From 0e0e12a7689eca53ea9b8710f85e3a067811b3d2 Mon Sep 17 00:00:00 2001 From: nakjun Date: Tue, 14 Jul 2026 11:51:45 +0900 Subject: [PATCH] =?UTF-8?q?2026-07-14=20=EC=94=AC=EC=B2=B4=EC=9D=B8?= =?UTF-8?q?=EC=A7=80?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/01_Scenes/Hischool_Chapter1.unity | 4 +- .../02_Scripts/Controller/PlayerController.cs | 49 ++++++ .../Controller/PlayerController.cs.meta | 2 + Assets/02_Scripts/Managers/GameManager.cs | 10 +- Assets/02_Scripts/Managers/LocalManager.cs | 51 ++++--- .../02_Scripts/Managers/SceneLoadManager.cs | 9 ++ Assets/04_Models/VR_Player.prefab | 4 +- Assets/06_Materials/SightOnOffMat.mat | 141 ++++++++++++++++++ Assets/06_Materials/SightOnOffMat.mat.meta | 8 + .../Chapter1/Chapter1_Carnotaurus4.dlg | 2 +- Assets/11_Audio/BGM/Etc/CaffebeneBGM.mp3 | 3 - Assets/11_Audio/BGM/Etc/You Are My Girl.mp3 | 3 + ...eBGM.mp3.meta => You Are My Girl.mp3.meta} | 2 +- .../Project Configuration.meta | 0 .../Android Preset.asset | 0 .../Android Preset.asset.meta | 0 .../BasicScene.scenetemplate | 0 .../BasicScene.scenetemplate.meta | 0 .../Performance URP Config.asset | 0 .../Performance URP Config.asset.meta | 0 .../Quality URP Config.asset | 3 + .../Quality URP Config.asset.meta | 0 .../SampleScene.scenetemplate | 0 .../SampleScene.scenetemplate.meta | 0 .../Standalone Preset.asset | 0 .../Standalone Preset.asset.meta | 0 ...niversalRenderPipelineGlobalSettings.asset | 0 ...salRenderPipelineGlobalSettings.asset.meta | 0 .../VolumeProfiles.meta} | 2 +- .../GrayscaleVolumeProfile.asset | 3 + .../GrayscaleVolumeProfile.asset.meta | 8 + .../Quality URP Config.asset | 3 - ProjectSettings/QualitySettings.asset | 2 +- 33 files changed, 268 insertions(+), 41 deletions(-) create mode 100644 Assets/02_Scripts/Controller/PlayerController.cs create mode 100644 Assets/02_Scripts/Controller/PlayerController.cs.meta create mode 100644 Assets/06_Materials/SightOnOffMat.mat create mode 100644 Assets/06_Materials/SightOnOffMat.mat.meta delete mode 100644 Assets/11_Audio/BGM/Etc/CaffebeneBGM.mp3 create mode 100644 Assets/11_Audio/BGM/Etc/You Are My Girl.mp3 rename Assets/11_Audio/BGM/Etc/{CaffebeneBGM.mp3.meta => You Are My Girl.mp3.meta} (91%) rename Assets/{Settings => 99_Settings}/Project Configuration.meta (100%) rename Assets/{Settings => 99_Settings}/Project Configuration/Android Preset.asset (100%) rename Assets/{Settings => 99_Settings}/Project Configuration/Android Preset.asset.meta (100%) rename Assets/{Settings => 99_Settings}/Project Configuration/BasicScene.scenetemplate (100%) rename Assets/{Settings => 99_Settings}/Project Configuration/BasicScene.scenetemplate.meta (100%) rename Assets/{Settings => 99_Settings}/Project Configuration/Performance URP Config.asset (100%) rename Assets/{Settings => 99_Settings}/Project Configuration/Performance URP Config.asset.meta (100%) create mode 100644 Assets/99_Settings/Project Configuration/Quality URP Config.asset rename Assets/{Settings => 99_Settings}/Project Configuration/Quality URP Config.asset.meta (100%) rename Assets/{Settings => 99_Settings}/Project Configuration/SampleScene.scenetemplate (100%) rename Assets/{Settings => 99_Settings}/Project Configuration/SampleScene.scenetemplate.meta (100%) rename Assets/{Settings => 99_Settings}/Project Configuration/Standalone Preset.asset (100%) rename Assets/{Settings => 99_Settings}/Project Configuration/Standalone Preset.asset.meta (100%) rename Assets/{Settings => 99_Settings}/Project Configuration/UniversalRenderPipelineGlobalSettings.asset (100%) rename Assets/{Settings => 99_Settings}/Project Configuration/UniversalRenderPipelineGlobalSettings.asset.meta (100%) rename Assets/{Settings.meta => 99_Settings/VolumeProfiles.meta} (77%) create mode 100644 Assets/99_Settings/VolumeProfiles/GrayscaleVolumeProfile.asset create mode 100644 Assets/99_Settings/VolumeProfiles/GrayscaleVolumeProfile.asset.meta delete mode 100644 Assets/Settings/Project Configuration/Quality URP Config.asset diff --git a/Assets/01_Scenes/Hischool_Chapter1.unity b/Assets/01_Scenes/Hischool_Chapter1.unity index a21d8035..eb73496c 100644 --- a/Assets/01_Scenes/Hischool_Chapter1.unity +++ b/Assets/01_Scenes/Hischool_Chapter1.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:5a9e7d62d4987a703167ff16ee248159356ec0b7b4c87cf7c3df2307407e66b3 -size 4039722 +oid sha256:5d81fd1483ad63059bea24240a9c28fe21b18412ff1b019bc0dea6821ffd036b +size 4035672 diff --git a/Assets/02_Scripts/Controller/PlayerController.cs b/Assets/02_Scripts/Controller/PlayerController.cs new file mode 100644 index 00000000..b00cb7a5 --- /dev/null +++ b/Assets/02_Scripts/Controller/PlayerController.cs @@ -0,0 +1,49 @@ +using UnityEngine; + +public class PlayerController : MonoBehaviour +{ + // 시야 가림용 구체(Sight)가 쓰는 머티리얼 — 알파 0(투명)이면 정상 시야, 1(불투명)이면 암전 + [SerializeField] private Material _sightMat; + + private static readonly int _baseColorId = Shader.PropertyToID("_BaseColor"); + private static readonly int _colorId = Shader.PropertyToID("_Color"); + + private void Awake() + { + // 머티리얼 에셋을 직접 수정하므로 이전 씬에서 암전된 알파가 남아 넘어올 수 있다 — 씬 시작은 항상 투명 + SetSightAlpha(0f); + } + + // onoff=true: 시야 복구(투명하게), false: 시야 암전(불투명하게). 완료 시점이 필요하면 await 가능. + public async Awaitable FadeSight(bool onoff, float duration) + { + if (_sightMat == null) + { + Debug.LogWarning("[PlayerController] _sightMat이 비어 있어 시야 페이드를 건너뜁니다."); + return; + } + + float start = _sightMat.GetColor(AlphaProp).a; + float end = onoff ? 0f : 1f; + + float timer = 0f; + while (timer < duration) + { + timer += Time.deltaTime; + SetSightAlpha(Mathf.Lerp(start, end, Mathf.Clamp01(timer / duration))); + await Awaitable.NextFrameAsync(destroyCancellationToken); + } + SetSightAlpha(end); + } + + // URP 셰이더는 _BaseColor, 레거시/커스텀 셰이더는 _Color를 쓴다 + private int AlphaProp => _sightMat.HasProperty(_baseColorId) ? _baseColorId : _colorId; + + private void SetSightAlpha(float alpha) + { + if (_sightMat == null) return; + Color color = _sightMat.GetColor(AlphaProp); + color.a = alpha; + _sightMat.SetColor(AlphaProp, color); + } +} diff --git a/Assets/02_Scripts/Controller/PlayerController.cs.meta b/Assets/02_Scripts/Controller/PlayerController.cs.meta new file mode 100644 index 00000000..c3f6e432 --- /dev/null +++ b/Assets/02_Scripts/Controller/PlayerController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a9699c3c85d2cd94fa9f996f93163d59 \ No newline at end of file diff --git a/Assets/02_Scripts/Managers/GameManager.cs b/Assets/02_Scripts/Managers/GameManager.cs index 0351a411..5c0c8311 100644 --- a/Assets/02_Scripts/Managers/GameManager.cs +++ b/Assets/02_Scripts/Managers/GameManager.cs @@ -1,9 +1,12 @@ using UnityEngine; -public class GameManager : MonoBehaviour +public class GameManager : MonoBehaviour,ISceneInitializable { public static GameManager Instance { get; private set; } + public GameObject Player {get; private set;} + public PlayerController PController => Player != null ? Player.GetComponent() : null; + private void Awake() { if (Instance == null) @@ -15,4 +18,9 @@ private void Awake() Destroy(gameObject); //이미 인스턴스가 있으면 자신을 파괴 } } + + public void OnSceneLoaded() + { + Player = GameObject.FindWithTag("Player"); + } } diff --git a/Assets/02_Scripts/Managers/LocalManager.cs b/Assets/02_Scripts/Managers/LocalManager.cs index 28fdeaa1..41dab4a5 100644 --- a/Assets/02_Scripts/Managers/LocalManager.cs +++ b/Assets/02_Scripts/Managers/LocalManager.cs @@ -13,23 +13,28 @@ public class LocalManager : MonoBehaviour // BGM 재생 시작 후 씬 전환까지 대기 시간(초) [SerializeField, Min(0f)] private float _caffebeneSceneChangeDelay = 13f; - private VolumeProfile _grayscaleProfile; + // 채도 -100으로 만들어둔 공용 프로파일 (Assets/Settings/GrayscaleVolumeProfile) + [SerializeField] private VolumeProfile _grayscaleProfile; + // 씬에 이미 있는 글로벌 볼륨 — 새로 만들지 않고 이 볼륨의 프로파일을 흑백으로 교체한다 + [SerializeField] private Volume _globalVolume; public void NextScene(int delay) { _ = Util.RunDelayed((float)delay,()=>SceneLoadManager.Instance.RequestSceneChange(_nextSceneName)); } - public void CaffebeneNextSceneChange() + public void CaffebeneNextSceneChange(int delay) { - _ = CaffebeneSequence(); + _ = CaffebeneSequence(delay); } // 모든 애니메이션 정지 → 시야 흑백 페이드 → BGM 재생 → 대기 후 씬 전환 - private async Awaitable CaffebeneSequence() + private async Awaitable CaffebeneSequence(int delay) { try { + await Awaitable.WaitForSecondsAsync((float)delay); + PauseAllAnimations(); await FadeToGrayscale(_grayscaleFadeTime); @@ -59,38 +64,32 @@ private static void PauseAllAnimations() particle.Pause(); } - // 런타임 전용 글로벌 볼륨을 만들어 채도를 0 → -100으로 페이드 (완전 흑백) + // 씬의 글로벌 볼륨 프로파일을 흑백으로 교체하고 weight를 0 → 1로 페이드 (완전 흑백) + // 기존 프로파일(그레인/모션블러 포함)이 통째로 빠지므로 정지 화면에서 지글거림도 없다 private async Awaitable FadeToGrayscale(float duration) { - var volumeObj = new GameObject("Grayscale Volume (Runtime)"); - var volume = volumeObj.AddComponent(); - volume.isGlobal = true; - volume.priority = 100f; + if (_grayscaleProfile == null || _globalVolume == null) + { + Debug.LogWarning("[LocalManager] _grayscaleProfile 또는 _globalVolume이 비어 있어 흑백 페이드를 건너뜁니다."); + return; + } - _grayscaleProfile = ScriptableObject.CreateInstance(); - var colorAdjustments = _grayscaleProfile.Add(); - colorAdjustments.saturation.Override(0f); - volume.profile = _grayscaleProfile; + // sharedProfile로 물려야 에셋이 복제·수정되지 않는다 (페이드는 weight로만) + // 씬 오브젝트의 프로퍼티 변경이라 플레이 종료 시 원래대로 돌아온다 + _globalVolume.sharedProfile = _grayscaleProfile; + _globalVolume.weight = 0f; - // 카메라에 포스트 프로세싱이 꺼져 있으면 켠다 - var mainCam = Camera.main; - if (mainCam != null) - mainCam.GetUniversalAdditionalCameraData().renderPostProcessing = true; + // 메인 카메라뿐 아니라 RecordCamera 등 모든 카메라에 포스트 프로세싱을 켠다 + foreach (var cam in FindObjectsByType()) + cam.GetUniversalAdditionalCameraData().renderPostProcessing = true; float timer = 0f; while (timer < duration) { timer += Time.deltaTime; - colorAdjustments.saturation.value = Mathf.Lerp(0f, -100f, Mathf.Clamp01(timer / duration)); + _globalVolume.weight = Mathf.Clamp01(timer / duration); await Awaitable.NextFrameAsync(destroyCancellationToken); } - colorAdjustments.saturation.value = -100f; - } - - private void OnDestroy() - { - // 런타임 생성한 프로필은 씬 언로드로 자동 파괴되지 않으므로 직접 정리 - if (_grayscaleProfile != null) - Destroy(_grayscaleProfile); + _globalVolume.weight = 1f; } } diff --git a/Assets/02_Scripts/Managers/SceneLoadManager.cs b/Assets/02_Scripts/Managers/SceneLoadManager.cs index e8476a68..04e60d47 100644 --- a/Assets/02_Scripts/Managers/SceneLoadManager.cs +++ b/Assets/02_Scripts/Managers/SceneLoadManager.cs @@ -196,6 +196,11 @@ private async Awaitable SceneChange(string sceneName) //스카이 박스 페이드 아웃 await FadeSkybox(_skyboxNormalExposure, 0f, _skyboxFadeTime); + // 시야(암전 구체)도 완전히 어두워질 때까지 페이드 — 아래 교체/이동 순간을 씬 오브젝트째로 가린다 + var pc = GameManager.Instance != null ? GameManager.Instance.PController : null; + if (pc != null) + await pc.FadeSight(false, 1f); + // 검게 된 상태에서 머티리얼 교체 (교체 순간이 가려져 깜빡임 없음) RenderSettings.skybox = _runtimeLoadingSkybox; @@ -203,6 +208,10 @@ private async Awaitable SceneChange(string sceneName) // (로딩 룸은 카메라를 따라다니므로 함께 이동한다) MovePlayerToLoadingArea(); + // 로딩 룸에 도착했으니 시야를 다시 연다 (스카이박스 페이드 인과 동시 진행) + if (pc != null) + _ = pc.FadeSight(true, 1f); + //스카이 박스 페이드 인 await FadeSkybox(0f, _skyboxNormalExposure, _skyboxFadeTime); diff --git a/Assets/04_Models/VR_Player.prefab b/Assets/04_Models/VR_Player.prefab index fd72c3df..f119956f 100644 --- a/Assets/04_Models/VR_Player.prefab +++ b/Assets/04_Models/VR_Player.prefab @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:81dfef7e6b70d915399cbe70fedbc5a7781ae74c4383f254696917f7856301b3 -size 77064 +oid sha256:f8629c7b3dcb9e51eef9776f086f63d8131ddeded7ce8f25c7b74d1b0812ccce +size 80405 diff --git a/Assets/06_Materials/SightOnOffMat.mat 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