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오늘의 목표
- 랜덤 타워 생성 시스템 구현
- 같은 등급 같은 종류 타워 3종 합성 시 상위 등급 같은 종류 타워로 변환
- 같은 등급 다른 종류 타워 3종 합성 시 상위 등급 랜덤 종류 타워로 변환
- 타워의 등급을 확인 할 수 있도록 외형 구현
- 타워 상단에 1글자로 타워의 종류를 표현
- 타워 주위에 링 모양을 배치하여 해당 링 색으로 등급을 표현
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using UnityEngine;
using System.Collections.Generic;
public class TowerDatabase : MonoBehaviour
{
public static TowerDatabase Instance { get; private set; }
[Header("All Tower Data")]
[SerializeField] private TowerData[] allTowerData;
private Dictionary<string, TowerData> _table;
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
BuildTable();
}
private void BuildTable()
{
_table = new Dictionary<string, TowerData>();
foreach (var data in allTowerData)
{
if (data == null)
continue;
if (string.IsNullOrEmpty(data.towerId))
{
Debug.LogWarning("TowerData has empty towerId", data);
continue;
}
if (_table.ContainsKey(data.towerId))
{
Debug.LogWarning($"Duplicate towerId detected: {data.towerId}", data);
continue;
}
_table.Add(data.towerId, data);
}
}
public TowerData Get(string towerId)
{
if (string.IsNullOrEmpty(towerId))
return null;
return _table.TryGetValue(towerId, out var data) ? data : null;
}
public TowerData GetRandomByGrade(TowerGrade grade)
{
if (allTowerData == null || allTowerData.Length == 0)
return null;
List<TowerData> candidates = new List<TowerData>();
for (int i = 0; i < allTowerData.Length; i++)
{
TowerData d = allTowerData[i];
if (d == null)
continue;
if (d.grade == grade)
candidates.Add(d);
}
if (candidates.Count == 0)
return null;
int idx = Random.Range(0, candidates.Count);
return candidates[idx];
}
}
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cs |
타워 매니저에서 합성 모드에 따라 어떤 방식으로 합성을 진행할 지 선택할 수 있도록 구현
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using UnityEngine;
using UnityEngine.InputSystem;
public class TowerManager : MonoBehaviour
{
public static TowerManager Instance { get; private set; }
[Header("Placement")]
[SerializeField] private Camera mainCamera;
[SerializeField] private LayerMask tileLayerMask;
[Header("Random Build")]
[SerializeField] private TowerGrade buildRollGrade = TowerGrade.Normal;
[SerializeField] private TowerData[] buildPool;
public enum CombineMode
{
Exact,
Random
}
[Header("Combine")]
[SerializeField] private CombineMode combineMode = CombineMode.Exact;
private TowerBase _selectedTower;
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
if (mainCamera == null)
{
mainCamera = Camera.main;
}
}
private void Update()
{
if (Mouse.current == null)
return;
if (Mouse.current.leftButton.wasPressedThisFrame)
{
HandleClick();
}
if (Keyboard.current != null && Keyboard.current.vKey.wasPressedThisFrame)
{
combineMode = (combineMode == CombineMode.Exact) ? CombineMode.Random : CombineMode.Exact;
Debug.Log($"[CombineMode] {combineMode}");
}
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;
}
if (GameManager.Instance == null)
{
Debug.LogError("GameManager 인스턴스가 없습니다.");
return;
}
TowerData rolledData = RollBuildTowerData();
if (rolledData == null)
return;
if (rolledData.towerPrefab == null)
{
Debug.LogError($"[TowerManager] towerPrefab is null in TowerData: {rolledData.name}");
return;
}
int cost = rolledData.buildCost;
if (GameManager.Instance.Gold < cost)
{
Debug.Log("골드가 부족합니다.");
return;
}
Vector3 spawnPos = tile.transform.position;
GameObject towerObj = Instantiate(rolledData.towerPrefab, spawnPos, Quaternion.identity);
TowerBase tower = towerObj.GetComponent<TowerBase>();
if (tower == null)
{
Debug.LogError("rolledData.towerPrefab에 TowerBase 컴포넌트가 없습니다.");
Destroy(towerObj);
return;
}
tower.SetData(rolledData);
tile.SetTower(tower);
tower.SetTile(tile);
GameManager.Instance.AddGold(-cost);
Debug.Log($"[Build] Rolled: {rolledData.towerId} ({rolledData.grade}), cost={cost}");
}
private TowerData RollBuildTowerData()
{
if (buildPool == null || buildPool.Length == 0)
{
Debug.LogError("[TowerManager] buildPool is empty. Assign TowerData assets in Inspector.");
return null;
}
int safety = 0;
while (safety < 50)
{
int idx = Random.Range(0, buildPool.Length);
TowerData d = buildPool[idx];
if (d != null && d.grade == buildRollGrade)
return d;
safety++;
}
Debug.LogWarning("[TowerManager] No TowerData matched buildRollGrade. Check buildPool contents.");
return null;
}
private TowerData RollMergeResultByGrade(TowerGrade targetGrade)
{
if (buildPool == null || buildPool.Length == 0)
{
Debug.LogError("[TowerManager] buildPool is empty. Cannot roll merge result.");
return null;
}
if (TowerDatabase.Instance != null)
{
return TowerDatabase.Instance.GetRandomByGrade(targetGrade);
}
int safety = 0;
while (safety < 100)
{
int idx = Random.Range(0, buildPool.Length);
TowerData d = buildPool[idx];
if (d != null && d.grade == targetGrade)
return d;
safety++;
}
Debug.LogWarning("[TowerManager] No TowerData matched targetGrade for merge result.");
return null;
}
private void FindExactTowers(TowerData grade, 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 == grade.towerId && d.grade == grade.grade)
outList.Add(t);
}
}
private void FindSameGradeTowers(TowerGrade grade, 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.grade == grade)
outList.Add(t);
}
}
private void TryCombineSelectedTower()
{
if (_selectedTower == null)
{
Debug.Log("선택된 타워가 없습니다.");
return;
}
TowerData selectedData = _selectedTower.GetData();
if (selectedData == null)
{
Debug.Log("현재 타워 데이터가 없습니다.");
return;
}
TowerGrade curGrade = selectedData.grade;
if (!TowerGradeHelper.TryGetNextGrade(curGrade, out TowerGrade nextGrade))
{
Debug.Log("더 이상 합성할 수 없는 등급입니다.");
return;
}
if (TowerDatabase.Instance == null)
{
Debug.LogError("TowerDatabase 인스턴스가 없습니다.");
return;
}
// 1) 후보 수집은 모드에 따라 다름
var candidates = new System.Collections.Generic.List<TowerBase>();
if (combineMode == CombineMode.Exact)
FindExactTowers(selectedData, candidates);
else
FindSameGradeTowers(curGrade, candidates);
if (candidates.Count < 3)
{
if (combineMode == CombineMode.Exact)
Debug.Log($"[Exact Combine] 조건 미충족: {selectedData.towerId} ({candidates.Count}/3)");
else
Debug.Log($"[Random Combine] 조건 미충족: grade={curGrade} ({candidates.Count}/3)");
return;
}
// 2) 3개 구성(선택 타워 포함 + 나머지 2개)
var mergeList = new System.Collections.Generic.List<TowerBase>(3);
mergeList.Add(_selectedTower);
for (int i = 0; i < candidates.Count && mergeList.Count < 3; i++)
{
if (candidates[i] == _selectedTower)
continue;
mergeList.Add(candidates[i]);
}
if (mergeList.Count < 3)
{
Debug.Log("합성 대상 3개를 구성하지 못했습니다.");
return;
}
// 3) 결과 TowerData 결정(모드에 따라 다름)
TowerData resultData = null;
if (combineMode == CombineMode.Exact)
{
string nextTowerId = GetNextTowerId(selectedData.towerId, nextGrade);
resultData = TowerDatabase.Instance.Get(nextTowerId);
if (resultData == null)
{
Debug.LogError($"다음 TowerData를 찾을 수 없습니다: {nextTowerId}");
return;
}
}
else
{
resultData = RollMergeResultByGrade(nextGrade);
if (resultData == null)
{
Debug.LogError($"혼합 합성 결과 TowerData를 뽑지 못했습니다. targetGrade={nextGrade}");
return;
}
}
for (int i = 0; i < mergeList.Count; i++)
{
if (mergeList[i] == _selectedTower)
continue;
Destroy(mergeList[i].gameObject);
}
_selectedTower.SetData(resultData);
_selectedTower.SetSelected(true);
Debug.Log($"합성 성공: mode={combineMode} ({curGrade}) -> ({nextGrade}) result={resultData.towerId}");
}
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()}";
}
}
|
cs |
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