처음부분 추가
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@@ -82,7 +82,7 @@ public async Awaitable Play()
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// 이벤트존 타임라인(컷씬) 재생 중에도 무시 — 컷씬이 NPC 루트를 직접 움직이는 동안
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// 대화를 시작하면 회전 캡처/복원이 타임라인과 충돌해서 방향이 꼬인다
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if (EventZone.IsAnyPlaying) return;
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if (EventZoneTimeline.IsAnyPlaying) return;
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// 다른 NPC의 선택 메뉴가 떠 있으면 먼저 취소한다.
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// (취소된 쪽의 Play가 이 자리에서 HUD 숨김 등 정리를 마친 뒤에 이쪽이 시작된다)
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@@ -131,6 +131,56 @@ public async Awaitable Play()
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}
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}
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// 조건/선택 메뉴를 건너뛰고 특정 대화 그룹을 강제로 시작한다 (EventZoneTrigger 등 UnityEvent 연결용).
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// _dialogs에 등록된 그룹이면 그 항목의 설정(진행도 보상 등)을 그대로 쓰고, 없으면 임시 항목으로 재생한다.
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// 완료 여부는 검사하지 않으므로(강제) 1회성이 필요하면 호출하는 쪽(존의 Trigger Once)에서 보장할 것.
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public void PlayGroup(DialogGroup group)
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{
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_ = PlayGroupForced(group);
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}
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private async Awaitable PlayGroupForced(DialogGroup group)
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{
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if (group == null || IsPlaying) return;
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if (_entryInProgress != null) return; // 다른 NPC가 대사 재생 중
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if (EventZoneTimeline.IsAnyPlaying) return; // 컷씬 중엔 시작하지 않음 (Play()와 동일한 이유)
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// 다른 NPC의 선택 메뉴가 떠 있으면 먼저 취소
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if (ChoiceHud.Instance != null)
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ChoiceHud.Instance.CancelPending();
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IsPlaying = true;
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try
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{
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// 등록된 항목이 있으면 Repeatable/ProgressOnComplete 설정을 그대로 사용
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DialogEntry entry = _dialogs.Find(e => e.Group == group);
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if (entry.Group == null)
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entry = new DialogEntry { Group = group };
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_originalRotations.TryAdd(transform, GetOriginalRotation(transform));
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RotateTowardPlayer(transform);
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if (_dialogStartDelay > 0f)
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{
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await Awaitable.WaitForSecondsAsync(_dialogStartDelay, destroyCancellationToken);
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if (_entryInProgress != null) return; // 기다리는 사이 다른 NPC의 대화가 시작됨
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}
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_entryInProgress = this;
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await PlayEntry(entry);
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}
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catch (OperationCanceledException)
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{
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// 씬 전환 등으로 취소됨 — PlayEntry의 finally에서 정리됨
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}
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finally
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{
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RestoreRotations();
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if (_entryInProgress == this) _entryInProgress = null;
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IsPlaying = false;
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}
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}
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// 조건을 만족하고 (반복 가능하거나 아직 안 한) 대화들의 인덱스. 리스트 순서 유지.
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private List<int> FindPlayableIndices()
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{
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@@ -3,7 +3,7 @@
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// 씬별 BGM 관리 (이벤트 구동). 씬마다 하나 배치한다.
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// - 씬 시작 시 Default Bgm 재생
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// - EventZone이 발동하거나 StoryTrigger가 켜지는 순간, 그 Id에 매핑된 곡이 있으면 교체 (크로스페이드)
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// - 이벤트 존(EventZoneTimeline/EventZoneTrigger)이 발동하거나 StoryTrigger가 켜지는 순간, 그 Id에 매핑된 곡이 있으면 교체 (크로스페이드)
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// - 매핑에 없는 Id는 무시. 나중에 발동한 항목이 이긴다
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// - 대화 전용 BGM(Override) 재생 중이면 곡은 보류됐다가 대화가 끝나면 반영된다
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public class SceneBgm : MonoBehaviour
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@@ -11,7 +11,7 @@ public class SceneBgm : MonoBehaviour
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[System.Serializable]
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public class BgmEntry
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{
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[Tooltip("EventZone의 Zone Id 또는 StoryTrigger의 Trigger Id")]
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[Tooltip("이벤트 존의 Zone Id 또는 StoryTrigger의 Trigger Id")]
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public string Id;
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[Tooltip("해당 Id 발동 시 재생할 BGM. 비우면 무음")]
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@@ -32,13 +32,15 @@ private void Start()
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private void OnEnable()
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{
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EventZone.OnZoneTriggered += HandleId;
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EventZoneTimeline.OnZoneTriggered += HandleId;
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EventZoneTrigger.OnZoneTriggered += HandleId;
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StoryTrigger.OnActivated += HandleId;
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}
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private void OnDisable()
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{
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EventZone.OnZoneTriggered -= HandleId;
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EventZoneTimeline.OnZoneTriggered -= HandleId;
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EventZoneTrigger.OnZoneTriggered -= HandleId;
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StoryTrigger.OnActivated -= HandleId;
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}
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@@ -4,10 +4,11 @@
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using UnityEngine.Playables;
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using UnityEngine.XR.Interaction.Toolkit.Locomotion;
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// 트리거 존: Player 태그가 들어오면 등록된 타임라인을 재생.
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// 트리거 존(타임라인): Player 태그가 들어오면 등록된 타임라인을 재생.
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// 옵션으로 재생 동안 플레이어 로코모션(이동/회전)을 잠글 수 있다.
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// (UnityEvent를 실행하는 존은 EventZoneTrigger)
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[RequireComponent(typeof(Collider))]
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public class EventZone : MonoBehaviour
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public class EventZoneTimeline : MonoBehaviour
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{
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[Tooltip("플레이어 진입 시 재생할 타임라인")]
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[SerializeField] private PlayableDirector _timeline;
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@@ -25,7 +26,7 @@ public class EventZone : MonoBehaviour
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private bool _hasPlayed;
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private bool _isPlaying;
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// 어떤 EventZone이든 타임라인(컷씬)이 재생 중이면 true.
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// 어떤 EventZoneTimeline이든 타임라인(컷씬)이 재생 중이면 true.
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// 컷씬이 NPC의 루트를 직접 움직일 수 있으므로, 재생 중엔 대화 시작을 막는 데 쓴다.
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public static bool IsAnyPlaying => _playingCount > 0;
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private static int _playingCount;
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@@ -60,7 +61,7 @@ private void OnTriggerEnter(Collider other)
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if (_timeline == null)
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{
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Debug.LogWarning($"[EventZone] 타임라인이 등록되지 않음 (기록만 됨): {name}");
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Debug.LogWarning($"[EventZoneTimeline] 타임라인이 등록되지 않음 (기록만 됨): {name}");
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return;
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}
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110
Assets/02_Scripts/Story/EventZoneTrigger.cs
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110
Assets/02_Scripts/Story/EventZoneTrigger.cs
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@@ -0,0 +1,110 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.XR.Interaction.Toolkit.Locomotion;
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// 트리거 존(이벤트): Player 태그가 들어오면 등록된 UnityEvent를 실행.
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// (타임라인을 재생하는 존은 EventZoneTimeline)
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[RequireComponent(typeof(Collider))]
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public class EventZoneTrigger : MonoBehaviour
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{
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[Tooltip("StoryState에 기록되는 Id. 비워두면 오브젝트 이름 사용 (DialogCondition의 RequiredZoneIds에서 참조)")]
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[SerializeField] private string _zoneId;
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[Tooltip("한 번만 발동. 끄면 나갔다 다시 들어오면 또 발동한다")]
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[SerializeField] private bool _triggerOnce = true;
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[Tooltip("플레이어 진입 시 실행할 이벤트")]
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[SerializeField] private UnityEvent _onEnter;
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[Header("플레이어 잠금")]
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[Tooltip("발동 시 플레이어 조작(로코모션)을 잠글지 여부. HMD 트래킹은 유지된다. " +
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"타임라인이 없으므로 잠금 시간은 아래 초로 지정")]
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[SerializeField] private bool _lockPlayerControl = false;
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[Tooltip("잠금 유지 시간(초). 시간이 지나면 자동으로 풀린다")]
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[SerializeField, Min(0f)] private float _lockDuration = 3f;
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private bool _hasTriggered;
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private bool _isLocking;
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// 존이 실제로 발동(기록)되는 순간 ZoneId와 함께 호출 (SceneBgm 등에서 구독)
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public static event Action<string> OnZoneTriggered;
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public string ZoneId => string.IsNullOrEmpty(_zoneId) ? name : _zoneId;
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// 잠글 때 켜져 있던 프로바이더만 기록해서, 해제 시 원래 꺼져 있던 것까지 켜지 않도록 한다.
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private readonly List<LocomotionProvider> _lockedProviders = new();
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private void Reset()
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{
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GetComponent<Collider>().isTrigger = true;
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}
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private void OnTriggerEnter(Collider other)
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{
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if (!other.CompareTag("Player")) return;
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// 이어하기 로드 후에도 한 번 밟은 존은 다시 발동하지 않도록 StoryState 기록도 함께 본다.
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var story = StoryManager.Instance; // 매니저 없는 테스트 씬에서도 동작하도록 null 허용
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if (_triggerOnce && (_hasTriggered || (story != null && story.HasTriggeredZone(ZoneId))))
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return;
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// 밟은 사실은 대화 활성화 조건(RequiredZoneIds) 판정에 쓰이므로 기록
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if (story != null)
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story.RecordZoneTriggered(ZoneId);
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_hasTriggered = true;
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OnZoneTriggered?.Invoke(ZoneId);
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if (_lockPlayerControl && _lockDuration > 0f && !_isLocking)
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_ = LockPlayerFor(other.transform, _lockDuration);
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_onEnter?.Invoke();
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}
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// 지정 시간 동안 플레이어 로코모션을 잠갔다가 자동 해제
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private async Awaitable LockPlayerFor(Transform playerRoot, float duration)
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{
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_isLocking = true;
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LockPlayer(playerRoot);
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try
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{
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await Awaitable.WaitForSecondsAsync(duration, destroyCancellationToken);
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}
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catch (OperationCanceledException)
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{
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return; // 파괴(씬 전환)로 취소됨 — OnDestroy가 해제를 처리
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}
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UnlockPlayer();
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_isLocking = false;
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}
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// Player 태그 루트(XR Origin) 아래의 로코모션 프로바이더를 전부 꺼서 이동/회전을 막는다.
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private void LockPlayer(Transform playerRoot)
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{
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_lockedProviders.Clear();
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foreach (var provider in playerRoot.GetComponentsInChildren<LocomotionProvider>())
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{
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if (!provider.enabled) continue;
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provider.enabled = false;
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_lockedProviders.Add(provider);
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}
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}
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private void UnlockPlayer()
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{
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foreach (var provider in _lockedProviders)
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{
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if (provider != null)
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provider.enabled = true;
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}
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_lockedProviders.Clear();
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}
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private void OnDestroy()
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{
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// 잠금 중에 파괴돼도 플레이어 잠금이 남지 않도록
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UnlockPlayer();
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}
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}
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2
Assets/02_Scripts/Story/EventZoneTrigger.cs.meta
Normal file
2
Assets/02_Scripts/Story/EventZoneTrigger.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 49e091b92a028374893b434f10a66451
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@@ -10,7 +10,7 @@ public class StoryState
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public readonly Dictionary<string, int> Affection = new(); // 캐릭터 Id → 호감도
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public readonly HashSet<string> CompletedDialogs = new(); // 완료한 DialogGroup 이름
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public readonly HashSet<string> ChosenCodes = new(); // 골랐던 선택지 Code
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public readonly HashSet<string> TriggeredZones = new(); // 밟았던 EventZone Id
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public readonly HashSet<string> TriggeredZones = new(); // 밟았던 이벤트 존(Timeline/Trigger) Id
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public void Clear()
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{
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@@ -197,6 +197,7 @@ MonoBehaviour:
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- SpeakerNameOverride
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- ForcePlayerLook
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- HudAnchor
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- Affection
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m_ValueList:
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- rid: 4848514365209968924
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- rid: 4848514365209968925
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@@ -213,6 +214,7 @@ MonoBehaviour:
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- rid: 4848514453388656928
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- rid: 4848514453388656841
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- rid: 4848514455607443586
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- rid: 4848514549877047424
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m_InputPortInfos:
|
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expandedPortsById:
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m_KeyList: []
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@@ -346,6 +348,7 @@ MonoBehaviour:
|
||||
- SpeakerNameOverride
|
||||
- ForcePlayerLook
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||||
- HudAnchor
|
||||
- Affection
|
||||
m_ValueList:
|
||||
- rid: 4848514365209968940
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- rid: 4848514365209968941
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@@ -362,6 +365,7 @@ MonoBehaviour:
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- rid: 4848514453388656929
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- rid: 4848514453388656843
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- rid: 4848514455607443587
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- rid: 4848514549877047425
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m_InputPortInfos:
|
||||
expandedPortsById:
|
||||
m_KeyList: []
|
||||
@@ -495,6 +499,7 @@ MonoBehaviour:
|
||||
- SpeakerNameOverride
|
||||
- ForcePlayerLook
|
||||
- HudAnchor
|
||||
- Affection
|
||||
m_ValueList:
|
||||
- rid: 4848514430811767025
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- rid: 4848514430811767026
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@@ -511,6 +516,7 @@ MonoBehaviour:
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- rid: 4848514453388656930
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- rid: 4848514453388656845
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- rid: 4848514455607443588
|
||||
- rid: 4848514549877047426
|
||||
m_InputPortInfos:
|
||||
expandedPortsById:
|
||||
m_KeyList: []
|
||||
@@ -649,3 +655,15 @@ MonoBehaviour:
|
||||
type: {class: 'Constant`1[[CharacterData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
|
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data:
|
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m_Value: {fileID: 11400000, guid: b7c3c52c4e4e9fc49bf084eae180835b, type: 2}
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- rid: 4848514549877047424
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type: {class: 'Constant`1[[System.Int32, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
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data:
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m_Value: 0
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- rid: 4848514549877047425
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type: {class: 'Constant`1[[System.Int32, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
|
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data:
|
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m_Value: 0
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- rid: 4848514549877047426
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type: {class: 'Constant`1[[System.Int32, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
|
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data:
|
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m_Value: 0
|
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|
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@@ -161,6 +161,7 @@ MonoBehaviour:
|
||||
- SpeakerNameOverride
|
||||
- ForcePlayerLook
|
||||
- HudAnchor
|
||||
- Affection
|
||||
m_ValueList:
|
||||
- rid: 4848514365209968924
|
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- rid: 4848514365209968925
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@@ -177,6 +178,7 @@ MonoBehaviour:
|
||||
- rid: 4848514453388656939
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- rid: 4848514453388656863
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- rid: 4848514455607443610
|
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- rid: 4848514549877047423
|
||||
m_InputPortInfos:
|
||||
expandedPortsById:
|
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m_KeyList: []
|
||||
@@ -289,3 +291,7 @@ MonoBehaviour:
|
||||
type: {class: 'Constant`1[[CharacterData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
|
||||
data:
|
||||
m_Value: {fileID: 11400000, guid: b7c3c52c4e4e9fc49bf084eae180835b, type: 2}
|
||||
- rid: 4848514549877047423
|
||||
type: {class: 'Constant`1[[System.Int32, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
|
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data:
|
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m_Value: 0
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||||
|
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