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목표
- 설치 가능 위치 고스트 초록색 불가능 위치 고스트 빨간색으로 표시 되는 기능 구현
- UI 추가 및 변경
- 타워 합성 시 로직 변경
- 생성 타워 외형 변경
- 타워 생성 랜덤 확률 시스템 적용
- 캐논, 매직 타워 추가
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using UnityEngine;
using UnityEngine.InputSystem;
using Cysharp.Threading.Tasks;
using UnityEngine.EventSystems;
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 TowerData[] buildPool;
[Header("Trait Data")]
[SerializeField] private TowerTraitDatabase traitDatabase;
public enum CombineMode
{
Exact,
Random
}
[Header("Combine")]
[SerializeField] private CombineMode combineMode = CombineMode.Exact;
private enum PlaceState
{
None,
Placing
}
[Header("Build Level (future grade roll)")]
[SerializeField] private int buildLevel = 1;
[Header("Build Level Costs")]
[SerializeField] private int baseUpgradeCost = 50;
[SerializeField] private int upgradeCostStep = 50;
[SerializeField] private int maxBuildLevel = 10;
[Header("GhostTower")]
[SerializeField] private GameObject ghostPreviewPrefab;
[SerializeField] private float previewAlpha = 0.35f;
[SerializeField] private float previewYOffset = 0.02f;
[SerializeField] private bool showInvalidGhost = true;
[SerializeField] private Color validTint = new Color(0.2f, 1f, 0.2f, 1f);
[SerializeField] private Color invalidTint = new Color(1f, 0.2f, 0.2f, 1f);
[Header("Spawn Offset")]
[SerializeField] private float towerSpawnYOffset = 0.1f;
[Header("Context UI")]
[SerializeField] private ContextUIController contextUI;
[System.Serializable]
public struct GradeChance
{
public TowerGrade grade;
[Range(0, 100)] public int percent;
}
private GameObject _ghostGO;
private readonly System.Collections.Generic.List<Renderer> _ghostRenderers = new();
private MaterialPropertyBlock _mpb;
private PlaceState _placeState = PlaceState.None;
private TowerBase _selectedTower;
private bool _combineBusy;
public int BuildLevel => buildLevel;
public bool IsPlacing => _placeState == PlaceState.Placing;
public event System.Action<bool> OnPlacingChanged;
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
if (mainCamera == null)
{
mainCamera = Camera.main;
}
_mpb = new MaterialPropertyBlock();
}
private void Update()
{
if (_combineBusy)
return;
if (_placeState == PlaceState.Placing)
{
var kb = Keyboard.current;
if (kb != null && kb.escapeKey.wasPressedThisFrame)
{
CancelPlaceMode();
}
var mouse = Mouse.current;
if (mouse != null && mouse.rightButton.wasPressedThisFrame)
{
CancelPlaceMode();
return;
}
}
if (Mouse.current == null)
return;
if (_placeState == PlaceState.Placing)
{
UpdatePlacementPreview();
}
if (Mouse.current.leftButton.wasPressedThisFrame)
{
if (EventSystem.current != null && EventSystem.current.IsPointerOverGameObject())
return;
HandleClick();
}
if (Keyboard.current != null && Keyboard.current.vKey.wasPressedThisFrame)
{
combineMode = (combineMode == CombineMode.Exact) ? CombineMode.Random : CombineMode.Exact;
Debug.Log($"[CombineMode] {combineMode}");
}
if (Keyboard.current != null && Keyboard.current.cKey.wasPressedThisFrame)
{
if (_combineBusy)
return;
TryCombineSelectedTowerAsync().Forget();
}
}
private void HandleClick()
{
Vector2 mousePos = Mouse.current.position.ReadValue();
Ray ray = mainCamera.ScreenPointToRay(mousePos);
if (Physics.Raycast(ray, out RaycastHit hitTower, 1000f, LayerMask.GetMask("Tower")))
{
TowerBase tower = hitTower.collider.GetComponentInParent<TowerBase>();
if (tower != null)
{
SelectTower(tower);
return;
}
}
if (Physics.Raycast(ray, out RaycastHit hitTile, 1000f, tileLayerMask))
{
GridTile tile = hitTile.collider.GetComponent<GridTile>();
if (tile != null)
{
OnTileClicked(tile);
return;
}
}
ClearSelection();
}
private void SelectTower(TowerBase tower)
{
if (_selectedTower == tower) return;
if (_selectedTower != null)
_selectedTower.SetSelected(false);
_selectedTower = tower;
_selectedTower.SetSelected(true);
if (contextUI != null)
contextUI.ShowTower(_selectedTower);
}
private void ClearSelection()
{
if (_selectedTower != null)
_selectedTower.SetSelected(false);
_selectedTower = null;
if (contextUI == null) return;
if (_placeState == PlaceState.Placing)
{
contextUI.ShowBuild(GetMinBuildCostForCurrentLevel(), buildLevel);
}
else
{
contextUI.Hide();
}
}
private TowerData RollBuildTowerData(TowerGrade grade)
{
if (buildPool == null || buildPool.Length == 0)
{
Debug.LogError("[TowerManager] buildPool is empty. Assign TowerData assets in Inspector.");
return null;
}
int safety = 0;
while (safety < 50)
{
int idx = Random.Range(0, buildPool.Length);
TowerData d = buildPool[idx];
if (d != null && d.grade == grade)
return d;
safety++;
}
Debug.LogWarning($"[TowerManager] No TowerData matched grade={grade}. 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 AssignTraitIfNeeded(TowerBase tower)
{
if (tower == null) return;
TowerData d = tower.GetData();
if (d == null) return;
if (d.grade == TowerGrade.Normal)
{
tower.SetTrait(null);
return;
}
if (traitDatabase == null)
{
Debug.LogWarning("[TowerManager] traitDatabase is null.");
tower.SetTrait(null);
return;
}
TowerTraitSO rolled = traitDatabase.RollTrait(d.towerId, d.grade);
tower.SetTrait(rolled);
if (rolled != null)
Debug.Log($"[Trait] {d.towerId}({d.grade}) => {rolled.type} {rolled.tier}");
}
private async UniTaskVoid TryCombineSelectedTowerAsync()
{
if (_combineBusy)
return;
_combineBusy = true;
try
{
if (_selectedTower == null)
{
Debug.Log("선택된 타워가 없습니다.");
return;
}
TowerData selectedData = _selectedTower.GetData();
if (selectedData == null)
{
Debug.Log("현재 타워 데이터가 없습니다.");
return;
}
TowerGrade curGrade = selectedData.grade;
if (!TowerGradeHelper.TryGetNextGrade(curGrade, out TowerGrade nextGrade))
{
Debug.Log("더 이상 합성할 수 없는 등급입니다.");
return;
}
if (TowerDatabase.Instance == null)
{
Debug.LogError("TowerDatabase 인스턴스가 없습니다.");
return;
}
// 1) 후보 수집은 모드에 따라 다름
var candidates = new System.Collections.Generic.List<TowerBase>();
if (combineMode == CombineMode.Exact)
FindExactTowers(selectedData, candidates);
else
FindSameGradeTowers(curGrade, candidates);
if (candidates.Count < 3)
{
if (combineMode == CombineMode.Exact)
Debug.Log($"[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;
}
}
if (TowerMergeVFX.Instance == null)
{
Debug.LogError("TowerMergeVFX.Instance가 없습니다. 씬에 TowerMergeVFX 오브젝트가 있어야 합니다.");
return;
}
Transform[] sources =
{
mergeList[0] != null ? mergeList[0].transform : null,
mergeList[1] != null ? mergeList[1].transform : null,
mergeList[2] != null ? mergeList[2].transform : null
};
Vector3 mergePoint = _selectedTower.transform.position;
Vector3 keepScale = _selectedTower.transform.localScale;
await TowerMergeVFX.Instance.PlayMergeAsync(
sources,
mergePoint,
() =>
{
if (resultData == null || _selectedTower == null)
return;
TowerTraitSO baseTrait = _selectedTower.RuntimeTrait;
GridTile tile = _selectedTower.CurrentTile;
Vector3 spawnPos = tile != null ? tile.transform.position : mergePoint;
Quaternion rot = _selectedTower.transform.rotation;
TowerTraitSO resultTrait = null;
if (resultData.grade != TowerGrade.Normal && traitDatabase != null)
{
if (combineMode == CombineMode.Exact)
{
if (baseTrait != null)
resultTrait = traitDatabase.UpgradeTrait(baseTrait, resultData.grade);
else
resultTrait = traitDatabase.RollTrait(resultData.towerId, resultData.grade);
}
else
{
resultTrait = traitDatabase.RollTrait(resultData.towerId, resultData.grade);
}
}
for (int i = 0; i < mergeList.Count; i++)
RemoveTowerSafe(mergeList[i]);
TowerBase newTower = SpawnTowerFromData(
resultData,
spawnPos,
rot,
tile,
resultTrait
);
if (newTower == null)
return;
_selectedTower = newTower;
_selectedTower.SetSelected(true);
_selectedTower.PlaySpawnFeedback();
if (contextUI != null)
contextUI.ShowTower(_selectedTower);
}
);
}
finally
{
_combineBusy = false;
}
}
private int GetMinBuildCostForGrade(TowerGrade grade)
{
if (buildPool == null)
return int.MaxValue;
int min = int.MaxValue;
for (int i = 0; i < buildPool.Length; i++)
{
var d = buildPool[i];
if (d == null) continue;
if (d.grade != grade) continue;
if (d.buildCost < min) min = d.buildCost;
}
return min;
}
private string GetNextTowerId(string currentId, TowerGrade nextGrade)
{
int idx = currentId.LastIndexOf('_');
if (idx < 0)
return currentId;
string baseId = currentId.Substring(0, idx);
return $"{baseId}_{nextGrade.ToString().ToLower()}";
}
private TowerGrade GetBuildRollGrade()
{
TowerGrade rolled = RollGradeByBuildLevel();
return ResolveGradeIfMissing(rolled);
}
private bool TryPlaceTower_ReturnSuccess(GridTile tile)
{
if (!tile.IsEmpty)
{
Debug.Log("설치 불가 타일이거나 이미 타워가 있습니다.");
return false;
}
if (GameManager.Instance == null)
{
Debug.LogError("GameManager 인스턴스가 없습니다.");
return false;
}
TowerGrade gradeToRoll = GetBuildRollGrade();
TowerData rolledData = RollBuildTowerData(gradeToRoll);
if (rolledData == null) return false;
if (rolledData.towerPrefab == null)
{
Debug.LogError($"[TowerManager] towerPrefab is null in TowerData: {rolledData.name}");
return false;
}
int cost = rolledData.buildCost;
if (GameManager.Instance.Gold < cost)
{
Debug.Log("골드가 부족합니다.");
return false;
}
Vector3 spawnPos = tile.transform.position + Vector3.up * towerSpawnYOffset;
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 false;
}
tower.SetData(rolledData);
AssignTraitIfNeeded(tower);
tile.SetTower(tower);
tower.SetTile(tile);
GameManager.Instance.AddGold(-cost);
Debug.Log($"[Build] Rolled: {rolledData.towerId} ({rolledData.grade}), cost={cost}");
return true;
}
public void OnTileClicked(GridTile tile)
{
if (_placeState != PlaceState.Placing)
return;
bool placed = TryPlaceTower_ReturnSuccess(tile);
if (placed)
CancelPlaceMode();
}
public void CancelPlaceMode()
{
_placeState = PlaceState.None;
if (_ghostGO != null)
Destroy(_ghostGO);
_ghostGO = null;
_ghostRenderers.Clear();
OnPlacingChanged?.Invoke(false);
if (contextUI != null)
contextUI.Hide();
Debug.Log("[Build] Place mode OFF");
}
public int GetBuildUpgradeCost()
{
return baseUpgradeCost + (buildLevel - 1) * upgradeCostStep;
}
public bool TryUpgradeBuildLevel()
{
if (buildLevel >= maxBuildLevel)
{
Debug.Log("[Build] already max level");
return false;
}
int cost = GetBuildUpgradeCost();
if (GameManager.Instance == null) return false;
if (!GameManager.Instance.TrySpendGold(cost))
{
Debug.Log("[Build] Not enough gold for build level up");
return false;
}
buildLevel++;
Debug.Log($"[Build] Level UP => {buildLevel}");
if (IsPlacing && contextUI != null)
contextUI.ShowBuild(GetMinBuildCostForCurrentLevel(), buildLevel);
return true;
}
public void BeginPlaceMode()
{
if (_placeState == PlaceState.Placing)
return;
if (GameManager.Instance != null)
{
int minCost = GetMinBuildCostForCurrentLevel();
if (GameManager.Instance.Gold < minCost)
{
Debug.Log("[Build] 골드 부족: 빌드 모드 진입 불가");
return;
}
}
_placeState = PlaceState.Placing;
ClearSelection();
EnsureGhost(ghostPreviewPrefab);
UpdateGhostVisible(false);
OnPlacingChanged?.Invoke(true);
if (contextUI != null)
contextUI.ShowBuild(GetMinBuildCostForCurrentLevel(), buildLevel);
Debug.Log("[Build] Place mode ON");
}
private void EnsureGhost(GameObject prefab)
{
if (_ghostGO != null)
Destroy(_ghostGO);
if (prefab == null)
{
Debug.LogWarning("[Build] ghostPreviewPrefab is null");
return;
}
_ghostGO = Instantiate(prefab);
_ghostGO.name = "[GhostPreview]";
foreach (var col in _ghostGO.GetComponentsInChildren<Collider>(true))
col.enabled = false;
// Ignore Raycast
int layer = LayerMask.NameToLayer("Ignore Raycast");
if (layer >= 0)
{
_ghostGO.layer = layer;
foreach (Transform t in _ghostGO.GetComponentsInChildren<Transform>(true))
t.gameObject.layer = layer;
}
_ghostRenderers.Clear();
_ghostGO.GetComponentsInChildren(true, _ghostRenderers);
//ApplyGhostAlpha(previewAlpha);
ApplyGhostTint(true);
}
private void ApplyGhostTint(bool canPlace)
{
if (_ghostRenderers == null || _ghostRenderers.Count == 0) return;
if (_mpb == null) _mpb = new MaterialPropertyBlock();
Color tint = canPlace ? validTint : invalidTint;
tint.a = previewAlpha;
for (int i = 0; i < _ghostRenderers.Count; i++)
{
var r = _ghostRenderers[i];
if (r == null) continue;
r.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
r.receiveShadows = false;
r.GetPropertyBlock(_mpb);
_mpb.SetColor("_BaseColor", tint);
_mpb.SetColor("_Color", tint);
r.SetPropertyBlock(_mpb);
}
}
private void UpdateGhostVisible(bool visible)
{
if (_ghostGO == null) return;
_ghostGO.SetActive(visible);
}
private void ApplyGhostAlpha(float a)
{
a = Mathf.Clamp01(a);
for (int i = 0; i < _ghostRenderers.Count; i++)
{
var r = _ghostRenderers[i];
if (r == null) continue;
r.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
r.receiveShadows = false;
r.GetPropertyBlock(_mpb);
if (r.sharedMaterial != null)
{
if (r.sharedMaterial.HasProperty("_BaseColor"))
{
Color c = r.sharedMaterial.GetColor("_BaseColor");
c.a = a;
_mpb.SetColor("_BaseColor", c);
}
if (r.sharedMaterial.HasProperty("_Color"))
{
Color c = r.sharedMaterial.GetColor("_Color");
c.a = a;
_mpb.SetColor("_Color", c);
}
}
r.SetPropertyBlock(_mpb);
}
}
private void UpdatePlacementPreview()
{
if (_ghostGO == null)
return;
Vector2 mousePos = Mouse.current.position.ReadValue();
Ray ray = mainCamera.ScreenPointToRay(mousePos);
if (!Physics.Raycast(ray, out RaycastHit hitTile, 1000f, tileLayerMask))
{
UpdateGhostVisible(false);
return;
}
GridTile tile = hitTile.collider.GetComponent<GridTile>();
if (tile == null)
{
UpdateGhostVisible(false);
return;
}
bool canPlace = tile.IsEmpty && tile.TileType == TileType.Buildable;
Vector3 pos = tile.transform.position;
pos.y += previewYOffset;
_ghostGO.transform.position = pos;
if (!canPlace && !showInvalidGhost)
{
UpdateGhostVisible(false);
return;
}
UpdateGhostVisible(true);
ApplyGhostTint(canPlace);
}
private int CalculateSellRefund(TowerBase tower)
{
if (tower == null) return 0;
TowerData d = tower.GetData();
if (d == null) return 0;
const float rate = 0.5f;
return Mathf.Max(0, Mathf.RoundToInt(d.buildCost * rate));
}
private GradeChance[] GetChancesForLevel(int level)
{
int lv = Mathf.Clamp(level, 1, maxBuildLevel);
switch (lv)
{
case 1: return new[] { new GradeChance{ grade = TowerGrade.Normal, percent = 100 } };
case 2: return new[] { new GradeChance{ grade = TowerGrade.Normal, percent = 90 }, new GradeChance{ grade = TowerGrade.Rare, percent = 10 } };
case 3: return new[] { new GradeChance{ grade = TowerGrade.Normal, percent = 75 }, new GradeChance{ grade = TowerGrade.Rare, percent = 22 }, new GradeChance{ grade = TowerGrade.Epic, percent = 3 } };
case 4: return new[] { new GradeChance{ grade = TowerGrade.Normal, percent = 60 }, new GradeChance{ grade = TowerGrade.Rare, percent = 33 }, new GradeChance{ grade = TowerGrade.Epic, percent = 7 } };
case 5: return new[] { new GradeChance{ grade = TowerGrade.Normal, percent = 50 }, new GradeChance{ grade = TowerGrade.Rare, percent = 35 }, new GradeChance{ grade = TowerGrade.Epic, percent = 13 }, new GradeChance{ grade = TowerGrade.Legendary, percent = 2 } };
case 6: return new[] { new GradeChance{ grade = TowerGrade.Normal, percent = 40 }, new GradeChance{ grade = TowerGrade.Rare, percent = 35 }, new GradeChance{ grade = TowerGrade.Epic, percent = 20 }, new GradeChance{ grade = TowerGrade.Legendary, percent = 5 } };
case 7: return new[] { new GradeChance{ grade = TowerGrade.Normal, percent = 30 }, new GradeChance{ grade = TowerGrade.Rare, percent = 35 }, new GradeChance{ grade = TowerGrade.Epic, percent = 25 }, new GradeChance{ grade = TowerGrade.Legendary, percent = 10 } };
case 8: return new[] { new GradeChance{ grade = TowerGrade.Normal, percent = 20 }, new GradeChance{ grade = TowerGrade.Rare, percent = 35 }, new GradeChance{ grade = TowerGrade.Epic, percent = 30 }, new GradeChance{ grade = TowerGrade.Legendary, percent = 15 } };
case 9: return new[] { new GradeChance{ grade = TowerGrade.Normal, percent = 10 }, new GradeChance{ grade = TowerGrade.Rare, percent = 35 }, new GradeChance{ grade = TowerGrade.Epic, percent = 35 }, new GradeChance{ grade = TowerGrade.Legendary, percent = 20 } };
default: return new[] { new GradeChance{ grade = TowerGrade.Normal, percent = 5 }, new GradeChance{ grade = TowerGrade.Rare, percent = 30 }, new GradeChance{ grade = TowerGrade.Epic, percent = 40 }, new GradeChance{ grade = TowerGrade.Legendary, percent = 25 } };
}
}
private TowerGrade RollGradeByBuildLevel()
{
GradeChance[] chances = GetChancesForLevel(buildLevel);
int roll = Random.Range(0, 100);
int acc = 0;
for (int i = 0; i < chances.Length; i++)
{
acc += chances[i].percent;
if (roll < acc)
return chances[i].grade;
}
return chances[chances.Length - 1].grade;
}
private bool HasAnyTowerOfGrade(TowerGrade grade)
{
if (buildPool == null) return false;
for (int i = 0; i < buildPool.Length; i++)
{
var d = buildPool[i];
if (d != null && d.grade == grade)
return true;
}
return false;
}
private TowerGrade ResolveGradeIfMissing(TowerGrade rolled)
{
TowerGrade g = rolled;
while (!HasAnyTowerOfGrade(g))
{
if (g == TowerGrade.Normal)
return TowerGrade.Normal;
g = (TowerGrade)((int)g - 1); // Legendary->Epic->Rare->Normal
}
return g;
}
public bool TrySellTower(TowerBase tower)
{
if (tower == null)
return false;
if (_selectedTower == tower)
{
_selectedTower.SetSelected(false);
_selectedTower = null;
}
int refund = CalculateSellRefund(tower);
tower.SetTile(null);
if (GameManager.Instance != null && refund > 0)
GameManager.Instance.AddGold(refund);
Destroy(tower.gameObject);
return true;
}
private TowerBase SpawnTowerFromData(
TowerData data,
Vector3 position,
Quaternion rotation,
GridTile tile,
TowerTraitSO trait)
{
if (data == null || data.towerPrefab == null)
{
Debug.LogError("[TowerManager] SpawnTowerFromData failed");
return null;
}
GameObject go = Instantiate(data.towerPrefab, position, rotation);
TowerBase tower = go.GetComponent<TowerBase>();
if (tower == null)
{
Debug.LogError("[TowerManager] Prefab has no TowerBase");
Destroy(go);
return null;
}
tower.SetData(data);
tower.SetTrait(trait);
if (tile != null)
{
tile.SetTower(tower);
tower.SetTile(tile);
}
return tower;
}
private void RemoveTowerSafe(TowerBase tower)
{
if (tower == null) return;
tower.SetTile(null);
Destroy(tower.gameObject);
}
public string GetBuildLevelChanceLabel()
{
var chances = GetChancesForLevel(buildLevel);
System.Text.StringBuilder sb = new System.Text.StringBuilder();
sb.AppendLine($"Build Lv. {buildLevel}");
for (int i = 0; i < chances.Length; i++)
sb.AppendLine($"{chances[i].grade}: {chances[i].percent}%");
return sb.ToString();
}
public int GetMinBuildCostForCurrentLevel()
{
var chances = GetChancesForLevel(buildLevel);
if (chances == null || chances.Length == 0)
return int.MaxValue;
int min = int.MaxValue;
for (int i = 0; i < chances.Length; i++)
{
if (chances[i].percent <= 0)
continue;
int c = GetMinBuildCostForGrade(chances[i].grade);
if (c < min)
min = c;
}
return min;
}
public void RequestCombineExact()
{
combineMode = CombineMode.Exact;
if (_combineBusy) return;
TryCombineSelectedTowerAsync().Forget();
}
public void RequestCombineRandom()
{
combineMode = CombineMode.Random;
if (_combineBusy) return;
TryCombineSelectedTowerAsync().Forget();
}
public bool TryRerollTrait(TowerBase tower, int cost)
{
if (tower == null) return false;
TowerData d = tower.GetData();
if (d == null) return false;
if (d.grade == TowerGrade.Normal)
return false;
if (GameManager.Instance == null)
return false;
if (!GameManager.Instance.TrySpendGold(cost))
return false;
if (traitDatabase == null)
return false;
TowerTraitSO newTrait = traitDatabase.RollTraitExclude(d.towerId, d.grade, tower.RuntimeTrait);
if (newTrait == null)
return false;
tower.SetTrait(newTrait);
return true;
}
public int GetSellRefund(TowerBase tower)
{
return CalculateSellRefund(tower);
}
}
|
cs |
1. 타워 설치 시 고스트(Ghost) 시각화 (초록/빨간색 표시)
- 기능 설명:
- 플레이어가 타워를 설치하기 전, 마우스 커서를 따라다니는 반투명한 타워(고스트)를 보여줍니다.
- Raycast를 쏘아 현재 마우스가 가리키는 타일이 '건설 가능한 타일'인지 확인합니다.
- 설치 가능 (Buildable): 고스트 타워의 머티리얼 색상을 **초록색(Green)**으로 변경하여 설치 가능함을 알립니다.
- 설치 불가 (Not Buildable): 이미 타워가 있거나 건설 불가능한 구역일 경우 **빨간색(Red)**으로 변경하여 경고합니다.
2. 타워 생성 확률 시스템 (Random Probability)
- 기능 설명:
- 타워 건설 버튼을 눌렀을 때 실행되는 로직입니다.
- 0부터 100 사이의 난수(Random.Range)를 생성하거나, 전체 가중치의 합을 계산합니다.
- 확률 테이블 비교: 설정해둔 등급별 확률(예: 일반 60%, 희귀 30%, 영웅 10% 등)과 생성된 난수를 비교합니다.
- 조건에 맞는 등급의 타워 프리팹을 선택하여 타일에 소환합니다. 이 시스템을 통해 게임에 '뽑기(Gacha)' 요소를 부여합니다.
3. 타워 합성(Merge) 로직
- 기능 설명:
- 플레이어가 두 개의 타워를 선택하거나, 드래그 앤 드롭으로 겹쳤을 때 발생하는 로직입니다.
- 조건 검사: 두 타워의 등급(Grade)과 종류(Type)가 동일한지 확인합니다.
- 합성 수행: 조건이 일치하면 기존 두 타워를 파괴(Destroy)하고, 해당 위치에 한 단계 높은 등급의 타워를 생성합니다.
- 이때 파티클이나 사운드 이펙트(VFX/SFX)를 재생하여 타격감을 줍니다.
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