileAsset != null ? tileAsset.name : string.Empty;
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if (nm.StartsWith("TileGround")) continue;
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Vector3 worldPos = levelTilemap.CellToWorld(pos);
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bool aboveThreshold = worldPos.y >= airThresholdY;
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bool isSmallAir = !aboveThreshold && IsSmallAirPlatform(levelTilemap, pos, MAX_PLATFORM_WIDTH);
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if (!aboveThreshold && !isSmallAir) continue;
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var tile = levelTilemap.GetTile(pos);
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fgTilemap.SetTile(pos, tile);
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fgTilemap.SetColliderType(pos, UnityEngine.Tilemaps.Tile.ColliderType.Sprite);
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levelTilemap.SetTile(pos, null);
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if (aboveThreshold) movedHigh++;
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else movedSmall++;
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}
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}
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if (fgTc != null) fgTc.ProcessTilemapChanges();
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var lvlTc = levelGo.GetComponent<UnityEngine.Tilemaps.TilemapCollider2D>();
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if (lvlTc != null) lvlTc.ProcessTilemapChanges();
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Debug.Log($"[GameOptimizer] AutoForeground moved={movedHigh + movedSmall} (high={movedHigh} small={movedSmall} threshold={airThresholdY:F2}) / Layer16 applied={applied} levelKept0={levelKept} excluded={excluded}");
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}
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}
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}
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/// <summary>
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/// 작은 공중 발판 판별: 위·아래 인접 Tile이 모두 빈 공간 + 가로 연속 길이 maxWidth 이하.
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/// 일반 지면(10+ tile 가로) 잘못 분류 방지.
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/// </summary>
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static bool IsSmallAirPlatform(UnityEngine.Tilemaps.Tilemap tm, Vector3Int pos, int maxWidth)
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{
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if (tm.HasTile(pos + Vector3Int.up)) return false;
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if (tm.HasTile(pos + Vector3Int.down)) return false;
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int width = 1;
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for (int dx = 1; dx <= maxWidth; dx++)
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{
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if (!tm.HasTile(pos + new Vector3Int(dx, 0, 0))) break;
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width++;
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if (width > maxWidth) return false;
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}
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for (int dx = 1; dx <= maxWidth; dx++)
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{
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if (!tm.HasTile(pos + new Vector3Int(-dx, 0, 0))) break;
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width++;
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if (width > maxWidth) return false;
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}
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return width <= maxWidth;
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}
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}
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}
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