EerieVillage/Assets/Scripts/Mechanics/GameOptimizer.cs

179 lines
9.1 KiB
C#

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