diff --git a/Assets/01_Scenes/Hischool_Chapter1.unity b/Assets/01_Scenes/Hischool_Chapter1.unity index d4d2edc1..d361b738 100644 --- a/Assets/01_Scenes/Hischool_Chapter1.unity +++ b/Assets/01_Scenes/Hischool_Chapter1.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:eae9d7111bf0e563bdb4d6497b1fad7d020a3eab16d647d44770fda1aea698fd -size 4031049 +oid sha256:dccc663b8b2c0cdf81b7595c2c2448be4a9d8a2f03a80648381a9a9c2245824c +size 4036164 diff --git a/Assets/02_Scripts/Communication/Dialog/DialogCondition.cs b/Assets/02_Scripts/Communication/Dialog/DialogCondition.cs index 2f58bb8e..cbc7eec3 100644 --- a/Assets/02_Scripts/Communication/Dialog/DialogCondition.cs +++ b/Assets/02_Scripts/Communication/Dialog/DialogCondition.cs @@ -25,6 +25,9 @@ public class DialogCondition [Tooltip("밟으면 이 대화가 비활성화되는 이벤트존 Id들 (하나라도 밟았으면 비활성화)")] public List ExcludedZoneIds = new(); + [Tooltip("켜져 있어야 하는 StoryTrigger Id들 (전부 필요). 예: 계약서 서명 트리거")] + public List RequiredTriggerIds = new(); + // affectionTarget: 호감도 조건을 검사할 캐릭터 (보통 대화를 거는 NPC 자신) public bool IsMet(CharacterData affectionTarget) { @@ -52,6 +55,10 @@ public bool IsMet(CharacterData affectionTarget) if (!string.IsNullOrEmpty(zoneId) && story.HasTriggeredZone(zoneId)) return false; + foreach (var triggerId in RequiredTriggerIds) + if (!string.IsNullOrEmpty(triggerId) && !StoryTrigger.IsActive(triggerId)) + return false; + return true; } } diff --git a/Assets/02_Scripts/Managers/SceneBgm.cs b/Assets/02_Scripts/Managers/SceneBgm.cs new file mode 100644 index 00000000..d4652396 --- /dev/null +++ b/Assets/02_Scripts/Managers/SceneBgm.cs @@ -0,0 +1,55 @@ +using System.Collections.Generic; +using UnityEngine; + +// 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) +// - 매핑에 없는 Id는 무시. 나중에 발동한 항목이 이긴다 +// - 대화 전용 BGM(Override) 재생 중이면 곡은 보류됐다가 대화가 끝나면 반영된다 +public class SceneBgm : MonoBehaviour +{ + [System.Serializable] + public class BgmEntry + { + [Tooltip("EventZone의 Zone Id 또는 StoryTrigger의 Trigger Id")] + public string Id; + + [Tooltip("해당 Id 발동 시 재생할 BGM. 비우면 무음")] + public AudioClip Clip; + } + + [Tooltip("씬 시작 시 재생할 기본 BGM. 비우면 무음")] + [SerializeField] private AudioClip _defaultBgm; + + [Tooltip("존/트리거 Id → BGM 매핑")] + [SerializeField] private List _entries = new(); + + private void Start() + { + if (SoundManager.Instance != null) + SoundManager.Instance.SetDefaultBGM(_defaultBgm); + } + + private void OnEnable() + { + EventZone.OnZoneTriggered += HandleId; + StoryTrigger.OnActivated += HandleId; + } + + private void OnDisable() + { + EventZone.OnZoneTriggered -= HandleId; + StoryTrigger.OnActivated -= HandleId; + } + + private void HandleId(string id) + { + foreach (var entry in _entries) + { + if (entry.Id != id) continue; + if (SoundManager.Instance != null) + SoundManager.Instance.SetDefaultBGM(entry.Clip); + return; + } + } +} diff --git a/Assets/02_Scripts/Managers/SceneBgm.cs.meta b/Assets/02_Scripts/Managers/SceneBgm.cs.meta new file mode 100644 index 00000000..ce3d5b4a --- /dev/null +++ b/Assets/02_Scripts/Managers/SceneBgm.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3a5362edc262af5439945354ddc95802 \ No newline at end of file diff --git a/Assets/02_Scripts/Managers/SoundManager.cs b/Assets/02_Scripts/Managers/SoundManager.cs index 79b11e6b..b2876283 100644 --- a/Assets/02_Scripts/Managers/SoundManager.cs +++ b/Assets/02_Scripts/Managers/SoundManager.cs @@ -40,7 +40,7 @@ private void Awake() } else { - Destroy(gameObject); //이미 인스턴스가 있으면 자신을 파괴 + Destroy(gameObject); //이미 인스턴스가 있으면 자신을 파괴 (씬마다 놓아도 첫 번째만 남음) } } @@ -72,6 +72,7 @@ private void Start() //기본 BGM 교체 (씬/분위기 전환용). 전용 BGM 재생 중이면 곡은 유지되고 복귀 시 반영됨. public void SetDefaultBGM(AudioClip clip) { + if (_defaultBgm == clip) return; //같은 곡이면 페이드 재시작 없이 유지 _defaultBgm = clip; if (_overrideBgm == null) StartBgmChange(clip); diff --git a/Assets/02_Scripts/Story/EventZone.cs b/Assets/02_Scripts/Story/EventZone.cs index 80b8c18d..fae58e2e 100644 --- a/Assets/02_Scripts/Story/EventZone.cs +++ b/Assets/02_Scripts/Story/EventZone.cs @@ -1,3 +1,4 @@ +using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.Playables; @@ -29,6 +30,9 @@ public class EventZone : MonoBehaviour public static bool IsAnyPlaying => _playingCount > 0; private static int _playingCount; + // 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. @@ -52,6 +56,7 @@ private void OnTriggerEnter(Collider other) if (story != null) story.RecordZoneTriggered(ZoneId); _hasPlayed = true; + OnZoneTriggered?.Invoke(ZoneId); if (_timeline == null) { diff --git a/Assets/02_Scripts/Story/StoryTrigger.cs b/Assets/02_Scripts/Story/StoryTrigger.cs new file mode 100644 index 00000000..dc33a5c3 --- /dev/null +++ b/Assets/02_Scripts/Story/StoryTrigger.cs @@ -0,0 +1,48 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +// 씬에 배치하는 수동 트리거. Activate()가 호출되면 켜지고, +// DialogCondition의 RequiredTriggerIds에서 Id로 조회해 대화 활성화 조건으로 쓴다. +// 예: 계약서 서명(DrawablePaper.OnSigned) → 이 트리거 Activate → 서명 후 대화 활성화. +// +// 주의: 세이브에 기록되지 않는 런타임 상태다 (오브젝트가 비활성/파괴되면 꺼짐). +// 영구히 남아야 하는 진행은 기존처럼 대화 완료 기록/선택지 Code를 쓸 것. +public class StoryTrigger : MonoBehaviour +{ + [Tooltip("조건에서 참조할 Id. 비워두면 오브젝트 이름 사용")] + [SerializeField] private string _triggerId; + + [Tooltip("시작부터 켜진 상태로 둘지")] + [SerializeField] private bool _startActivated; + + public string TriggerId => string.IsNullOrEmpty(_triggerId) ? name : _triggerId; + public bool IsActivated { get; private set; } + + private static readonly Dictionary _registry = new(); + + // 트리거가 꺼짐→켜짐으로 바뀌는 순간 TriggerId와 함께 호출 (SceneBgm 등에서 구독) + public static event Action OnActivated; + + private void Awake() + { + IsActivated = _startActivated; + } + + private void OnEnable() => _registry[TriggerId] = this; + private void OnDisable() => _registry.Remove(TriggerId); + + // UnityEvent에서 호출 (예: DrawablePaper.OnSigned) + public void Activate() + { + if (IsActivated) return; + IsActivated = true; + OnActivated?.Invoke(TriggerId); + } + + public void Deactivate() => IsActivated = false; + + // 해당 Id의 트리거가 씬에 있고 켜져 있는가 (DialogCondition에서 사용) + public static bool IsActive(string id) + => _registry.TryGetValue(id, out var trigger) && trigger.IsActivated; +} diff --git a/Assets/02_Scripts/Story/StoryTrigger.cs.meta b/Assets/02_Scripts/Story/StoryTrigger.cs.meta new file mode 100644 index 00000000..f6be180a --- /dev/null +++ b/Assets/02_Scripts/Story/StoryTrigger.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3dd49c6ec99ea3543addd745e4737dbc \ No newline at end of file diff --git a/Assets/03_Shaders/FrontParticleSG.shadergraph b/Assets/03_Shaders/FrontParticleSG.shadergraph new file mode 100644 index 00000000..d983fbdf --- /dev/null +++ b/Assets/03_Shaders/FrontParticleSG.shadergraph @@ -0,0 +1,789 @@ +{ + "m_SGVersion": 3, + "m_Type": "UnityEditor.ShaderGraph.GraphData", + 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