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오늘의 목표
- 타워 데이터 셋팅
- 타워 합성 시스템 구현
타워 데이터 셋팅을 위한 스크립터블 오브젝트 생성
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using UnityEngine;
[CreateAssetMenu(menuName = "RTD/Tower Data")]
public class TowerData : ScriptableObject
{
[Header("Identity")]
public string towerId;
public TowerGrade grade;
[Header("Stats")]
public float damage;
public float attackSpeed;
public float range;
[Header("Cost")]
public int buildCost;
[Header("Visual")]
public GameObject towerPrefab;
public Color gradeColor;
}
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cs |
타워 매니저에 합성 시스템 구현
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using UnityEngine;
using UnityEngine.InputSystem;
public class TowerManager : MonoBehaviour
{
public static TowerManager Instance { get; private set; }
[Header("Placement")]
[SerializeField] private Camera mainCamera;
[SerializeField] private GameObject towerPrefab;
[SerializeField] private int towerCost = 10;
[SerializeField] private LayerMask tileLayerMask;
private TowerBase _selectedTower;
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
if (mainCamera == null)
{
mainCamera = Camera.main;
}
}
private void Update()
{
if (Mouse.current == null)
return;
if (Mouse.current.leftButton.wasPressedThisFrame)
{
HandleClick();
}
if (Keyboard.current != null && Keyboard.current.cKey.wasPressedThisFrame)
{
TryCombineSelectedTower();
}
}
private void HandleClick()
{
Vector2 mousePos = Mouse.current.position.ReadValue();
Ray ray = mainCamera.ScreenPointToRay(mousePos);
if (Physics.Raycast(ray, out RaycastHit hitTower, 1000f, LayerMask.GetMask("Tower")))
{
TowerBase tower = hitTower.collider.GetComponentInParent<TowerBase>();
if (tower != null)
{
SelectTower(tower);
return;
}
}
if (Physics.Raycast(ray, out RaycastHit hitTile, 1000f, tileLayerMask))
{
GridTile tile = hitTile.collider.GetComponent<GridTile>();
if (tile != null)
{
OnTileClicked(tile);
return;
}
}
ClearSelection();
}
private void SelectTower(TowerBase tower)
{
if (_selectedTower == tower)
return;
if (_selectedTower != null)
_selectedTower.SetSelected(false);
_selectedTower = tower;
_selectedTower.SetSelected(true);
}
private void ClearSelection()
{
if (_selectedTower != null)
_selectedTower.SetSelected(false);
_selectedTower = null;
}
public void OnTileClicked(GridTile tile)
{
TryPlaceTower(tile);
}
private void TryPlaceTower(GridTile tile)
{
if (!tile.IsEmpty)
{
Debug.Log("설치 불가 타일이거나 이미 타워가 있습니다.");
return;
}
TowerBase prefabTower = towerPrefab != null ? towerPrefab.GetComponent<TowerBase>() : null;
int cost = towerCost;
if (prefabTower != null)
{
TowerData d = prefabTower.GetData(); // TowerBase에 GetData()가 있어야 함
if (d != null)
cost = d.buildCost;
}
if (GameManager.Instance == null)
{
Debug.LogError("GameManager 인스턴스가 없습니다.");
return;
}
if (GameManager.Instance.Gold < cost)
{
Debug.Log("골드가 부족합니다.");
return;
}
Vector3 spawnPos = tile.transform.position;
GameObject towerObj = Instantiate(towerPrefab, spawnPos, Quaternion.identity);
TowerBase tower = towerObj.GetComponent<TowerBase>();
if (tower == null)
{
Debug.LogError("towerPrefab에 Tower 컴포넌트가 없습니다.");
Destroy(towerObj);
return;
}
tile.SetTower(tower);
GameManager.Instance.AddGold(-cost);
}
private void FindSameTowers(TowerData 기준, System.Collections.Generic.List<TowerBase> outList)
{
outList.Clear();
TowerBase[] allTowers = FindObjectsOfType<TowerBase>();
foreach (var t in allTowers)
{
TowerData d = t.GetData();
if (d == null)
continue;
if (d.towerId == 기준.towerId && d.grade == 기준.grade)
{
outList.Add(t);
}
}
}
private void TryCombineSelectedTower()
{
if (_selectedTower == null)
{
Debug.Log("선택된 타워가 없습니다.");
return;
}
TowerData currentData = _selectedTower.GetData();
if (currentData == null)
{
Debug.Log("현재 타워 데이터가 없습니다.");
return;
}
if (!TowerGradeHelper.TryGetNextGrade(currentData.grade, out TowerGrade nextGrade))
{
Debug.Log("더 이상 합성할 수 없는 등급입니다.");
return;
}
var sameTowers = new System.Collections.Generic.List<TowerBase>();
FindSameTowers(currentData, sameTowers);
if (sameTowers.Count < 3)
{
Debug.Log($"합성 조건 미충족: {currentData.towerId} ({sameTowers.Count}/3)");
return;
}
string nextTowerId = GetNextTowerId(currentData.towerId, nextGrade);
TowerData nextData = TowerDatabase.Instance.Get(nextTowerId);
if (nextData == null)
{
Debug.LogError($"다음 TowerData를 찾을 수 없습니다: {nextTowerId}");
return;
}
int removed = 0;
for (int i = 0; i < sameTowers.Count && removed < 2; i++)
{
if (sameTowers[i] == _selectedTower)
continue;
Destroy(sameTowers[i].gameObject);
removed++;
}
_selectedTower.SetData(nextData);
_selectedTower.SetSelected(true);
Debug.Log($"합성 성공: {currentData.towerId} → {nextTowerId}");
}
private string GetNextTowerId(string currentId, TowerGrade nextGrade)
{
int idx = currentId.LastIndexOf('_');
if (idx < 0)
return currentId;
string baseId = currentId.Substring(0, idx);
return $"{baseId}_{nextGrade.ToString().ToLower()}";
}
}
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cs |
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