Merge branch 'main' of https://www.nakjungit.site/sharedacc520k/Dino_Love_Simulation
# Conflicts: # Assets/XR/Settings/OpenXR Package Settings.asset
This commit is contained in:
Binary file not shown.
@@ -25,6 +25,9 @@ public class DialogCondition
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[Tooltip("밟으면 이 대화가 비활성화되는 이벤트존 Id들 (하나라도 밟았으면 비활성화)")]
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public List<string> ExcludedZoneIds = new();
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[Tooltip("켜져 있어야 하는 StoryTrigger Id들 (전부 필요). 예: 계약서 서명 트리거")]
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public List<string> RequiredTriggerIds = new();
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// affectionTarget: 호감도 조건을 검사할 캐릭터 (보통 대화를 거는 NPC 자신)
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public bool IsMet(CharacterData affectionTarget)
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{
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@@ -52,6 +55,10 @@ public bool IsMet(CharacterData affectionTarget)
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if (!string.IsNullOrEmpty(zoneId) && story.HasTriggeredZone(zoneId))
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return false;
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foreach (var triggerId in RequiredTriggerIds)
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if (!string.IsNullOrEmpty(triggerId) && !StoryTrigger.IsActive(triggerId))
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return false;
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return true;
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}
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}
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55
Assets/02_Scripts/Managers/SceneBgm.cs
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55
Assets/02_Scripts/Managers/SceneBgm.cs
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@@ -0,0 +1,55 @@
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using System.Collections.Generic;
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using UnityEngine;
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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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// - 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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{
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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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public string Id;
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[Tooltip("해당 Id 발동 시 재생할 BGM. 비우면 무음")]
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public AudioClip Clip;
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}
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[Tooltip("씬 시작 시 재생할 기본 BGM. 비우면 무음")]
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[SerializeField] private AudioClip _defaultBgm;
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[Tooltip("존/트리거 Id → BGM 매핑")]
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[SerializeField] private List<BgmEntry> _entries = new();
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private void Start()
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{
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if (SoundManager.Instance != null)
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SoundManager.Instance.SetDefaultBGM(_defaultBgm);
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}
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private void OnEnable()
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{
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EventZone.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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StoryTrigger.OnActivated -= HandleId;
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}
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private void HandleId(string id)
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{
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foreach (var entry in _entries)
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{
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if (entry.Id != id) continue;
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if (SoundManager.Instance != null)
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SoundManager.Instance.SetDefaultBGM(entry.Clip);
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return;
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}
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}
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}
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2
Assets/02_Scripts/Managers/SceneBgm.cs.meta
Normal file
2
Assets/02_Scripts/Managers/SceneBgm.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 3a5362edc262af5439945354ddc95802
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@@ -40,7 +40,7 @@ private void Awake()
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}
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else
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{
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Destroy(gameObject); //이미 인스턴스가 있으면 자신을 파괴
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Destroy(gameObject); //이미 인스턴스가 있으면 자신을 파괴 (씬마다 놓아도 첫 번째만 남음)
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}
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}
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@@ -72,6 +72,7 @@ private void Start()
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//기본 BGM 교체 (씬/분위기 전환용). 전용 BGM 재생 중이면 곡은 유지되고 복귀 시 반영됨.
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public void SetDefaultBGM(AudioClip clip)
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{
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if (_defaultBgm == clip) return; //같은 곡이면 페이드 재시작 없이 유지
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_defaultBgm = clip;
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if (_overrideBgm == null)
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StartBgmChange(clip);
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@@ -1,3 +1,4 @@
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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.Playables;
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@@ -29,6 +30,9 @@ public class EventZone : MonoBehaviour
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public static bool IsAnyPlaying => _playingCount > 0;
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private static int _playingCount;
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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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@@ -52,6 +56,7 @@ private void OnTriggerEnter(Collider other)
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if (story != null)
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story.RecordZoneTriggered(ZoneId);
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_hasPlayed = true;
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OnZoneTriggered?.Invoke(ZoneId);
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if (_timeline == null)
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{
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48
Assets/02_Scripts/Story/StoryTrigger.cs
Normal file
48
Assets/02_Scripts/Story/StoryTrigger.cs
Normal file
@@ -0,0 +1,48 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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// 씬에 배치하는 수동 트리거. Activate()가 호출되면 켜지고,
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// DialogCondition의 RequiredTriggerIds에서 Id로 조회해 대화 활성화 조건으로 쓴다.
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// 예: 계약서 서명(DrawablePaper.OnSigned) → 이 트리거 Activate → 서명 후 대화 활성화.
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//
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// 주의: 세이브에 기록되지 않는 런타임 상태다 (오브젝트가 비활성/파괴되면 꺼짐).
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// 영구히 남아야 하는 진행은 기존처럼 대화 완료 기록/선택지 Code를 쓸 것.
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public class StoryTrigger : MonoBehaviour
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{
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[Tooltip("조건에서 참조할 Id. 비워두면 오브젝트 이름 사용")]
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[SerializeField] private string _triggerId;
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[Tooltip("시작부터 켜진 상태로 둘지")]
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[SerializeField] private bool _startActivated;
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public string TriggerId => string.IsNullOrEmpty(_triggerId) ? name : _triggerId;
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public bool IsActivated { get; private set; }
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private static readonly Dictionary<string, StoryTrigger> _registry = new();
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// 트리거가 꺼짐→켜짐으로 바뀌는 순간 TriggerId와 함께 호출 (SceneBgm 등에서 구독)
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public static event Action<string> OnActivated;
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private void Awake()
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{
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IsActivated = _startActivated;
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}
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private void OnEnable() => _registry[TriggerId] = this;
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private void OnDisable() => _registry.Remove(TriggerId);
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// UnityEvent에서 호출 (예: DrawablePaper.OnSigned)
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public void Activate()
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{
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if (IsActivated) return;
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IsActivated = true;
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OnActivated?.Invoke(TriggerId);
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}
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public void Deactivate() => IsActivated = false;
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// 해당 Id의 트리거가 씬에 있고 켜져 있는가 (DialogCondition에서 사용)
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public static bool IsActive(string id)
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=> _registry.TryGetValue(id, out var trigger) && trigger.IsActivated;
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}
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2
Assets/02_Scripts/Story/StoryTrigger.cs.meta
Normal file
2
Assets/02_Scripts/Story/StoryTrigger.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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789
Assets/03_Shaders/FrontParticleSG.shadergraph
Normal file
789
Assets/03_Shaders/FrontParticleSG.shadergraph
Normal file
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Reference in New Issue
Block a user