feat: 인터랙티브 3D 프랙탈 나무 제너레이터 구현
재귀 호출을 이용한 360도 나뭇가지 뻗기 로직 완성 ( tree.cs ) 코루틴을 활용한 나뭇가지 순차 생성 애니메이션 추가 색상 그라데이션, 길이/각도 난수화 등 아티스틱 파라미터(Artistic Settings) 에디터 노출 Sine/Cosine 곡선을 활용한 나뭇가지 바람 흔들림( BranchSway ) 효과 추가 인스턴스화된 프리팹 관리를 위한 부모 컨테이너 시스템 도입main
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using System.Collections;
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using UnityEngine;
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public class tree : MonoBehaviour
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{
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public GameObject branchPrefab;
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public int maxDepth = 4;
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public float branchAngle = 45f;
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public float scaleReduction = 0.6f;
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public float initialLength = 5f;
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public int branchesPerLevel = 4;
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public Color trunkColor = new Color(0.4f, 0.2f, 0f); // 나무 몸통 (갈색)
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public Color leafColor = new Color(1f, 0.4f, 0.6f); // 가지 끝부분 (핑크/벚꽃 느낌)
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[Range(0f, 1f)] public float lengthRandomness = 0.2f; // 길이 랜덤 (0~1)
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[Range(0f, 45f)] public float angleRandomness = 20f; // 휘어짐 극대화를 위한 각도 랜덤
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[Header("Animation & Wind")]
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public float growthDelay = 0.1f; // 가지 생성 대기 시간 (애니메이션 효과)
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[Range(0f, 5f)] public float windStrength = 1.5f; // 바람의 세기
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private GameObject branchContainer;
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void Start()
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{
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// Hierarchy 창을 깔끔하게 유지하기 위한 컨테이너 생성
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branchContainer = new GameObject("TreeContainer");
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branchContainer.transform.position = transform.position;
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StartCoroutine(CreateBranchRoutine(transform.position, transform.rotation, initialLength, 0, branchContainer.transform));
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}
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IEnumerator CreateBranchRoutine(Vector3 pos, Quaternion rot, float length, int depth, Transform parentTransform)
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{
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if (depth >= maxDepth) yield break;
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// 런타임에서 자라나는 모습을 보여주기 위한 대기 시간
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yield return new WaitForSeconds(growthDelay);
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// 바람에 흔들릴 때 관절이 끊어지지 않도록, 가지 시작점(pos)에 가상의 피벗(Pivot)을 생성
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pivot.transform.position = pos;
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pivot.transform.rotation = rot;
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pivot.transform.parent = parentTransform;
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// 흔들림(Sway) 스크립트 추가
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BranchSway sway = pivot.AddComponent<BranchSway>();
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sway.Init(depth, windStrength);
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// 중앙 피벗 큐브를 위한 중심 위치 계산
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Vector3 centerPos = pos + rot * (Vector3.up * length * 0.5f);
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// 나뭇가지를 생성하고 부모를 생성한 피벗으로 설정
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GameObject branch = Instantiate(branchPrefab, centerPos, rot);
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branch.transform.parent = pivot.transform;
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// 아티스틱: 깊이에 따라 색상 자연스럽게 섞기 (Lerp)
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Renderer rnd = branch.GetComponentInChildren<Renderer>();
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if (rnd != null)
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{
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float colorT = maxDepth > 1 ? (float)depth / (maxDepth - 1) : 1f;
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rnd.material.color = Color.Lerp(trunkColor, leafColor, colorT);
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}
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// 동적 크기 조절: 깊이에 따라 두께가 얇아짐
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float thickness = 0.15f * (maxDepth - depth);
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branch.transform.localScale = new Vector3(thickness, length, thickness);
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// 가지의 끝 지점 계산
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// 길이 및 각도 세팅
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float randomizedLengthMultiplier = Random.Range(1f - lengthRandomness, 1f + lengthRandomness);
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float nextLength = length * scaleReduction * randomizedLengthMultiplier;
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float angleStep = 360f / branchesPerLevel;
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for (int i = 0; i < branchesPerLevel; i++)
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{
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float randTilt = Random.Range(-angleRandomness, angleRandomness);
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float randSpin = Random.Range(-angleRandomness, angleRandomness);
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Quaternion tilt = Quaternion.Euler(branchAngle + randTilt, 0, 0);
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Quaternion spin = Quaternion.Euler(0, (i * angleStep) + (depth * 25f) + randSpin, 0);
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Quaternion finalRot = rot * spin * tilt;
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// 다음 가지 생성 코루틴 실행
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StartCoroutine(CreateBranchRoutine(endPoint, finalRot, nextLength, depth + 1, pivot.transform));
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}
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}
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}
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// 바람에 흔들리는 효과를 담당하는 컴포넌트
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public class BranchSway : MonoBehaviour
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{
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private Quaternion initialLocalRotation;
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private float speed = 1f;
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private float amount = 2f;
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private float offset;
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public void Init(int depth, float windStrength)
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{
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initialLocalRotation = transform.localRotation;
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offset = Random.Range(0f, 100f);
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speed = 1f + Random.Range(0f, 0.5f);
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// 끝가지일수록, 그리고 windStrength가 강할수록 더 많이 흔들림. 잘 보이도록 수치를 키움
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amount = 2.5f * (depth + 1) * windStrength;
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}
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void Update()
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{
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// 시간에 따라 부드럽게 흔들리도록 사인 곡선 적용
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float angleX = Mathf.Sin(Time.time * speed + offset) * amount;
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float angleZ = Mathf.Cos(Time.time * speed * 0.8f + offset) * amount;
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transform.localRotation = initialLocalRotation * Quaternion.Euler(angleX, 0, angleZ);
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}
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Loading…
Reference in New Issue