diff --git a/Assets/Scripts/tree.cs b/Assets/Scripts/tree.cs index 7ee5b07..70cc742 100644 --- a/Assets/Scripts/tree.cs +++ b/Assets/Scripts/tree.cs @@ -1,9 +1,9 @@ using System.Collections; using UnityEngine; +[ExecuteAlways] // 런타임뿐만 아니라 에디터에서도 코드가 실행되도록 설정 public class tree : MonoBehaviour { - public GameObject branchPrefab; public int maxDepth = 4; public float branchAngle = 45f; @@ -16,6 +16,9 @@ public class tree : MonoBehaviour public Color leafColor = new Color(1f, 0.4f, 0.6f); // 가지 끝부분 (핑크/벚꽃 느낌) [Range(0f, 1f)] public float lengthRandomness = 0.2f; // 길이 랜덤 (0~1) [Range(0f, 45f)] public float angleRandomness = 20f; // 휘어짐 극대화를 위한 각도 랜덤 + + [Tooltip("에디터에서 색상 변경 등 값을 수정할 때 마다 나무 형태가 계속 바뀌지 않도록 시드를 고정")] + public int randomSeed = 12345; [Header("Animation & Wind")] public float growthDelay = 0.1f; // 가지 생성 대기 시간 (애니메이션 효과) @@ -25,74 +28,153 @@ public class tree : MonoBehaviour void Start() { - // Hierarchy 창을 깔끔하게 유지하기 위한 컨테이너 생성 + // 런타임 시작 시 새롭게 나무 생성 (에디터에선 이미 OnValidate/Enable 등으로 생성되었는지 확인 후 처리) + if (Application.isPlaying) + { + GenerateTree(); + } + } + + void OnEnable() + { + // 씬 로드, 컴포넌트 활성화 시에도 나무 생성 (에디터 모드에서 나무 보이게 함) + if (!Application.isPlaying && branchContainer == null) + { + GenerateTree(); + } + } + + void OnValidate() + { + // 인스펙터 값이 변경될 때 바로 적용되도록 OnValidate에서 재생성 호출 + #if UNITY_EDITOR + UnityEditor.EditorApplication.delayCall += () => + { + if (this != null && !Application.isPlaying) + { + GenerateTree(); + } + }; + #endif + } + + public void GenerateTree() + { + if (branchPrefab == null) return; + + // 기존에 생성된 부분 지우기 (DestroyImmediate는 에디터 전용/안전하게 사용) + if (branchContainer != null) + { + DestroyImmediate(branchContainer); + } + + // Hierarchy에 잔여 TreeContainer가 남아있을 수도 있으므로 이름으로 확인 후 지우기 + Transform oldContainer = transform.Find("TreeContainer"); + if (oldContainer != null) + { + DestroyImmediate(oldContainer.gameObject); + } + branchContainer = new GameObject("TreeContainer"); branchContainer.transform.position = transform.position; + branchContainer.transform.parent = this.transform; + + // 인스펙터 값을 바꿀 때마다 나무가 춤추듯 바뀌는 현상 방지용 랜덤 시드 세팅 + Random.InitState(randomSeed); - StartCoroutine(CreateBranchRoutine(transform.position, transform.rotation, initialLength, 0, branchContainer.transform)); + // 런타임(플레이 모드)일 경우 코루틴으로 애니메이션, 에디터일 경우 즉시(Instant) 생성 + if (Application.isPlaying) + { + StartCoroutine(CreateBranchRoutine(transform.position, transform.rotation, initialLength, 0, branchContainer.transform)); + } + else + { + CreateBranchInstant(transform.position, transform.rotation, initialLength, 0, branchContainer.transform); + } } + // 런타임용 (애니메이션 동반) IEnumerator CreateBranchRoutine(Vector3 pos, Quaternion rot, float length, int depth, Transform parentTransform) { if (depth >= maxDepth) yield break; - - // 런타임에서 자라나는 모습을 보여주기 위한 대기 시간 yield return new WaitForSeconds(growthDelay); - // 바람에 흔들릴 때 관절이 끊어지지 않도록, 가지 시작점(pos)에 가상의 피벗(Pivot)을 생성 + Transform pivot = CreateBranchCore(pos, rot, length, depth, parentTransform); + + Vector3 endPoint = pos + rot * (Vector3.up * length); + float nextLength = length * scaleReduction * Random.Range(1f - lengthRandomness, 1f + lengthRandomness); + float angleStep = 360f / branchesPerLevel; + + for (int i = 0; i < branchesPerLevel; i++) + { + Quaternion finalRot = CalculateRotation(rot, depth, i, angleStep); + StartCoroutine(CreateBranchRoutine(endPoint, finalRot, nextLength, depth + 1, pivot)); + } + } + + // 에디터용 (대기 시간 없이 즉시 전체 생성) + void CreateBranchInstant(Vector3 pos, Quaternion rot, float length, int depth, Transform parentTransform) + { + if (depth >= maxDepth) return; + + Transform pivot = CreateBranchCore(pos, rot, length, depth, parentTransform); + + Vector3 endPoint = pos + rot * (Vector3.up * length); + float nextLength = length * scaleReduction * Random.Range(1f - lengthRandomness, 1f + lengthRandomness); + float angleStep = 360f / branchesPerLevel; + + for (int i = 0; i < branchesPerLevel; i++) + { + Quaternion finalRot = CalculateRotation(rot, depth, i, angleStep); + CreateBranchInstant(endPoint, finalRot, nextLength, depth + 1, pivot); + } + } + + // 공통 실행 로직: 하나의 나뭇가지 생성 및 색상/크기 세팅 + Transform CreateBranchCore(Vector3 pos, Quaternion rot, float length, int depth, Transform parentTransform) + { GameObject pivot = new GameObject("Pivot_Depth_" + depth); pivot.transform.position = pos; pivot.transform.rotation = rot; pivot.transform.parent = parentTransform; - // 흔들림(Sway) 스크립트 추가 BranchSway sway = pivot.AddComponent(); sway.Init(depth, windStrength); - // 중앙 피벗 큐브를 위한 중심 위치 계산 Vector3 centerPos = pos + rot * (Vector3.up * length * 0.5f); - - // 나뭇가지를 생성하고 부모를 생성한 피벗으로 설정 GameObject branch = Instantiate(branchPrefab, centerPos, rot); branch.transform.parent = pivot.transform; - // 아티스틱: 깊이에 따라 색상 자연스럽게 섞기 (Lerp) Renderer rnd = branch.GetComponentInChildren(); if (rnd != null) { + // 아티스틱: 깊이에 따라 색상 자연스럽게 섞기 float colorT = maxDepth > 1 ? (float)depth / (maxDepth - 1) : 1f; rnd.material.color = Color.Lerp(trunkColor, leafColor, colorT); } - // 동적 크기 조절: 깊이에 따라 두께가 얇아짐 + // 동적 크기 조절: 깊이에 따라 두께 비례 적용 float thickness = 0.15f * (maxDepth - depth); branch.transform.localScale = new Vector3(thickness, length, thickness); - // 가지의 끝 지점 계산 - Vector3 endPoint = pos + rot * (Vector3.up * length); - - // 길이 및 각도 세팅 - float randomizedLengthMultiplier = Random.Range(1f - lengthRandomness, 1f + lengthRandomness); - float nextLength = length * scaleReduction * randomizedLengthMultiplier; - float angleStep = 360f / branchesPerLevel; - - for (int i = 0; i < branchesPerLevel; i++) - { - float randTilt = Random.Range(-angleRandomness, angleRandomness); - float randSpin = Random.Range(-angleRandomness, angleRandomness); + return pivot.transform; + } - Quaternion tilt = Quaternion.Euler(branchAngle + randTilt, 0, 0); - Quaternion spin = Quaternion.Euler(0, (i * angleStep) + (depth * 25f) + randSpin, 0); + // 공통 실행 로직: 나뭇가지가 뻗어나갈 방향 계산 + Quaternion CalculateRotation(Quaternion currentRot, int depth, int index, float angleStep) + { + float randTilt = Random.Range(-angleRandomness, angleRandomness); + float randSpin = Random.Range(-angleRandomness, angleRandomness); - Quaternion finalRot = rot * spin * tilt; + Quaternion tilt = Quaternion.Euler(branchAngle + randTilt, 0, 0); + Quaternion spin = Quaternion.Euler(0, (index * angleStep) + (depth * 25f) + randSpin, 0); - // 다음 가지 생성 코루틴 실행 - StartCoroutine(CreateBranchRoutine(endPoint, finalRot, nextLength, depth + 1, pivot.transform)); - } + return currentRot * spin * tilt; } } // 바람에 흔들리는 효과를 담당하는 컴포넌트 +[ExecuteAlways] public class BranchSway : MonoBehaviour { private Quaternion initialLocalRotation; @@ -105,15 +187,22 @@ public class BranchSway : MonoBehaviour initialLocalRotation = transform.localRotation; offset = Random.Range(0f, 100f); speed = 1f + Random.Range(0f, 0.5f); - // 끝가지일수록, 그리고 windStrength가 강할수록 더 많이 흔들림. 잘 보이도록 수치를 키움 amount = 2.5f * (depth + 1) * 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