diff --git a/Assets/01_Scenes/GameScene.unity b/Assets/01_Scenes/GameScene.unity index 8747846..55c8ab2 100644 --- a/Assets/01_Scenes/GameScene.unity +++ b/Assets/01_Scenes/GameScene.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:aec09ecd16de7abce84b0595a987beafb454f4419c146d540919dc8fc721f45a -size 430623 +oid sha256:6416d5f2123f6141a3016e039cd3d61a93cb6b46945aa33e0c239f66bab6ccca +size 457821 diff --git a/Assets/02_Scripts/Interactions.meta b/Assets/02_Scripts/Interactions.meta new file mode 100644 index 0000000..6c4deef --- /dev/null +++ b/Assets/02_Scripts/Interactions.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4a0919c1b07731240838f8afcc713de2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/02_Scripts/Interactions/IInteractable.cs b/Assets/02_Scripts/Interactions/IInteractable.cs new file mode 100644 index 0000000..0422d18 --- /dev/null +++ b/Assets/02_Scripts/Interactions/IInteractable.cs @@ -0,0 +1,8 @@ +using UnityEngine; + +public interface IInteractable +{ + public void InteractOpen(); + public void InteractClose(); + public void InteractExec(PlayerCharacterController player); +} diff --git a/Assets/02_Scripts/Interactions/IInteractable.cs.meta b/Assets/02_Scripts/Interactions/IInteractable.cs.meta new file mode 100644 index 0000000..e3edefa --- /dev/null +++ b/Assets/02_Scripts/Interactions/IInteractable.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8a75892d4d295c54e88d2933e38776c4 \ No newline at end of file diff --git a/Assets/02_Scripts/Interactions/InteractableSit.cs b/Assets/02_Scripts/Interactions/InteractableSit.cs new file mode 100644 index 0000000..a8d6618 --- /dev/null +++ b/Assets/02_Scripts/Interactions/InteractableSit.cs @@ -0,0 +1,37 @@ +using UnityEngine; +using UnityEngine.AI; + +public class InteractableSit : MonoBehaviour,IInteractable +{ + private bool interactionOnOff = false; + + private void Update() + { + if(interactionOnOff) + { + //메인카메라를 기준으로 좌표 변환 + Vector3 pos = Camera.main.WorldToScreenPoint(transform.position + Vector3.up * 0.5f); + + //변환된 좌표로 InteractionBox 이동 + GameManager.Instance.InGameUI.Interaction.UpdateSitBoxPos(pos); + } + } + + public void InteractOpen() + { + interactionOnOff = true; + GameManager.Instance.InGameUI.Interaction.OnOffSitBox(true); + } + + public void InteractClose() + { + interactionOnOff = false; + GameManager.Instance.InGameUI.Interaction.OnOffSitBox(false); + } + + public void InteractExec(PlayerCharacterController player) + { + player.transform.position = gameObject.transform.position; + player.transform.rotation = gameObject.transform.rotation; + } +} diff --git a/Assets/02_Scripts/Interactions/InteractableSit.cs.meta b/Assets/02_Scripts/Interactions/InteractableSit.cs.meta new file mode 100644 index 0000000..4cc2505 --- /dev/null +++ b/Assets/02_Scripts/Interactions/InteractableSit.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 36992c9e66ae1344bb485ca8bce2aa5b \ No newline at end of file diff --git a/Assets/02_Scripts/Item/Item.cs b/Assets/02_Scripts/Item/Item.cs index 0c5d01c..906d830 100644 --- a/Assets/02_Scripts/Item/Item.cs +++ b/Assets/02_Scripts/Item/Item.cs @@ -42,7 +42,6 @@ public class Item : ScriptableObject //ItemEffectType.RECOVERY_HP public float RecoveryHP; - public float RecoveryHPTime; //ItemEffectType.INTERVAL_DAMAGE 일 경우 public float IntervalDamage; public float IntervalDamageTime; diff --git a/Assets/02_Scripts/Managers/Global/InputManager.cs b/Assets/02_Scripts/Managers/Global/InputManager.cs index 2f17ff1..61534d4 100644 --- a/Assets/02_Scripts/Managers/Global/InputManager.cs +++ b/Assets/02_Scripts/Managers/Global/InputManager.cs @@ -25,6 +25,7 @@ public class InputManager : MonoBehaviour public event Action OnDodgeEvent; public event Action OnNormalAttackEvent; public event Action OnHeavyAttackEvent; + public event Action OnInteractionEvent; //키조작 @@ -34,6 +35,7 @@ public class InputManager : MonoBehaviour public event Action OnKeyDown_IKeyEvent; + private void Awake() { if (Instance == null) @@ -102,7 +104,11 @@ public void SetCharacterInputMap(string mapName) BindActionCharacter("Dodge", OnDodge); BindActionCharacter("NormalAttack", OnNormalAttack); BindActionCharacter("HeavyAttack", OnHeavyAttack); + + BindActionCharacter("Interaction", OnInteraction); + BindActionCharacter("OnkeyDown_IKey", OnKeyDown_IKey); + _characterInputActionMap.Disable(); @@ -211,6 +217,12 @@ private void OnHeavyAttack(InputAction.CallbackContext ctx) { OnHeavyAttackEvent?.Invoke(); } + + private void OnInteraction(InputAction.CallbackContext ctx) + { + if (ctx.started) + OnInteractionEvent?.Invoke(); + } #endregion #region 키별 조작 diff --git a/Assets/02_Scripts/Managers/Local/ItemEffectManager.cs b/Assets/02_Scripts/Managers/Local/ItemEffectManager.cs index 703ba46..5f9b882 100644 --- a/Assets/02_Scripts/Managers/Local/ItemEffectManager.cs +++ b/Assets/02_Scripts/Managers/Local/ItemEffectManager.cs @@ -1,6 +1,8 @@ using System.Collections; +using System.Threading; using System.Threading.Tasks; using Unity.VisualScripting; +using Unity.VisualScripting.Antlr3.Runtime; using UnityEngine; using UnityEngine.SceneManagement; @@ -13,22 +15,40 @@ public void OnSceneLoaded(Scene scene, LoadSceneMode mode) public void ItemUse(ItemInstance item) { + Debug.Log("아이템 사용"); + switch(item.Data.ItemEffectType) { case ItemEffectType.RECOVERY_HP: { - Debug.Log("HP회복 작동!!"); - //RecoveryHPHealthEffect(GameManager.Instance.Level.CurrentCharacter.GetComponent(), item.Data.IntervalDamage, item.Data.IntervalDamageTime, item.Data.ItemEffectVisual); + Debug.Log($"전 HP : {GameManager.Instance.Level.CurrentCharacter.GetComponent().CurrentHP}"); + RecoveryHPHealthEffect(GameManager.Instance.Level.CurrentCharacter.GetComponent(), item.Data.RecoveryHP, item.Data.ItemEffectVisual); + Debug.Log($"후 HP : {GameManager.Instance.Level.CurrentCharacter.GetComponent().CurrentHP}"); } break; case ItemEffectType.INTERVAL_DAMAGE: { + Debug.Log("틱데미지 아이템 타입임"); + IntervalDamageHealthEffect(GameManager.Instance.Level.CurrentCharacter.GetComponent(), item.Data.IntervalDamage, item.Data.IntervalDamageTime, item.Data.ItemEffectVisual); } break; } } + public void RecoveryHPHealthEffect(Health health,float recoveryHP,GameObject itemEffectVisual) + { + PlayerHealth playerHealth = health as PlayerHealth; + if (playerHealth != null) + { + GameObject fx_Visual = Instantiate(itemEffectVisual, playerHealth.transform); // health의 자식으로 이펙트 생성 + fx_Visual.transform.localPosition = new Vector3(0, 1.5f, 0); + playerHealth.ChangeHP(Mathf.Clamp(playerHealth.CurrentHP + Mathf.FloorToInt(recoveryHP), 0, playerHealth.Pstat.MaxHp)); //소수점 전부 버림 + } + + + } + public void IntervalDamageHealthEffect(Health health,float damage,float time,GameObject itemEffectVisual) { IntervalDamage(health, damage,time, itemEffectVisual); @@ -37,17 +57,39 @@ public void IntervalDamageHealthEffect(Health health,float damage,float time,Gam //일정 시간 동안 틱대미지 일으키는 함수 public async void IntervalDamage(Health health, float damage,float time, GameObject itemEffectVisual) { + // 유니티 오브젝트 자체의 CancellationToken 가져오기 (오브젝트 파괴 시 자동 취소) + CancellationToken token = health.destroyCancellationToken; + GameObject fx_Visual = Instantiate(itemEffectVisual, health.transform); // health의 자식으로 이펙트 생성 fx_Visual.transform.localPosition = new Vector3(0, 1.5f, 0); float tickDamage = damage / time; - while(time <=0) + + Debug.Log($"damage: {damage}"); + Debug.Log($"time: {time}"); + Debug.Log($"tickDamage: {tickDamage}"); + Debug.Log($"CurrentHP : {health.CurrentHP}"); + + try { - health.ChangeHP(Mathf.FloorToInt(tickDamage)); //소수점 전부 버림 - if (health.CurrentHP <= 0) break; - time--; - await Task.Yield(); + while (time > 0) + { + Debug.Log($"진입"); + health.ChangeHP(health.CurrentHP - Mathf.FloorToInt(tickDamage)); //소수점 전부 버림 + if (health.CurrentHP <= 0) break; + time--; + Debug.Log($"중독 HP : {GameManager.Instance.Level.CurrentCharacter.GetComponent().CurrentHP}"); + await Task.Delay(1000, token); + } + } + catch (System.OperationCanceledException) + { + Debug.Log("데미지 루프가 취소됨"); + } + finally + { + // 정상 종료되든, 취소되든(Exception) 이펙트는 확실히 제거 + if (fx_Visual != null) Destroy(fx_Visual); } - Destroy(fx_Visual); } } diff --git a/Assets/02_Scripts/Managers/Local/LevelManager.cs b/Assets/02_Scripts/Managers/Local/LevelManager.cs index 1e8db58..30b6924 100644 --- a/Assets/02_Scripts/Managers/Local/LevelManager.cs +++ b/Assets/02_Scripts/Managers/Local/LevelManager.cs @@ -108,9 +108,14 @@ public void OnSceneLoaded(Scene scene, LoadSceneMode mode) InputManager.Instance.OnAimToggleEvent += CurrentCharacterController.AimToggleInput; InputManager.Instance.OnLookEvent += CurrentCharacterController.LookInput; InputManager.Instance.OnDodgeEvent += CurrentCharacterController.DodgeInput; + + //공격매핑 //InputManager.Instance.OnNormalAttackEvent; //InputManager.Instance.OnHeavyAttackEvent; + //기타매핑 + InputManager.Instance.OnInteractionEvent += CurrentCharacterController.InteractInput; + //UI매핑 InputManager.Instance.OnKeyDown_IKeyEvent += GameManager.Instance.InGameUI.InventoryToggle; diff --git a/Assets/02_Scripts/Managers/UI/InGameUIManager.cs b/Assets/02_Scripts/Managers/UI/InGameUIManager.cs index c38c065..1ffbeff 100644 --- a/Assets/02_Scripts/Managers/UI/InGameUIManager.cs +++ b/Assets/02_Scripts/Managers/UI/InGameUIManager.cs @@ -3,8 +3,9 @@ public class InGameUIManager : BaseUIManager { - public SplitWindowUI SplitWindowUI; - public TooltipUI TooltipUI; + public InteractionUI Interaction; + public SplitWindowUI SplitWindow; + public TooltipUI Tooltip; public Transform DragCanvas; public GameObject InventoryRoot; @@ -17,7 +18,7 @@ public void VisibleCrossHair(bool isOn) public SplitWindowUI GetSplitWindowUI() { - return SplitWindowUI; + return SplitWindow; } public void InventoryToggle() diff --git a/Assets/02_Scripts/Player/Controllers/PlayerCharacterController.cs b/Assets/02_Scripts/Player/Controllers/PlayerCharacterController.cs index 1288d20..bbf12d0 100644 --- a/Assets/02_Scripts/Player/Controllers/PlayerCharacterController.cs +++ b/Assets/02_Scripts/Player/Controllers/PlayerCharacterController.cs @@ -5,6 +5,7 @@ using UnityEditor.Experimental.GraphView; using UnityEditorInternal; using UnityEngine; +using UnityEngine.InputSystem; using static Unity.Cinemachine.CinemachineSplineDolly; using static UnityEngine.Rendering.DebugUI; @@ -75,6 +76,10 @@ public enum PlayerRotationMode {CameraCoupled, CameraDecoupled} public PlayerStat PlayerCharacterStat{ get; set; } private Renderer[] _renderers; + //상호작용 + public SphereCollider InteractionCollider; + public List InteractionTargets = new List(); + //무기 //[SerializeField] private Weapon _weapon; @@ -127,6 +132,9 @@ private void Update() TickTimer(); //PlayerDebug(); + + + Debug.Log($"InteractionTargetsCount : {InteractionTargets.Count}"); } private void FixedUpdate() @@ -395,6 +403,13 @@ private void JumpAction() } #endregion + #region + private void PointSitAction() + { + + } + #endregion + #region 타미어 private void TickTimer() { @@ -516,6 +531,15 @@ public void AimToggleInput(InputState inputState) } } + public void InteractInput() + { + if (InteractionTargets.Count > 0) + { + IInteractable target = InteractionTargets[0]; + target.InteractExec(this); // 실제 상호작용 실행 + } + } + public void LookInput(Vector2 lookInput) { _lookInput = lookInput; @@ -562,4 +586,27 @@ public void SetCursorLockState(bool isLocked) Cursor.visible = !isLocked; } #endregion + + private void OnTriggerEnter(Collider other) + { + // 상호작용 객체인지 확인 + if (other.TryGetComponent(out IInteractable interactable)) + { + Debug.Log($"interactableName : {interactable}"); + + interactable.InteractOpen(); + InteractionTargets.Add(interactable); + return; + } + } + + private void OnTriggerExit(Collider other) + { + // 상호작용 객체인지 확인 + if (other.TryGetComponent(out IInteractable interactable)) + { + interactable.InteractClose(); + InteractionTargets.Remove(interactable); + } + } } diff --git a/Assets/02_Scripts/Player/Status/PlayerHealth.cs b/Assets/02_Scripts/Player/Status/PlayerHealth.cs index 4e21ccc..715dddf 100644 --- a/Assets/02_Scripts/Player/Status/PlayerHealth.cs +++ b/Assets/02_Scripts/Player/Status/PlayerHealth.cs @@ -2,7 +2,9 @@ public class PlayerHealth : Health { - [SerializeField] private PlayerStat _pstat; + [SerializeField] PlayerStat _pstat; + + public PlayerStat Pstat { get { return _pstat; } } void Start() { diff --git a/Assets/02_Scripts/UI/Interaction.meta b/Assets/02_Scripts/UI/Interaction.meta new file mode 100644 index 0000000..696b108 --- /dev/null +++ b/Assets/02_Scripts/UI/Interaction.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 887b7a57494d12e408e866f712b84e7e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/02_Scripts/UI/Interaction/InteractionUI.cs b/Assets/02_Scripts/UI/Interaction/InteractionUI.cs new file mode 100644 index 0000000..eb28293 --- /dev/null +++ b/Assets/02_Scripts/UI/Interaction/InteractionUI.cs @@ -0,0 +1,31 @@ +using TMPro; +using UnityEngine; +using UnityEngine.AI; +using UnityEngine.UIElements; + +public class InteractionUI : MonoBehaviour +{ + public TextMeshProUGUI NameText; //대화창 이름 + public TextMeshProUGUI DialogText; //대화창 내용 + public GameObject DialogPopup; // 대화창 + + [SerializeField] private GameObject _sit_Interaction_Box; + [SerializeField] private GameObject _pushHard_Interaction_Box; + + public void UpdateSitBox(Transform sitTransform) //앉는 위치를 아이콘이 따라 다니도록 + { + if (sitTransform == null) return; + Vector3 pos = Camera.main.WorldToScreenPoint(sitTransform.position + sitTransform.up * 0.5f); //아이콘 위치 + } + + public void OnOffSitBox(bool isOn) //앉기 아이콘 온오프용 + { + if (_sit_Interaction_Box != null) + _sit_Interaction_Box.gameObject.SetActive(isOn); + } + + public void UpdateSitBoxPos(Vector3 pos) + { + _sit_Interaction_Box.transform.position = pos; + } +} diff --git a/Assets/02_Scripts/UI/Interaction/InteractionUI.cs.meta b/Assets/02_Scripts/UI/Interaction/InteractionUI.cs.meta new file mode 100644 index 0000000..f729cca --- /dev/null +++ b/Assets/02_Scripts/UI/Interaction/InteractionUI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 401e7ae784ecbac46af9332f1347cd78 \ No newline at end of file diff --git a/Assets/02_Scripts/UI/Inventory/InventoryItemControl.cs b/Assets/02_Scripts/UI/Inventory/InventoryItemControl.cs index deb75f0..cf929f3 100644 --- a/Assets/02_Scripts/UI/Inventory/InventoryItemControl.cs +++ b/Assets/02_Scripts/UI/Inventory/InventoryItemControl.cs @@ -76,7 +76,7 @@ public void OnEndDrag(PointerEventData eventData) { if (slot.currentItem != null && slot.currentItem.Data != null) { - GameManager.Instance.InGameUI.TooltipUI.ShowTooltip(slot.currentItem, slot.GetComponent()); + GameManager.Instance.InGameUI.Tooltip.ShowTooltip(slot.currentItem, slot.GetComponent()); } } } diff --git a/Assets/02_Scripts/UI/Inventory/InventorySlot.cs b/Assets/02_Scripts/UI/Inventory/InventorySlot.cs index eba830e..40d6fec 100644 --- a/Assets/02_Scripts/UI/Inventory/InventorySlot.cs +++ b/Assets/02_Scripts/UI/Inventory/InventorySlot.cs @@ -151,12 +151,12 @@ public void OnPointerEnter(PointerEventData eventData) if (eventData.dragging) { _highlightBox.gameObject.SetActive(false); - GameManager.Instance.InGameUI.TooltipUI.HideTooltip(); + GameManager.Instance.InGameUI.Tooltip.HideTooltip(); return; } _highlightBox.gameObject.SetActive(true); - GameManager.Instance.InGameUI.TooltipUI.ShowTooltip(currentItem, GetComponent()); + GameManager.Instance.InGameUI.Tooltip.ShowTooltip(currentItem, GetComponent()); } } @@ -169,19 +169,19 @@ public void OnPointerMove(PointerEventData eventData) if (eventData.dragging || 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