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forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 4 + buildTarget: WindowsStoreApps + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 spriteSheet: serializedVersion: 2 sprites: [] diff --git a/Assets/02_Scripts/Communication/Dialog/DialogCondition.cs b/Assets/02_Scripts/Communication/Dialog/DialogCondition.cs index cbc7eec3..0e69d885 100644 --- a/Assets/02_Scripts/Communication/Dialog/DialogCondition.cs +++ b/Assets/02_Scripts/Communication/Dialog/DialogCondition.cs @@ -10,6 +10,10 @@ public class DialogCondition [Tooltip("메인 진행도가 이 값 이상이어야 함 (0 = 조건 없음)")] [Min(0)] public int MinMainProgress; + [Tooltip("메인 진행도가 이 값 이하여야 함 (0 = 조건 없음). " + + "예: NPC 선택 상황에서 수락 시 진행도를 올리면, 이 상한을 건 다른 NPC들의 선택 대화가 일괄 비활성화된다")] + [Min(0)] public int MaxMainProgress; + [Tooltip("이 NPC의 호감도가 이 값 이상이어야 함 (0 = 조건 없음)")] [Min(0)] public int MinAffection; @@ -36,6 +40,9 @@ public bool IsMet(CharacterData affectionTarget) if (story.MainProgress < MinMainProgress) return false; + if (MaxMainProgress > 0 && story.MainProgress > MaxMainProgress) + return false; + if (MinAffection > 0 && story.GetAffection(affectionTarget) < MinAffection) return false; diff --git a/Assets/02_Scripts/Communication/Dialog/DialogNode.cs b/Assets/02_Scripts/Communication/Dialog/DialogNode.cs index 42d08cdf..490efe1a 100644 --- a/Assets/02_Scripts/Communication/Dialog/DialogNode.cs +++ b/Assets/02_Scripts/Communication/Dialog/DialogNode.cs @@ -45,4 +45,12 @@ public class DialogNode : ScriptableObject [Header("Event")] public string EventKey; // 비어있지 않으면 이 노드가 재생될 때 DialogPlayer가 같은 Key의 이벤트를 호출 + + [Header("Story")] + [Tooltip("0이 아니면 이 노드 재생 시 화자(비우면 대화 주인 NPC)의 호감도를 이만큼 증감")] + public int Affection; + + [Tooltip("0이 아니면 이 노드 재생 시 메인 진행도를 이만큼 증가. " + + "분기 끝 노드마다 다른 값을 주면 선택지에 따라 진행도를 다르게 줄 수 있다")] + public int Progress; } diff --git a/Assets/02_Scripts/Communication/Dialog/DialogPlayer.cs b/Assets/02_Scripts/Communication/Dialog/DialogPlayer.cs index ba705447..2c6b8cef 100644 --- a/Assets/02_Scripts/Communication/Dialog/DialogPlayer.cs +++ b/Assets/02_Scripts/Communication/Dialog/DialogPlayer.cs @@ -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 FindPlayableIndices() { @@ -368,6 +418,17 @@ private async Awaitable PlayNode(DialogNode node) RaiseNodeEvent(node.EventKey); // EventKey 있으면 매칭 이벤트 호출 + // 호감도 증감 — 화자 기준, 화자가 비어 있으면 대화 주인 NPC + if (node.Affection != 0) + { + var affectionTarget = node.Speaker != null ? node.Speaker : _voice.Character; + StoryManager.Instance.AddAffection(affectionTarget, node.Affection); + } + + // 메인 진행도 증가 — 분기 끝 노드마다 다른 값을 주면 선택지에 따라 진행도가 달라진다 + if (node.Progress != 0) + StoryManager.Instance.MainProgress += node.Progress; + // 전용 BGM: 설정돼 있으면 교체, 비어 있으면 기본 BGM으로 복귀 if (SoundManager.Instance != null) { diff --git a/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogGraphImporter.cs b/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogGraphImporter.cs index 975a25bc..e249ea94 100644 --- a/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogGraphImporter.cs +++ b/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogGraphImporter.cs @@ -97,6 +97,8 @@ public override void OnImportAsset(AssetImportContext ctx) dn.LookAtPlayer = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_LOOKAT)); dn.ForcePlayerLook = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_FORCELOOK)); dn.WaitForInput = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_WAITINPUT)); + dn.Affection = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_AFFECTION)); + dn.Progress = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_PROGRESS)); string eventKey = null; line.GetNodeOptionByName(DialogLineNode.OPTION_EVENT_KEY)?.TryGetValue(out eventKey); @@ -143,6 +145,8 @@ static void FillStagingNode(DialogStagingNode gn, DialogNode dn) dn.LineDuration = GetInputPortValue(gn.GetInputPortByName(DialogStagingNode.PORT_DURATION)); dn.LookAtPlayer = GetInputPortValue(gn.GetInputPortByName(DialogStagingNode.PORT_LOOKAT)); dn.ForcePlayerLook = GetInputPortValue(gn.GetInputPortByName(DialogStagingNode.PORT_FORCELOOK)); + dn.Affection = GetInputPortValue(gn.GetInputPortByName(DialogStagingNode.PORT_AFFECTION)); + dn.Progress = GetInputPortValue(gn.GetInputPortByName(DialogStagingNode.PORT_PROGRESS)); string eventKey = null; gn.GetNodeOptionByName(DialogStagingNode.OPTION_EVENT_KEY)?.TryGetValue(out eventKey); diff --git a/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogLineNode.cs b/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogLineNode.cs index a9966afa..4dc1b2fa 100644 --- a/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogLineNode.cs +++ b/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogLineNode.cs @@ -27,6 +27,8 @@ internal class DialogLineNode : DialogGraphNode public const string PORT_LOOKAT = "LookAtPlayer"; public const string PORT_FORCELOOK = "ForcePlayerLook"; public const string PORT_WAITINPUT = "WaitForInput"; + public const string PORT_AFFECTION = "Affection"; + public const string PORT_PROGRESS = "Progress"; public const string PORT_QUESTION = "ChoiceQuestion"; public const string OPTION_CHOICE_COUNT = "ChoiceCount"; @@ -74,6 +76,10 @@ protected override void OnDefinePorts(IPortDefinitionContext context) context.AddInputPort(PORT_FORCELOOK).WithDisplayName("Force Player Look") .WithTooltip("이 대사 시작 시 플레이어(카메라)가 화자를 바라보도록 강제 회전").Build(); context.AddInputPort(PORT_WAITINPUT).WithDisplayName("Wait For Input").Build(); + context.AddInputPort(PORT_AFFECTION).WithDisplayName("Affection ±") + .WithTooltip("0이 아니면 이 대사 재생 시 화자(비우면 대화 주인 NPC)의 호감도를 이만큼 증감").Build(); + context.AddInputPort(PORT_PROGRESS).WithDisplayName("Progress +") + .WithTooltip("0이 아니면 이 대사 재생 시 메인 진행도를 이만큼 증가 (분기 끝 노드에 달아 선택지별로 다르게)").Build(); int choiceCount = 0; GetNodeOptionByName(OPTION_CHOICE_COUNT)?.TryGetValue(out choiceCount); diff --git a/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogStagingNode.cs b/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogStagingNode.cs index a689911b..93d962d3 100644 --- a/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogStagingNode.cs +++ b/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogStagingNode.cs @@ -19,6 +19,8 @@ internal class DialogStagingNode : DialogGraphNode public const string PORT_DURATION = "Duration"; public const string PORT_LOOKAT = "LookAtPlayer"; public const string PORT_FORCELOOK = "ForcePlayerLook"; + public const string PORT_AFFECTION = "Affection"; + public const string PORT_PROGRESS = "Progress"; public const string OPTION_EVENT_KEY = "EventKey"; @@ -48,6 +50,10 @@ protected override void OnDefinePorts(IPortDefinitionContext context) .WithTooltip("대상 캐릭터가 플레이어를 바라봄").Build(); context.AddInputPort(PORT_FORCELOOK).WithDisplayName("Force Player Look") .WithTooltip("플레이어가 대상 캐릭터를 바라봄").Build(); + context.AddInputPort(PORT_AFFECTION).WithDisplayName("Affection ±") + .WithTooltip("0이 아니면 이 연출 재생 시 대상(비우면 대화 주인 NPC)의 호감도를 이만큼 증감").Build(); + context.AddInputPort(PORT_PROGRESS).WithDisplayName("Progress +") + .WithTooltip("0이 아니면 이 연출 재생 시 메인 진행도를 이만큼 증가").Build(); AddExecOutput(context, EXEC_OUT, string.Empty); } 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/InputManager.cs b/Assets/02_Scripts/Managers/InputManager.cs index 45dd05af..4f6afe7b 100644 --- a/Assets/02_Scripts/Managers/InputManager.cs +++ b/Assets/02_Scripts/Managers/InputManager.cs @@ -1,5 +1,6 @@ using System; using UnityEngine; +using UnityEngine.Events; using UnityEngine.InputSystem; public class InputManager : MonoBehaviour, GameInput.IPlayerActions @@ -13,6 +14,9 @@ public class InputManager : MonoBehaviour, GameInput.IPlayerActions public event Action OnJump_Event; public event Action OnDialogNext_Event; + // 테스트용 + [SerializeField] private UnityEvent _testEvents; + private void Awake() { if (Instance == null) @@ -45,4 +49,10 @@ public void OnDialogNext(InputAction.CallbackContext ctx) if (ctx.phase == InputActionPhase.Started) OnDialogNext_Event?.Invoke(); } + + public void OnTestButton(InputAction.CallbackContext ctx) + { + if (ctx.phase == InputActionPhase.Started) + _testEvents?.Invoke(); + } } diff --git a/Assets/02_Scripts/Managers/LocalManager.cs b/Assets/02_Scripts/Managers/LocalManager.cs index 28fdeaa1..adc7eb58 100644 --- a/Assets/02_Scripts/Managers/LocalManager.cs +++ b/Assets/02_Scripts/Managers/LocalManager.cs @@ -3,7 +3,7 @@ using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; -public class LocalManager : MonoBehaviour +public class LocalManager : MonoBehaviour,ISceneInitializable { [SerializeField] private string _nextSceneName; [SerializeField] private AudioClip _caffebeneBGM; @@ -13,30 +13,41 @@ 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; + [SerializeField] private GameObject CaffebeneImgObj; + + // 이 씬 전용 스카이박스 (비우면 SceneLoadManager의 기본 스카이박스 사용) + [SerializeField] private Material _sceneSkybox; 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(); + CaffebeneImgObj.SetActive(true); await FadeToGrayscale(_grayscaleFadeTime); SoundManager.Instance.PlayOverrideBGM(_caffebeneBGM); await Awaitable.WaitForSecondsAsync(_caffebeneSceneChangeDelay, destroyCancellationToken); + CaffebeneImgObj.SetActive(false); SceneLoadManager.Instance.RequestSceneChange(_nextSceneName); } catch (System.OperationCanceledException) @@ -59,38 +70,41 @@ 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; + _globalVolume.weight = 1f; } - private void OnDestroy() + // 씬 로드 시 이 씬 전용 스카이박스를 적용 + // (SceneLoadManager가 기본 스카이박스를 깐 뒤에 호출되므로 그 위에 덮어쓴다) + public void OnSceneLoaded() { - // 런타임 생성한 프로필은 씬 언로드로 자동 파괴되지 않으므로 직접 정리 - if (_grayscaleProfile != null) - Destroy(_grayscaleProfile); + if (_sceneSkybox != null && SceneLoadManager.Instance != null) + SceneLoadManager.Instance.SetSceneSkybox(_sceneSkybox); } + } diff --git a/Assets/02_Scripts/Managers/SceneBgm.cs b/Assets/02_Scripts/Managers/SceneBgm.cs index d4652396..3c51d7ca 100644 --- a/Assets/02_Scripts/Managers/SceneBgm.cs +++ b/Assets/02_Scripts/Managers/SceneBgm.cs @@ -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; } diff --git a/Assets/02_Scripts/Managers/SceneLoadManager.cs b/Assets/02_Scripts/Managers/SceneLoadManager.cs index e8476a68..e49e20f6 100644 --- a/Assets/02_Scripts/Managers/SceneLoadManager.cs +++ b/Assets/02_Scripts/Managers/SceneLoadManager.cs @@ -1,6 +1,7 @@ using System; using UnityEngine; using UnityEngine.SceneManagement; +using UnityEngine.Serialization; using UnityEngine.XR.Interaction.Toolkit.Locomotion; public class SceneLoadManager : MonoBehaviour @@ -11,8 +12,10 @@ public class SceneLoadManager : MonoBehaviour [SerializeField] private Camera _loadingCam; [SerializeField] private Transform _loadingCamTargetTransform; [SerializeField] private LoadingScreen _loadingScreen; - - [SerializeField] private Material _sceneSkybox; + // 씬(LocalManager)이 전용 스카이박스를 지정하지 않았을 때 쓰는 기본 스카이박스 + // (FormerlySerializedAs: 프리팹에 _sceneSkybox로 저장돼 있던 연결을 유지) + [FormerlySerializedAs("_sceneSkybox")] + [SerializeField] private Material _defaultSceneSkybox; [SerializeField] private Material _loadingSkybox; [SerializeField, Min(0f)] private float _skyboxFadeTime = 1f; @@ -25,6 +28,9 @@ public class SceneLoadManager : MonoBehaviour private Material _runtimeSceneSkybox; private Material _runtimeLoadingSkybox; + // 씬 전환 시퀀스 진행 중 여부 — 이때 적용되는 새 스카이박스는 검은 상태로 시작해야 한다 + private bool _isChangingScene; + private void Awake() { if (Instance == null) @@ -36,16 +42,11 @@ private void Awake() Destroy(gameObject); // 이미 인스턴스가 있으면 자신을 파괴 } - if (_sceneSkybox != null) - _runtimeSceneSkybox = new Material(_sceneSkybox); if (_loadingSkybox != null) _runtimeLoadingSkybox = new Material(_loadingSkybox); - if (_runtimeSceneSkybox != null) - { - RenderSettings.skybox = _runtimeSceneSkybox; - DynamicGI.UpdateEnvironment(); - } + // 씬용 스카이박스는 OnSceneLoaded → SetSceneSkybox에서 적용된다 + // (기본 스카이박스를 깔고, 씬에 LocalManager가 있으면 씬 전용으로 덮어씀) } private void Start() @@ -75,6 +76,10 @@ private void Update() // 씬이 로드되었을때 호출 private void OnSceneLoaded(Scene scene, LoadSceneMode mode) { + // 우선 기본 스카이박스를 적용 — 씬 전용 스카이박스가 있으면 + // 아래 루프에서 그 씬의 LocalManager가 SetSceneSkybox로 덮어쓴다 + SetSceneSkybox(null); + MonoBehaviour[] allObjs = FindObjectsByType(); foreach (var obj in allObjs) @@ -87,6 +92,24 @@ private void OnSceneLoaded(Scene scene, LoadSceneMode mode) } } + // 현재 씬에서 쓸 스카이박스를 지정한다 (null이면 기본 스카이박스로). + // 페이드가 머티리얼 에셋 원본의 _Exposure를 오염시키지 않도록 항상 복사본을 만들어 쓴다. + public void SetSceneSkybox(Material skybox) + { + var source = skybox != null ? skybox : _defaultSceneSkybox; + if (source == null) return; + + if (_runtimeSceneSkybox != null) Destroy(_runtimeSceneSkybox); + _runtimeSceneSkybox = new Material(source); + + // 씬 전환 중이면 아직 어두워야 한다 — 마지막 페이드 인(0 → 기본 노출)이 밝혀준다 + if (_isChangingScene && _runtimeSceneSkybox.HasFloat("_Exposure")) + _runtimeSceneSkybox.SetFloat("_Exposure", 0f); + + RenderSettings.skybox = _runtimeSceneSkybox; + DynamicGI.UpdateEnvironment(); + } + public async Awaitable FadeLoadingCanvas(bool isOut,float fadeTime) { float startAlpha = isOut ? 1f : 0f; @@ -190,9 +213,16 @@ private async Awaitable SceneChange(string sceneName) { try { + _isChangingScene = true; + //로딩바 수치 0으로 설정 SetSceneLoadingProgressValue(0f); + // 시야(암전 구체) 완전히 어두워질 때까지 페이드 + var pc = GameManager.Instance != null ? GameManager.Instance.PController : null; + if (pc != null) + await pc.FadeSight(false, 0.8f); + //스카이 박스 페이드 아웃 await FadeSkybox(_skyboxNormalExposure, 0f, _skyboxFadeTime); @@ -203,6 +233,10 @@ 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, 0.8f); + //스카이 박스 페이드 인 await FadeSkybox(0f, _skyboxNormalExposure, _skyboxFadeTime); @@ -267,5 +301,9 @@ private async Awaitable SceneChange(string sceneName) { Debug.Log("씬 전환 작업이 취소됨"); } + finally + { + _isChangingScene = false; + } } } \ No newline at end of file diff --git a/Assets/02_Scripts/Managers/SoundManager.cs b/Assets/02_Scripts/Managers/SoundManager.cs index b2876283..782c7d15 100644 --- a/Assets/02_Scripts/Managers/SoundManager.cs +++ b/Assets/02_Scripts/Managers/SoundManager.cs @@ -4,7 +4,7 @@ using UnityEngine; using UnityEngine.Audio; -public class SoundManager : MonoBehaviour +public class SoundManager : MonoBehaviour, ISceneInitializable { public static SoundManager Instance { get; private set; } @@ -44,6 +44,10 @@ private void Awake() } } + // 씬이 바뀌면 이전 씬에서 남은 전용(Override) BGM을 정리한다 (ISceneInitializable). + // 새 씬의 SceneBgm.Start가 SetDefaultBGM으로 그 씬의 곡을 넘겨주면 그대로 재생된다. + public void OnSceneLoaded() => ClearOverrideBGM(); + private void Initialize() { //BGM 소스 기본 설정 diff --git a/Assets/02_Scripts/Managers/StoryManager.cs b/Assets/02_Scripts/Managers/StoryManager.cs index 1bc4bb56..0a0b6d79 100644 --- a/Assets/02_Scripts/Managers/StoryManager.cs +++ b/Assets/02_Scripts/Managers/StoryManager.cs @@ -8,7 +8,11 @@ public class StoryManager : MonoBehaviour { public static StoryManager Instance { get; private set; } - + + [Tooltip("플레이 시작 시 메인 진행도 초기값 — 씬을 직접 열어 테스트할 때 그 씬 기준 진행도로 시작하게. " + + "이 매니저가 살아남는 씬(플레이를 시작한 씬)의 값만 적용되고, 씬 전환으로 넘어온 경우엔 무시된다")] + [Min(0)] [SerializeField] private int _initialMainProgress; + private StoryState _state = new(); // 상태가 바뀔 때마다 발행 (호감도 게이지 등 UI 갱신용) @@ -19,6 +23,7 @@ private void Awake() if (Instance == null) { Instance = this; //만들어진 자신을 인스턴스로 설정 + _state.MainProgress = _initialMainProgress; // 테스트용 초기 진행도 (씬 전환으로 넘어온 중복은 여기 못 옴) } else { @@ -38,6 +43,10 @@ public int MainProgress } } + // UnityEvent 연결용 (버튼·이벤트존·노드 이벤트 등에서 진행도 조작) + public void AddMainProgress(int amount) => MainProgress += amount; + public void SetMainProgress(int value) => MainProgress = value; + // ── 호감도 ────────────────────────────────────────────────── public int GetAffection(CharacterData character) => character != null && _state.Affection.TryGetValue(IdOf(character), out var v) ? v : 0; diff --git a/Assets/02_Scripts/Managers/com/StoryComputerSystem.cs b/Assets/02_Scripts/Managers/com/StoryComputerSystem.cs index 83833c27..6c09b4a0 100644 --- a/Assets/02_Scripts/Managers/com/StoryComputerSystem.cs +++ b/Assets/02_Scripts/Managers/com/StoryComputerSystem.cs @@ -289,7 +289,7 @@ private void RefreshSlotTexts() } int progress = ReadSlotMainProgress(slotPath); - slotTexts[i].text = $"슬롯 {slotIndex}\n저장됨 · 진행도 {progress}%"; + slotTexts[i].text = $"저장됨 진행도 {progress}%"; } } diff --git a/Assets/02_Scripts/Story/ChapterChanger.cs b/Assets/02_Scripts/Story/ChapterChanger.cs new file mode 100644 index 00000000..d47a2018 --- /dev/null +++ b/Assets/02_Scripts/Story/ChapterChanger.cs @@ -0,0 +1,51 @@ +using System.Collections.Generic; +using UnityEngine; + +// 스토리 진행도(MainProgress)에 따라 다음 씬을 골라 전환한다. +// EventZoneTrigger / 대화 노드 이벤트 / 버튼 등에서 NextChapterScene()을 연결해 사용. +public class ChapterChanger : MonoBehaviour +{ + [System.Serializable] + public struct ChapterEntry + { + [Tooltip("진행도가 이 값 이상이면 이 씬으로 (조건을 만족하는 항목 중 가장 높은 것이 선택됨)")] + [Min(0)] public int MinProgress; + + [Tooltip("전환할 씬 이름 (Build Settings에 등록돼 있어야 함)")] + public string SceneName; + } + + [Tooltip("진행도 구간별 다음 씬. 예) 0→Chapter1, 3→Chapter2, 7→Chapter3 (순서는 상관없음)")] + [SerializeField] private List _chapters = new(); + + // 현재 진행도에 맞는 씬을 골라 페이드 아웃과 함께 전환 + // (시야/스카이박스 페이드와 로딩 화면은 SceneLoadManager가 처리) + public void NextChapterScene() + { + int progress = StoryManager.Instance != null ? StoryManager.Instance.MainProgress : 0; + + string sceneName = ResolveScene(progress); + if (string.IsNullOrEmpty(sceneName)) + { + Debug.LogWarning($"[ChapterChanger] 진행도 {progress}에 맞는 씬이 없음: {name}"); + return; + } + + SceneLoadManager.Instance.RequestSceneChange(sceneName); + } + + // 진행도 이하의 MinProgress 중 가장 높은 항목의 씬 이름 (없으면 null) + private string ResolveScene(int progress) + { + string best = null; + int bestMin = int.MinValue; + foreach (var entry in _chapters) + { + if (string.IsNullOrEmpty(entry.SceneName)) continue; + if (entry.MinProgress > progress || entry.MinProgress < bestMin) continue; + bestMin = entry.MinProgress; + best = entry.SceneName; + } + return best; + } +} diff --git a/Assets/02_Scripts/Story/ChapterChanger.cs.meta b/Assets/02_Scripts/Story/ChapterChanger.cs.meta new file mode 100644 index 00000000..c6f9ba60 --- /dev/null +++ b/Assets/02_Scripts/Story/ChapterChanger.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 194c9e600cf7c974fb3e35721e1590b3 \ No newline at end of file diff --git a/Assets/02_Scripts/Story/EventZone.cs b/Assets/02_Scripts/Story/EventZoneTimeline.cs similarity index 91% rename from Assets/02_Scripts/Story/EventZone.cs rename to Assets/02_Scripts/Story/EventZoneTimeline.cs index fae58e2e..004b8605 100644 --- a/Assets/02_Scripts/Story/EventZone.cs +++ b/Assets/02_Scripts/Story/EventZoneTimeline.cs @@ -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; } diff --git a/Assets/02_Scripts/Story/EventZone.cs.meta b/Assets/02_Scripts/Story/EventZoneTimeline.cs.meta similarity index 100% rename from Assets/02_Scripts/Story/EventZone.cs.meta rename to Assets/02_Scripts/Story/EventZoneTimeline.cs.meta diff --git a/Assets/02_Scripts/Story/EventZoneTrigger.cs b/Assets/02_Scripts/Story/EventZoneTrigger.cs new file mode 100644 index 00000000..88b0cf44 --- /dev/null +++ b/Assets/02_Scripts/Story/EventZoneTrigger.cs @@ -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 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 _lockedProviders = new(); + + private void Reset() + { + GetComponent().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()) + { + 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(); + } +} diff --git a/Assets/02_Scripts/Story/EventZoneTrigger.cs.meta b/Assets/02_Scripts/Story/EventZoneTrigger.cs.meta new file mode 100644 index 00000000..9b7a4062 --- /dev/null +++ b/Assets/02_Scripts/Story/EventZoneTrigger.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 49e091b92a028374893b434f10a66451 \ No newline at end of file diff --git a/Assets/02_Scripts/Story/StoryState.cs b/Assets/02_Scripts/Story/StoryState.cs index 524b426b..cbe7b41f 100644 --- a/Assets/02_Scripts/Story/StoryState.cs +++ b/Assets/02_Scripts/Story/StoryState.cs @@ -10,7 +10,7 @@ public class StoryState public readonly Dictionary Affection = new(); // 캐릭터 Id → 호감도 public readonly HashSet CompletedDialogs = new(); // 완료한 DialogGroup 이름 public readonly HashSet ChosenCodes = new(); // 골랐던 선택지 Code - public readonly HashSet TriggeredZones = new(); // 밟았던 EventZone Id + public readonly HashSet TriggeredZones = new(); // 밟았던 이벤트 존(Timeline/Trigger) Id public void Clear() { diff --git a/Assets/02_Scripts/UI/Communication/DialogHud.cs b/Assets/02_Scripts/UI/Communication/DialogHud.cs index 2580c726..4b5a56ff 100644 --- a/Assets/02_Scripts/UI/Communication/DialogHud.cs +++ b/Assets/02_Scripts/UI/Communication/DialogHud.cs @@ -48,6 +48,9 @@ public struct PlacementCandidate [Tooltip("충돌 검사에 쓰는 대사창 절반 크기 — 실제 캔버스 크기에 맞출 것")] [SerializeField] private Vector3 _panelHalfExtents = new(0.5f, 0.3f, 0.05f); + [Tooltip("가림 허용 비율 — 패널 표본점(5×4=20점, 1점=5%) 중 이 비율까지는 가려져도 통과")] + [Range(0f, 1f)] [SerializeField] private float _maxOccludedFraction = 0.05f; + private Transform _speakerTransform; private float _activeChestHeight; private float _activeForwardOffset; @@ -149,8 +152,8 @@ private void ApplyBestCandidate(List candidates) // 벽/지형에 겹치는가 if (Physics.CheckBox(pos, _panelHalfExtents, rot, _obstacleMask, QueryTriggerInteraction.Ignore)) continue; - // 플레이어 눈에서 벽에 가려지는가 - if (Physics.Linecast(camPos, pos, _obstacleMask, QueryTriggerInteraction.Ignore)) + // 플레이어 눈에서 벽에 가려지는가 — 패널 전체를 표본점으로 검사해 허용 비율까지만 통과 + if (OccludedFraction(camPos, pos, rot) > _maxOccludedFraction) continue; ApplyCandidate(cand); @@ -159,6 +162,32 @@ private void ApplyBestCandidate(List candidates) // 전부 실패 — 미리 적용해 둔 첫 후보(기본) 그대로 사용 } + // 카메라 눈에서 패널 표면 표본점들로 레이를 쏴서 벽에 가려진 비율(0~1)을 구한다. + // 표본은 패널 사각형을 모서리·가장자리까지 덮는 5×4 격자 — 중심 한 점만 검사하면 + // 가장자리가 벽 뒤로 반쯤 걸쳐도 통과해 버리는 문제를 잡기 위한 것. + private const int _occlusionCols = 5; + private const int _occlusionRows = 4; + + private float OccludedFraction(Vector3 camPos, Vector3 center, Quaternion rot) + { + Vector3 right = rot * Vector3.right * _panelHalfExtents.x; + Vector3 up = rot * Vector3.up * _panelHalfExtents.y; + + int blocked = 0; + for (int r = 0; r < _occlusionRows; r++) + { + float v = (float)r / (_occlusionRows - 1) * 2f - 1f; // -1(아래) ~ +1(위) + for (int c = 0; c < _occlusionCols; c++) + { + float u = (float)c / (_occlusionCols - 1) * 2f - 1f; // -1(좌) ~ +1(우) + Vector3 p = center + right * u + up * v; + if (Physics.Linecast(camPos, p, _obstacleMask, QueryTriggerInteraction.Ignore)) + blocked++; + } + } + return (float)blocked / (_occlusionRows * _occlusionCols); + } + private void LateUpdate() { if (_speakerTransform == null) return; diff --git a/Assets/Settings.meta b/Assets/02_Scripts/UI/computer.meta similarity index 77% rename from Assets/Settings.meta rename to Assets/02_Scripts/UI/computer.meta index b8f8082b..c026e128 100644 --- a/Assets/Settings.meta +++ b/Assets/02_Scripts/UI/computer.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 29f7de3a813ebf245a3fd46e2fced5a1 +guid: 8ffa758859803a3468015c5f1a6d06be folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Assets/02_Scripts/UI/HeartAffectionUI.cs b/Assets/02_Scripts/UI/computer/HeartAffectionUI.cs similarity index 100% rename from Assets/02_Scripts/UI/HeartAffectionUI.cs rename to Assets/02_Scripts/UI/computer/HeartAffectionUI.cs diff --git a/Assets/02_Scripts/UI/HeartAffectionUI.cs.meta b/Assets/02_Scripts/UI/computer/HeartAffectionUI.cs.meta similarity index 100% rename from Assets/02_Scripts/UI/HeartAffectionUI.cs.meta rename to Assets/02_Scripts/UI/computer/HeartAffectionUI.cs.meta diff --git a/Assets/02_Scripts/UI/MainProgressUI.cs b/Assets/02_Scripts/UI/computer/MainProgressUI.cs similarity index 100% rename from Assets/02_Scripts/UI/MainProgressUI.cs rename to Assets/02_Scripts/UI/computer/MainProgressUI.cs diff --git a/Assets/02_Scripts/UI/MainProgressUI.cs.meta b/Assets/02_Scripts/UI/computer/MainProgressUI.cs.meta similarity index 100% rename from Assets/02_Scripts/UI/MainProgressUI.cs.meta rename to Assets/02_Scripts/UI/computer/MainProgressUI.cs.meta diff --git a/Assets/02_Scripts/UI/computer/StoryComputerStatusBinder.cs b/Assets/02_Scripts/UI/computer/StoryComputerStatusBinder.cs new file mode 100644 index 00000000..ab85c964 --- /dev/null +++ b/Assets/02_Scripts/UI/computer/StoryComputerStatusBinder.cs @@ -0,0 +1,58 @@ +using UnityEngine; + +public class StoryComputerStatusBinder : MonoBehaviour +{ + [Header("메인 진행도 UI")] + public MainProgressUI mainProgressUI; + + [Header("호감도 UI")] + public CharacterData character1; + public HeartAffectionUI heartUI1; + + public CharacterData character2; + public HeartAffectionUI heartUI2; + + public CharacterData character3; + public HeartAffectionUI heartUI3; + + private void OnEnable() + { + Refresh(); + } + + public void Refresh() + { + if (StoryManager.Instance == null) + { + Debug.LogWarning("[StoryComputerStatusBinder] StoryManager가 없습니다."); + return; + } + + // 메인 진행도 + if (mainProgressUI != null) + { + mainProgressUI.SetProgress(StoryManager.Instance.MainProgress); + } + + // 1번 캐릭터 호감도 + if (character1 != null && heartUI1 != null) + { + int affection = StoryManager.Instance.GetAffection(character1); + heartUI1.SetAffection(affection); + } + + // 2번 캐릭터 호감도 + if (character2 != null && heartUI2 != null) + { + int affection = StoryManager.Instance.GetAffection(character2); + heartUI2.SetAffection(affection); + } + + // 3번 캐릭터 호감도 + if (character3 != null && heartUI3 != null) + { + int affection = StoryManager.Instance.GetAffection(character3); + heartUI3.SetAffection(affection); + } + } +} \ No newline at end of file diff --git a/Assets/02_Scripts/UI/computer/StoryComputerStatusBinder.cs.meta b/Assets/02_Scripts/UI/computer/StoryComputerStatusBinder.cs.meta new file mode 100644 index 00000000..530d985a --- /dev/null +++ b/Assets/02_Scripts/UI/computer/StoryComputerStatusBinder.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 61a29f370bacd4b49b22aa78b73f3464 \ No newline at end of file diff --git a/Assets/02_Scripts/UI/computer/StoryTestButton.cs b/Assets/02_Scripts/UI/computer/StoryTestButton.cs new file mode 100644 index 00000000..c65d0ee2 --- /dev/null +++ b/Assets/02_Scripts/UI/computer/StoryTestButton.cs @@ -0,0 +1,29 @@ +using UnityEngine; + +public class StoryTestButton : MonoBehaviour +{ + public CharacterData testCharacter; + public int addAmount = 10; + + [ContextMenu("TEST / Add Affection")] + public void TestAddAffection() + { + if (testCharacter == null) + { + Debug.LogWarning("테스트 캐릭터가 없습니다."); + return; + } + + StoryManager.Instance.AddAffection(testCharacter, addAmount); + + Debug.Log($"{testCharacter.name} 호감도 +{addAmount}"); + } + + [ContextMenu("TEST / Add Main Progress")] + public void TestAddMainProgress() + { + StoryManager.Instance.MainProgress += addAmount; + + Debug.Log($"메인 진행도 +{addAmount}"); + } +} \ No newline at end of file diff --git a/Assets/02_Scripts/UI/computer/StoryTestButton.cs.meta b/Assets/02_Scripts/UI/computer/StoryTestButton.cs.meta new file mode 100644 index 00000000..4569a42f --- /dev/null +++ b/Assets/02_Scripts/UI/computer/StoryTestButton.cs.meta @@ -0,0 +1,2 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a/Assets/99_Settings/Input/GameInput.cs +++ b/Assets/99_Settings/Input/GameInput.cs @@ -109,6 +109,15 @@ public @GameInput() ""processors"": """", ""interactions"": """", ""initialStateCheck"": false + }, + { + ""name"": ""TestButton"", + ""type"": ""Button"", + ""id"": ""3a07efb6-dbfa-4bf3-87f5-9d38882aa0f5"", + ""expectedControlType"": """", + ""processors"": """", + ""interactions"": """", + ""initialStateCheck"": false } ], ""bindings"": [ @@ -133,6 +142,17 @@ public @GameInput() ""action"": ""DialogNext"", ""isComposite"": false, ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""87535666-fb0b-40b2-a1f0-284d77e21458"", + ""path"": ""/t"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""TestButton"", + ""isComposite"": false, + ""isPartOfComposite"": false } ] } @@ -143,6 +163,7 @@ public @GameInput() m_Player = asset.FindActionMap("Player", throwIfNotFound: true); m_Player_Jump = m_Player.FindAction("Jump", throwIfNotFound: true); m_Player_DialogNext = m_Player.FindAction("DialogNext", throwIfNotFound: true); + m_Player_TestButton = m_Player.FindAction("TestButton", throwIfNotFound: true); } ~@GameInput() @@ -225,6 +246,7 @@ public int FindBinding(InputBinding bindingMask, out InputAction action) private List m_PlayerActionsCallbackInterfaces = new List(); private readonly InputAction m_Player_Jump; private readonly InputAction m_Player_DialogNext; + private readonly InputAction m_Player_TestButton; /// /// Provides access to input actions defined in input action map "Player". /// @@ -245,6 +267,10 @@ public struct PlayerActions /// public InputAction @DialogNext => m_Wrapper.m_Player_DialogNext; /// + /// Provides access to the underlying input action "Player/TestButton". + /// + public InputAction @TestButton => m_Wrapper.m_Player_TestButton; + /// /// Provides access to the underlying input action map instance. /// public InputActionMap Get() { return m_Wrapper.m_Player; } @@ -276,6 +302,9 @@ public void AddCallbacks(IPlayerActions instance) @DialogNext.started += instance.OnDialogNext; @DialogNext.performed += instance.OnDialogNext; @DialogNext.canceled += instance.OnDialogNext; + @TestButton.started += instance.OnTestButton; + @TestButton.performed += instance.OnTestButton; + @TestButton.canceled += instance.OnTestButton; } /// @@ -293,6 +322,9 @@ private void UnregisterCallbacks(IPlayerActions instance) @DialogNext.started -= instance.OnDialogNext; @DialogNext.performed -= instance.OnDialogNext; @DialogNext.canceled -= instance.OnDialogNext; + @TestButton.started -= instance.OnTestButton; + @TestButton.performed -= instance.OnTestButton; + @TestButton.canceled -= instance.OnTestButton; } /// @@ -347,5 +379,12 @@ public interface IPlayerActions /// /// void OnDialogNext(InputAction.CallbackContext context); + /// + /// Method invoked when associated input action "TestButton" is either , or . + /// + /// + /// + /// + void OnTestButton(InputAction.CallbackContext context); } } 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-0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f7c1a271386c40347b3145c9c3f5c6b3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AnimeGirlIdleAnimations/Script/AGIA_sample.cs b/Assets/AnimeGirlIdleAnimations/Script/AGIA_sample.cs new file mode 100644 index 00000000..e95825fd --- /dev/null +++ b/Assets/AnimeGirlIdleAnimations/Script/AGIA_sample.cs @@ -0,0 +1,317 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; + + +namespace AGIA +{ +public class AGIA_sample : MonoBehaviour + { + public Animator animator; + public int animBase; + public int animLayer; + + // Use this for initialization + void Start () + { + + animator = GetComponent(); + animator.SetInteger("animBaseInt", 1); + + } + + // Update is called once per frame + void Update () + { + + } + + public void animBaseChange() + { + animator.SetInteger("animOtherInt", 0); + + var clickedButton = EventSystem.current.currentSelectedGameObject.name; + + if(clickedButton == "Generic_01") + { + animator.SetInteger("animBaseInt", 1); + } + else if (clickedButton == "Angry_01") + { + animator.SetInteger("animBaseInt", 2); + } + else if (clickedButton == "Brave_01") + { + animator.SetInteger("animBaseInt", 3); + } + else if (clickedButton == "Calm_01") + { + animator.SetInteger("animBaseInt", 4); + } + else if (clickedButton == "Calm_02") + { + animator.SetInteger("animBaseInt", 5); + } + else if (clickedButton == "Concern_01") + { + animator.SetInteger("animBaseInt", 6); + } + else if (clickedButton == "Classy_01") + { + animator.SetInteger("animBaseInt", 7); + } + else if (clickedButton == "Cute_01") + { + animator.SetInteger("animBaseInt", 8); + } + else if (clickedButton == "Deny_01") + { + animator.SetInteger("animBaseInt", 9); + } + else if (clickedButton == "Energetic_01") + { + animator.SetInteger("animBaseInt", 10); + } + else if (clickedButton == "Energetic_02") + { + animator.SetInteger("animBaseInt", 11); + } + else if (clickedButton == "Sexy_01") + { + animator.SetInteger("animBaseInt", 12); + } + else if (clickedButton == "Pitiable_01") + { + animator.SetInteger("animBaseInt", 13); + } + else if (clickedButton == "Stress_01") + { + animator.SetInteger("animBaseInt", 14); + } + else if (clickedButton == "Surprise_01") + { + animator.SetInteger("animBaseInt", 15); + } + else if (clickedButton == "Think_01") + { + animator.SetInteger("animBaseInt", 16); + } + else if (clickedButton == "What_01") + { + animator.SetInteger("animBaseInt", 17); + } + + ///Ver1.1 + else if (clickedButton == "Boyish_01") + { + animator.SetInteger("animBaseInt", 18); + } + + else if (clickedButton == "Cry_01") + { + animator.SetInteger("animBaseInt", 19); + } + + else if (clickedButton == "Laugh_01") + { + animator.SetInteger("animBaseInt", 20); + } + + else if (clickedButton == "Cute_02") + { + animator.SetInteger("animBaseInt", 21); + } + + else if (clickedButton == "Angry_02") + { + animator.SetInteger("animBaseInt", 22); + } + + else if (clickedButton == "Fedup_01") + { + animator.SetInteger("animBaseInt", 23); + } + + else if (clickedButton == "Fedup_02") + { + animator.SetInteger("animBaseInt", 24); + } + + else if (clickedButton == "Cute_03") + { + animator.SetInteger("animBaseInt", 25); + } + + ///Ver1.2 + else if (clickedButton == "Cat_01") + { + animator.SetInteger("animBaseInt", 26); + } + + else if (clickedButton == "PointFinger_01") + { + animator.SetInteger("animBaseInt", 27); + } + + else if (clickedButton == "Energetic_03") + { + animator.SetInteger("animBaseInt", 28); + } + + else if (clickedButton == "Sexy_02") + { + animator.SetInteger("animBaseInt", 29); + } + + else if (clickedButton == "Sexy_03") + { + animator.SetInteger("animBaseInt", 30); + } + + } + + public void animLayerChange() + { + var clickedButton = EventSystem.current.currentSelectedGameObject.name; + + if (clickedButton == "Reset") + { + animator.Play("Layer_start", 1, 0.0f); + } + + else if (clickedButton == "LookAway_01") + { + animator.Play("Layer_look_away_01", 1, 0.0f); + } + + else if (clickedButton == "LookAwayAngry_01") + { + animator.Play("Layer_look_away_angry_01", 1, 0.0f); + } + + else if (clickedButton == "NodOnce_01") + { + animator.Play("Layer_nod_once_01", 1, 0.0f); + } + + else if (clickedButton == "NodTwice_01") + { + animator.Play("Layer_nod_twice_01", 1, 0.0f); + } + + else if (clickedButton == "ShakeHead_01") + { + animator.Play("Layer_shake_head_01", 1, 0.0f); + } + + else if (clickedButton == "SwingBody_01") + { + animator.Play("Layer_swing_body_01", 1, 0.0f); + } + + ///Ver1.1/// + else if (clickedButton == "LaughUp_01") + { + animator.Play("Layer_laugh_up_01", 1, 0.0f); + } + + else if (clickedButton == "LaughDown_01") + { + animator.Play("Layer_laugh_down_01", 1, 0.0f); + } + + else if (clickedButton == "ShakeBody_01") + { + animator.Play("Layer_shake_body_01", 1, 0.0f); + } + + else if (clickedButton == "Surprise_01") + { + animator.Play("Layer_surprise_01", 1, 0.0f); + } + + else if (clickedButton == "TiltNeck_01") + { + animator.Play("Layer_tilt_neck_01", 1, 0.0f); + } + + ///Ver1.2 + else if (clickedButton == "TurnRight_01") + { + animator.Play("Layer_turn_right_01", 1, 0.0f); + } + + else if (clickedButton == "TurnLeft_01") + { + animator.Play("Layer_turn_left_01", 1, 0.0f); + } + + } + + public void animOtherChange() + { + animator.SetInteger("animBaseInt", 0); + + var clickedButton = EventSystem.current.currentSelectedGameObject.name; + if (clickedButton == "Walk_01") + { + animator.SetInteger("animOtherInt", 1); + } + + else if (clickedButton == "Run_01") + { + animator.SetInteger("animOtherInt", 2); + } + + else if (clickedButton == "WaveHand_01") + { + animator.SetInteger("animOtherInt", 3); + } + + else if (clickedButton == "WaveHands_01") + { + animator.SetInteger("animOtherInt", 4); + } + + else if (clickedButton == "WaveArm_01") + { + animator.SetInteger("animOtherInt", 5); + } + + ///Ver1.1 + else if (clickedButton == "What_01_Emote_01") + { + animator.Play("Other_what_01", 0, 0.0f); + animator.SetInteger("animBaseInt", 17); + //animator.SetInteger("animOtherInt", 6); + } + + else if (clickedButton == "Enegetic_02_Emote_01") + { + animator.Play("Other_enegetic_02", 0, 0.0f); + animator.SetInteger("animBaseInt", 10); + } + + else if (clickedButton == "Cute_02_Emote_01") + { + animator.Play("Other_cute_02", 0, 0.0f); + animator.SetInteger("animBaseInt", 21); + } + + ///Ver1.2 + else if (clickedButton == "Cat_01_Emote_01") + { + animator.Play("Other_cat_01", 0, 0.0f); + animator.SetInteger("animBaseInt", 26); + } + + else if (clickedButton == "PointFinger_01_Emote_01") + { + animator.Play("Other_point_finger_01", 0, 0.0f); + animator.SetInteger("animBaseInt", 27); + } + + } + } +} diff --git a/Assets/AnimeGirlIdleAnimations/Script/AGIA_sample.cs.meta b/Assets/AnimeGirlIdleAnimations/Script/AGIA_sample.cs.meta new file mode 100644 index 00000000..dbf1abb0 --- /dev/null +++ b/Assets/AnimeGirlIdleAnimations/Script/AGIA_sample.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: e38594ec77d5cdc4688a6e68d2b4d269 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 150397 + packageName: Anime Girl Idle Animations + packageVersion: 1.2.1 + assetPath: Assets/AnimeGirlIdleAnimations/Script/AGIA_sample.cs + uploadId: 440789 diff --git a/Assets/DefaultVolumeProfile.asset b/Assets/DefaultVolumeProfile.asset index 6704b23c..c551f0a9 100644 --- a/Assets/DefaultVolumeProfile.asset +++ b/Assets/DefaultVolumeProfile.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:8007d6790d45b19fb67aea9bc84b15023bc8bd9b6c96aa4706e5add0ff19784d +oid sha256:471f370b2b218ebb81dc1cfaa12a1199c5b6fa08c2f47c29478c0631a75a253e size 18767 diff --git a/Assets/FemaleRunnerAnimset.meta b/Assets/FemaleRunnerAnimset.meta new file mode 100644 index 00000000..8bd0c385 --- /dev/null +++ b/Assets/FemaleRunnerAnimset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d46ba22aa99b32447a0c4eb9c9a8a1ce +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/FemaleRunnerAnimset/Scripts.meta b/Assets/FemaleRunnerAnimset/Scripts.meta new file mode 100644 index 00000000..16a907ae --- /dev/null +++ b/Assets/FemaleRunnerAnimset/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 35d57b8d60cbe784aa5237275613cb94 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/FemaleRunnerAnimset/Scripts/CameraFollowWalk.cs b/Assets/FemaleRunnerAnimset/Scripts/CameraFollowWalk.cs new file mode 100644 index 00000000..6a7d8fab --- /dev/null +++ b/Assets/FemaleRunnerAnimset/Scripts/CameraFollowWalk.cs @@ -0,0 +1,71 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class CameraFollowWalk : CameraWalk +{ + private Quaternion _initialRotation; + private Transform _parent; + private Vector3 initialLocalPosition; + + [Header("ī޶ ij ȸϱ")] + public bool isRotate = false; + protected override void Start() + { + base.Start(); + + _initialRotation = transform.rotation; + _parent = transform.parent; + initialLocalPosition = transform.position - _parent.position; + } + protected virtual void LateUpdate() + { + if (!isRotate) + { + transform.rotation = _initialRotation; + transform.position = _parent.position + initialLocalPosition; + } + + + } + protected override void myCameraWalk() + { + // WASD ī޶ ̵ + float horizontal = Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime; + float vertical = Input.GetAxis("Vertical") * moveSpeed * Time.deltaTime; + Vector3 prePos = transform.position; + transform.Translate(horizontal, 0, vertical, Space.Self); + initialLocalPosition += transform.position - prePos; + // + if (Input.GetKey(KeyCode.Q)) + { + prePos = transform.position; + transform.Translate(0, -moveSpeed * Time.deltaTime, 0, Space.Self); + initialLocalPosition += transform.position - prePos; + } + if (Input.GetKey(KeyCode.E)) + { + prePos = transform.position; + transform.Translate(0, moveSpeed * Time.deltaTime, 0, Space.Self); + initialLocalPosition += transform.position - prePos; + } + // 콺 ٷ Ȯ/ + float fov = GetComponent().fieldOfView; + fov -= Input.GetAxis("Mouse ScrollWheel") * zoomSpeed; + fov = Mathf.Clamp(fov, minFov, maxFov); + GetComponent().fieldOfView = fov; + + // 콺 콺 Ŀ ǥ/ + VisibleMouse(); + + // + if (!isCursorVisible) + { + float mouseX = Input.GetAxis("Mouse X") * rotateSpeed * Time.deltaTime; + float mouseY = Input.GetAxis("Mouse Y") * rotateSpeed * Time.deltaTime; + + transform.eulerAngles = new Vector3(transform.eulerAngles.x - mouseY, transform.eulerAngles.y + mouseX, 0); + _initialRotation = transform.rotation; + } + } +} diff --git a/Assets/FemaleRunnerAnimset/Scripts/CameraFollowWalk.cs.meta b/Assets/FemaleRunnerAnimset/Scripts/CameraFollowWalk.cs.meta new file mode 100644 index 00000000..bf1e40b0 --- /dev/null +++ b/Assets/FemaleRunnerAnimset/Scripts/CameraFollowWalk.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 506d39bbe736c0448a4f31478b8751bb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 301499 + packageName: Female Runner Animset - FreeWalk&Jog + packageVersion: 1.1.2 + assetPath: Assets/FemaleRunnerAnimset/Scripts/CameraFollowWalk.cs + uploadId: 896938 diff --git a/Assets/FemaleRunnerAnimset/Scripts/CameraWalk.cs b/Assets/FemaleRunnerAnimset/Scripts/CameraWalk.cs new file mode 100644 index 00000000..a5671917 --- /dev/null +++ b/Assets/FemaleRunnerAnimset/Scripts/CameraWalk.cs @@ -0,0 +1,69 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class CameraWalk : MonoBehaviour +{ + [Header("ī޶ ̵ӵ")] + public float moveSpeed = 10.0f; + [Header("ī޶ ȸ (콺)")] + public float rotateSpeed = 500.0f; + [Header("ī޶ ӵ")] + public float zoomSpeed = 10.0f; + [Header("ī޶ ּ/ִ")] + public float minFov = 15.0f; + public float maxFov = 90.0f; + + protected bool isCursorVisible = true; + + protected virtual void Start() + { + + } + + protected virtual void Update() + { + myCameraWalk(); + } + protected virtual void myCameraWalk() + { + // WASD ī޶ ̵ + float horizontal = Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime; + float vertical = Input.GetAxis("Vertical") * moveSpeed * Time.deltaTime; + transform.Translate(horizontal, 0, vertical); + if (Input.GetKey(KeyCode.Q)) + { + transform.Translate(0, -moveSpeed * Time.deltaTime, 0); + } + if (Input.GetKey(KeyCode.E)) + { + transform.Translate(0, moveSpeed * Time.deltaTime, 0); + } + // 콺 ٷ Ȯ/ + float fov = GetComponent().fieldOfView; + fov -= Input.GetAxis("Mouse ScrollWheel") * zoomSpeed; + fov = Mathf.Clamp(fov, minFov, maxFov); + GetComponent().fieldOfView = fov; + + // 콺 콺 Ŀ ǥ/ + VisibleMouse(); + + // + if (!isCursorVisible) + { + float mouseX = Input.GetAxis("Mouse X") * rotateSpeed * Time.deltaTime; + float mouseY = Input.GetAxis("Mouse Y") * rotateSpeed * Time.deltaTime; + + transform.eulerAngles = new Vector3(transform.eulerAngles.x - mouseY, transform.eulerAngles.y + mouseX, 0); + } + } + protected void VisibleMouse() + { + if (Input.GetKeyDown(KeyCode.Escape)) + { + isCursorVisible = !isCursorVisible; + Cursor.visible = isCursorVisible; + Cursor.lockState = isCursorVisible ? CursorLockMode.None : CursorLockMode.Locked; + } + } +} diff --git a/Assets/FemaleRunnerAnimset/Scripts/CameraWalk.cs.meta b/Assets/FemaleRunnerAnimset/Scripts/CameraWalk.cs.meta new file mode 100644 index 00000000..df688470 --- /dev/null +++ b/Assets/FemaleRunnerAnimset/Scripts/CameraWalk.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 91696e217c5db8145b16ab24acccbe11 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 301499 + packageName: Female Runner Animset - FreeWalk&Jog + packageVersion: 1.1.2 + assetPath: Assets/FemaleRunnerAnimset/Scripts/CameraWalk.cs + uploadId: 896938 diff --git a/Assets/FemaleRunnerAnimset/Scripts/CliffCheck.cs b/Assets/FemaleRunnerAnimset/Scripts/CliffCheck.cs new file mode 100644 index 00000000..8ebe75c7 --- /dev/null +++ b/Assets/FemaleRunnerAnimset/Scripts/CliffCheck.cs @@ -0,0 +1,30 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class CliffCheck : GroundCheck +{ + private Vector3 _initialGroundPos; + + protected override void Start() + { + base.Start(); + _initialGroundPos = Vector3.zero; + } + + protected override void OnTriggerEnter(Collider other) + { + base.OnTriggerEnter(other); + if (other.CompareTag("Ground")) + { + if(_initialGroundPos == Vector3.zero) + { + _initialGroundPos = _parent.localPosition; + } + else + { + _parent.localPosition = _initialGroundPos; + } + } + } +} diff --git a/Assets/FemaleRunnerAnimset/Scripts/CliffCheck.cs.meta b/Assets/FemaleRunnerAnimset/Scripts/CliffCheck.cs.meta new file mode 100644 index 00000000..daf9bd41 --- /dev/null +++ b/Assets/FemaleRunnerAnimset/Scripts/CliffCheck.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: fec71231fc37a2047a07a1efff84bd6e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 301499 + packageName: Female Runner Animset - FreeWalk&Jog + packageVersion: 1.1.2 + assetPath: Assets/FemaleRunnerAnimset/Scripts/CliffCheck.cs + uploadId: 896938 diff --git a/Assets/FemaleRunnerAnimset/Scripts/GroundCheck.cs b/Assets/FemaleRunnerAnimset/Scripts/GroundCheck.cs new file mode 100644 index 00000000..342f4ecf --- /dev/null +++ b/Assets/FemaleRunnerAnimset/Scripts/GroundCheck.cs @@ -0,0 +1,49 @@ +using System.ComponentModel; +using UnityEngine; + +public class GroundCheck : MonoBehaviour +{ + public Animator animator; + public bool isGoingBack = true; + public float startY; + public float startX; + private Vector3 _startPosition; + + [SerializeField] protected Transform _parent; + + protected virtual void Start() + { + _parent = this.transform.parent; + _startPosition = _parent.localPosition; + if (_startPosition.y != 0f) + { + _startPosition = new Vector3(_startPosition.x, 0f, _startPosition.z); + } + + } + + + + protected virtual void OnTriggerEnter(Collider other) + { + if (other.CompareTag("Ground")) + { + animator.SetBool("isLanding", true); + if (isGoingBack) + { + _parent.localPosition = new Vector3(_parent.localPosition.x, startY, _parent.localPosition.z); + Debug.Log(_parent.localPosition); + } + } + } + + + protected virtual void OnTriggerExit(Collider other) + { + if (other.CompareTag("Ground")) + { + animator.SetBool("isLanding", false); + } + + } +} \ No newline at end of file diff --git a/Assets/FemaleRunnerAnimset/Scripts/GroundCheck.cs.meta b/Assets/FemaleRunnerAnimset/Scripts/GroundCheck.cs.meta new file mode 100644 index 00000000..9cc434de --- /dev/null +++ b/Assets/FemaleRunnerAnimset/Scripts/GroundCheck.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 10c1dcd362a800843ba7d1e621522e3a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 301499 + packageName: Female Runner Animset - FreeWalk&Jog + packageVersion: 1.1.2 + assetPath: Assets/FemaleRunnerAnimset/Scripts/GroundCheck.cs + uploadId: 896938 diff --git a/Assets/FemaleRunnerAnimset/Scripts/WallrunCheck.cs b/Assets/FemaleRunnerAnimset/Scripts/WallrunCheck.cs new file mode 100644 index 00000000..baca2e80 --- /dev/null +++ b/Assets/FemaleRunnerAnimset/Scripts/WallrunCheck.cs @@ -0,0 +1,79 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class WallrunCheck : GroundCheck +{ + public string stateName; + protected bool isStart = true; + + protected void Update() + { + StartCoroutine(stateName); + } + protected override void OnTriggerEnter(Collider other) + { + if (isStart) + { + isStart = false; + return; + } + base.OnTriggerEnter(other); + + } + protected IEnumerator wallrunJumpCheck() + { + if (animator.GetCurrentAnimatorStateInfo(0).IsName("Mvm_Jog_Stop_Rfoot")) + { + _parent.localPosition = Vector3.Lerp(_parent.localPosition, new Vector3(6.9f, _parent.localPosition.y, _parent.localPosition.z), Time.deltaTime * 1f); + } + if (animator.GetCurrentAnimatorStateInfo(0).IsName("Walk_Stop_Rfoot")) + { + _parent.localPosition = Vector3.Lerp(_parent.localPosition, new Vector3(6.9f, _parent.localPosition.y, _parent.localPosition.z), Time.deltaTime * 1f); + } + yield return null; + } + protected IEnumerator wallrun1FCheck() + { + if (animator.GetCurrentAnimatorStateInfo(0).IsName("WallL_Run_Exit") || animator.GetCurrentAnimatorStateInfo(0).IsName("WallR_Run_Exit")) + { + _parent.localPosition = Vector3.Lerp(_parent.localPosition, new Vector3(startX, _parent.localPosition.y, _parent.localPosition.z), Time.deltaTime * 10f); + } + if (animator.GetCurrentAnimatorStateInfo(0).IsName("Mvm_TurnIP_R180")) + { + _parent.localPosition = Vector3.Lerp(_parent.localPosition, new Vector3(_parent.localPosition.x, _parent.localPosition.y, 1f), Time.deltaTime * 2f); + } + yield return null; + } + protected IEnumerator wallrun2FCheck() + { + if (animator.GetCurrentAnimatorStateInfo(0).IsName("Mvm_Sprint_Start_R0")) + { + _parent.rotation = Quaternion.Lerp(_parent.rotation, Quaternion.Euler(0, 180, 0), Time.deltaTime * 10f); + } + if (animator.GetCurrentAnimatorStateInfo(0).IsName("Mvm_Sprint_Start_L0")) + { + _parent.rotation = Quaternion.Lerp(_parent.rotation, Quaternion.Euler(0, 0, 0), Time.deltaTime * 10f); + } + if (animator.GetCurrentAnimatorStateInfo(0).IsName("Mvm_TurnIP_R180 0")) + { + _parent.localPosition = Vector3.Lerp(_parent.localPosition, new Vector3(_parent.localPosition.x, _parent.localPosition.y, 0f), Time.deltaTime * 2f); + } + yield return null; + } + protected IEnumerator wallrunHold() + { + if (animator.GetCurrentAnimatorStateInfo(0).IsName("Mvm_Run_Stop_Rfoot") || animator.GetCurrentAnimatorStateInfo(0).IsName("Mvm_Run_Stop_Lfoot")) + { + _parent.localPosition = Vector3.Lerp(_parent.localPosition, new Vector3(startX, _parent.localPosition.y, _parent.localPosition.z), Time.deltaTime * 10f); + + } + if (animator.GetCurrentAnimatorStateInfo(0).IsName("Mvm_TurnIP_R180")) + { + _parent.localPosition = Vector3.Lerp(_parent.localPosition, new Vector3(_parent.localPosition.x, _parent.localPosition.y, 0f), Time.deltaTime * 2f); + } + + + yield return null; + } +} diff --git a/Assets/FemaleRunnerAnimset/Scripts/WallrunCheck.cs.meta b/Assets/FemaleRunnerAnimset/Scripts/WallrunCheck.cs.meta new file mode 100644 index 00000000..b32c8ef6 --- /dev/null +++ b/Assets/FemaleRunnerAnimset/Scripts/WallrunCheck.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: e58bb4458ff180a47a4d9267dcb28dfc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 301499 + packageName: Female Runner Animset - 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타임라인의 NPC이동을 웨이포인트 방식으로 지정해서 Navigation move로 순차이동 시켰으면 더 자연스러웠을거 같다. \ No newline at end of file