처음부분 추가

This commit is contained in:
2026-07-14 17:40:16 +09:00
parent e0be196bbb
commit 5995681310
15 changed files with 1394 additions and 14 deletions

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@@ -82,7 +82,7 @@ public async Awaitable Play()
// 이벤트존 타임라인(컷씬) 재생 중에도 무시 — 컷씬이 NPC 루트를 직접 움직이는 동안
// 대화를 시작하면 회전 캡처/복원이 타임라인과 충돌해서 방향이 꼬인다
if (EventZone.IsAnyPlaying) return;
if (EventZoneTimeline.IsAnyPlaying) return;
// 다른 NPC의 선택 메뉴가 떠 있으면 먼저 취소한다.
// (취소된 쪽의 Play가 이 자리에서 HUD 숨김 등 정리를 마친 뒤에 이쪽이 시작된다)
@@ -131,6 +131,56 @@ public async Awaitable Play()
}
}
// 조건/선택 메뉴를 건너뛰고 특정 대화 그룹을 강제로 시작한다 (EventZoneTrigger 등 UnityEvent 연결용).
// _dialogs에 등록된 그룹이면 그 항목의 설정(진행도 보상 등)을 그대로 쓰고, 없으면 임시 항목으로 재생한다.
// 완료 여부는 검사하지 않으므로(강제) 1회성이 필요하면 호출하는 쪽(존의 Trigger Once)에서 보장할 것.
public void PlayGroup(DialogGroup group)
{
_ = PlayGroupForced(group);
}
private async Awaitable PlayGroupForced(DialogGroup group)
{
if (group == null || IsPlaying) return;
if (_entryInProgress != null) return; // 다른 NPC가 대사 재생 중
if (EventZoneTimeline.IsAnyPlaying) return; // 컷씬 중엔 시작하지 않음 (Play()와 동일한 이유)
// 다른 NPC의 선택 메뉴가 떠 있으면 먼저 취소
if (ChoiceHud.Instance != null)
ChoiceHud.Instance.CancelPending();
IsPlaying = true;
try
{
// 등록된 항목이 있으면 Repeatable/ProgressOnComplete 설정을 그대로 사용
DialogEntry entry = _dialogs.Find(e => e.Group == group);
if (entry.Group == null)
entry = new DialogEntry { Group = group };
_originalRotations.TryAdd(transform, GetOriginalRotation(transform));
RotateTowardPlayer(transform);
if (_dialogStartDelay > 0f)
{
await Awaitable.WaitForSecondsAsync(_dialogStartDelay, destroyCancellationToken);
if (_entryInProgress != null) return; // 기다리는 사이 다른 NPC의 대화가 시작됨
}
_entryInProgress = this;
await PlayEntry(entry);
}
catch (OperationCanceledException)
{
// 씬 전환 등으로 취소됨 — PlayEntry의 finally에서 정리됨
}
finally
{
RestoreRotations();
if (_entryInProgress == this) _entryInProgress = null;
IsPlaying = false;
}
}
// 조건을 만족하고 (반복 가능하거나 아직 안 한) 대화들의 인덱스. 리스트 순서 유지.
private List<int> FindPlayableIndices()
{

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@@ -3,7 +3,7 @@
// 씬별 BGM 관리 (이벤트 구동). 씬마다 하나 배치한다.
// - 씬 시작 시 Default Bgm 재생
// - EventZone이 발동하거나 StoryTrigger가 켜지는 순간, 그 Id에 매핑된 곡이 있으면 교체 (크로스페이드)
// - 이벤트 존(EventZoneTimeline/EventZoneTrigger)이 발동하거나 StoryTrigger가 켜지는 순간, 그 Id에 매핑된 곡이 있으면 교체 (크로스페이드)
// - 매핑에 없는 Id는 무시. 나중에 발동한 항목이 이긴다
// - 대화 전용 BGM(Override) 재생 중이면 곡은 보류됐다가 대화가 끝나면 반영된다
public class SceneBgm : MonoBehaviour
@@ -11,7 +11,7 @@ public class SceneBgm : MonoBehaviour
[System.Serializable]
public class BgmEntry
{
[Tooltip("EventZone의 Zone Id 또는 StoryTrigger의 Trigger Id")]
[Tooltip("이벤트 존의 Zone Id 또는 StoryTrigger의 Trigger Id")]
public string Id;
[Tooltip("해당 Id 발동 시 재생할 BGM. 비우면 무음")]
@@ -32,13 +32,15 @@ private void Start()
private void OnEnable()
{
EventZone.OnZoneTriggered += HandleId;
EventZoneTimeline.OnZoneTriggered += HandleId;
EventZoneTrigger.OnZoneTriggered += HandleId;
StoryTrigger.OnActivated += HandleId;
}
private void OnDisable()
{
EventZone.OnZoneTriggered -= HandleId;
EventZoneTimeline.OnZoneTriggered -= HandleId;
EventZoneTrigger.OnZoneTriggered -= HandleId;
StoryTrigger.OnActivated -= HandleId;
}

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@@ -4,10 +4,11 @@
using UnityEngine.Playables;
using UnityEngine.XR.Interaction.Toolkit.Locomotion;
// 트리거 존: Player 태그가 들어오면 등록된 타임라인을 재생.
// 트리거 존(타임라인): Player 태그가 들어오면 등록된 타임라인을 재생.
// 옵션으로 재생 동안 플레이어 로코모션(이동/회전)을 잠글 수 있다.
// (UnityEvent를 실행하는 존은 EventZoneTrigger)
[RequireComponent(typeof(Collider))]
public class EventZone : MonoBehaviour
public class EventZoneTimeline : MonoBehaviour
{
[Tooltip("플레이어 진입 시 재생할 타임라인")]
[SerializeField] private PlayableDirector _timeline;
@@ -25,7 +26,7 @@ public class EventZone : MonoBehaviour
private bool _hasPlayed;
private bool _isPlaying;
// 어떤 EventZone이든 타임라인(컷씬)이 재생 중이면 true.
// 어떤 EventZoneTimeline이든 타임라인(컷씬)이 재생 중이면 true.
// 컷씬이 NPC의 루트를 직접 움직일 수 있으므로, 재생 중엔 대화 시작을 막는 데 쓴다.
public static bool IsAnyPlaying => _playingCount > 0;
private static int _playingCount;
@@ -60,7 +61,7 @@ private void OnTriggerEnter(Collider other)
if (_timeline == null)
{
Debug.LogWarning($"[EventZone] 타임라인이 등록되지 않음 (기록만 됨): {name}");
Debug.LogWarning($"[EventZoneTimeline] 타임라인이 등록되지 않음 (기록만 됨): {name}");
return;
}

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@@ -0,0 +1,110 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.XR.Interaction.Toolkit.Locomotion;
// 트리거 존(이벤트): Player 태그가 들어오면 등록된 UnityEvent를 실행.
// (타임라인을 재생하는 존은 EventZoneTimeline)
[RequireComponent(typeof(Collider))]
public class EventZoneTrigger : MonoBehaviour
{
[Tooltip("StoryState에 기록되는 Id. 비워두면 오브젝트 이름 사용 (DialogCondition의 RequiredZoneIds에서 참조)")]
[SerializeField] private string _zoneId;
[Tooltip("한 번만 발동. 끄면 나갔다 다시 들어오면 또 발동한다")]
[SerializeField] private bool _triggerOnce = true;
[Tooltip("플레이어 진입 시 실행할 이벤트")]
[SerializeField] private UnityEvent _onEnter;
[Header("플레이어 잠금")]
[Tooltip("발동 시 플레이어 조작(로코모션)을 잠글지 여부. HMD 트래킹은 유지된다. " +
"타임라인이 없으므로 잠금 시간은 아래 초로 지정")]
[SerializeField] private bool _lockPlayerControl = false;
[Tooltip("잠금 유지 시간(초). 시간이 지나면 자동으로 풀린다")]
[SerializeField, Min(0f)] private float _lockDuration = 3f;
private bool _hasTriggered;
private bool _isLocking;
// 존이 실제로 발동(기록)되는 순간 ZoneId와 함께 호출 (SceneBgm 등에서 구독)
public static event Action<string> OnZoneTriggered;
public string ZoneId => string.IsNullOrEmpty(_zoneId) ? name : _zoneId;
// 잠글 때 켜져 있던 프로바이더만 기록해서, 해제 시 원래 꺼져 있던 것까지 켜지 않도록 한다.
private readonly List<LocomotionProvider> _lockedProviders = new();
private void Reset()
{
GetComponent<Collider>().isTrigger = true;
}
private void OnTriggerEnter(Collider other)
{
if (!other.CompareTag("Player")) return;
// 이어하기 로드 후에도 한 번 밟은 존은 다시 발동하지 않도록 StoryState 기록도 함께 본다.
var story = StoryManager.Instance; // 매니저 없는 테스트 씬에서도 동작하도록 null 허용
if (_triggerOnce && (_hasTriggered || (story != null && story.HasTriggeredZone(ZoneId))))
return;
// 밟은 사실은 대화 활성화 조건(RequiredZoneIds) 판정에 쓰이므로 기록
if (story != null)
story.RecordZoneTriggered(ZoneId);
_hasTriggered = true;
OnZoneTriggered?.Invoke(ZoneId);
if (_lockPlayerControl && _lockDuration > 0f && !_isLocking)
_ = LockPlayerFor(other.transform, _lockDuration);
_onEnter?.Invoke();
}
// 지정 시간 동안 플레이어 로코모션을 잠갔다가 자동 해제
private async Awaitable LockPlayerFor(Transform playerRoot, float duration)
{
_isLocking = true;
LockPlayer(playerRoot);
try
{
await Awaitable.WaitForSecondsAsync(duration, destroyCancellationToken);
}
catch (OperationCanceledException)
{
return; // 파괴(씬 전환)로 취소됨 — OnDestroy가 해제를 처리
}
UnlockPlayer();
_isLocking = false;
}
// Player 태그 루트(XR Origin) 아래의 로코모션 프로바이더를 전부 꺼서 이동/회전을 막는다.
private void LockPlayer(Transform playerRoot)
{
_lockedProviders.Clear();
foreach (var provider in playerRoot.GetComponentsInChildren<LocomotionProvider>())
{
if (!provider.enabled) continue;
provider.enabled = false;
_lockedProviders.Add(provider);
}
}
private void UnlockPlayer()
{
foreach (var provider in _lockedProviders)
{
if (provider != null)
provider.enabled = true;
}
_lockedProviders.Clear();
}
private void OnDestroy()
{
// 잠금 중에 파괴돼도 플레이어 잠금이 남지 않도록
UnlockPlayer();
}
}

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@@ -10,7 +10,7 @@ public class StoryState
public readonly Dictionary<string, int> Affection = new(); // 캐릭터 Id → 호감도
public readonly HashSet<string> CompletedDialogs = new(); // 완료한 DialogGroup 이름
public readonly HashSet<string> ChosenCodes = new(); // 골랐던 선택지 Code
public readonly HashSet<string> TriggeredZones = new(); // 밟았던 EventZone Id
public readonly HashSet<string> TriggeredZones = new(); // 밟았던 이벤트 존(Timeline/Trigger) Id
public void Clear()
{

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@@ -197,6 +197,7 @@ MonoBehaviour:
- SpeakerNameOverride
- ForcePlayerLook
- HudAnchor
- Affection
m_ValueList:
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@@ -213,6 +214,7 @@ MonoBehaviour:
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@@ -346,6 +348,7 @@ MonoBehaviour:
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- ForcePlayerLook
- HudAnchor
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m_ValueList:
- rid: 4848514365209968940
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@@ -362,6 +365,7 @@ MonoBehaviour:
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@@ -495,6 +499,7 @@ MonoBehaviour:
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- ForcePlayerLook
- HudAnchor
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m_ValueList:
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@@ -511,6 +516,7 @@ MonoBehaviour:
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@@ -161,6 +161,7 @@ MonoBehaviour:
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@@ -177,6 +178,7 @@ MonoBehaviour:
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