diff --git a/Assets/01_Scenes/Festival_Chapter5.unity b/Assets/01_Scenes/Festival_Chapter5.unity index e385583d..8e443765 100644 --- a/Assets/01_Scenes/Festival_Chapter5.unity +++ b/Assets/01_Scenes/Festival_Chapter5.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:7a13d330c1dbea9acbe832c2d0a9e1e4d073c798b8753e377893ce15ecb43e76 -size 1650034 +oid sha256:6a2e30f3a90f7a718ddfb32e77e17df992d01c712b1a8048fb036a37f4cd320f +size 1900339 diff --git a/Assets/02_Scripts/Communication/Dialog/AffectionRequirement.cs b/Assets/02_Scripts/Communication/Dialog/AffectionRequirement.cs new file mode 100644 index 00000000..c338ceee --- /dev/null +++ b/Assets/02_Scripts/Communication/Dialog/AffectionRequirement.cs @@ -0,0 +1,50 @@ +using System; +using UnityEngine; + +// 호감도 비교 연산자. (호감도 [연산자] Value) +public enum AffectionCompare +{ + [InspectorName("≥")] AtLeast, + [InspectorName(">")] GreaterThan, + [InspectorName("≤")] AtMost, + [InspectorName("<")] LessThan, + [InspectorName("=")] Equal, + [InspectorName("≠")] NotEqual, +} + +// 다음 조건과 묶는 방식. AND가 OR보다 우선순위가 높다 (A and B or C → (A and B) or C). +public enum AffectionJoin +{ + [InspectorName("AND")] And, + [InspectorName("OR")] Or, +} + +// 호감도 분기 노드가 검사하는 조건 하나. (캐릭터, 연산자, 값) + 다음 조건과의 연결자. +// 여러 개를 이어 붙여 조건식을 만든다 — DialogNode.AffectionRequirements 참고. +[Serializable] +public class AffectionRequirement +{ + // 검사 대상 캐릭터. 비우면 대화 주인 NPC의 호감도를 본다. + public CharacterData Character; + + // 호감도를 Value와 어떻게 비교할지 + public AffectionCompare Compare = AffectionCompare.AtLeast; + + // 비교 기준값 + public int Value; + + // 다음 조건과 묶는 방식 (마지막 조건에서는 무시된다) + public AffectionJoin JoinWithNext = AffectionJoin.And; + + // 이 조건 하나의 성립 여부 + public bool IsMet(int affection) => Compare switch + { + AffectionCompare.AtLeast => affection >= Value, + AffectionCompare.GreaterThan => affection > Value, + AffectionCompare.AtMost => affection <= Value, + AffectionCompare.LessThan => affection < Value, + AffectionCompare.Equal => affection == Value, + AffectionCompare.NotEqual => affection != Value, + _ => false, + }; +} diff --git a/Assets/02_Scripts/Communication/Dialog/AffectionRequirement.cs.meta b/Assets/02_Scripts/Communication/Dialog/AffectionRequirement.cs.meta new file mode 100644 index 00000000..81b6012f --- /dev/null +++ b/Assets/02_Scripts/Communication/Dialog/AffectionRequirement.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f38182435621e88449adc22d629f6e6b \ No newline at end of file diff --git a/Assets/02_Scripts/Communication/Dialog/DialogNode.cs b/Assets/02_Scripts/Communication/Dialog/DialogNode.cs index 1b001213..32e0218d 100644 --- a/Assets/02_Scripts/Communication/Dialog/DialogNode.cs +++ b/Assets/02_Scripts/Communication/Dialog/DialogNode.cs @@ -60,6 +60,18 @@ public class DialogNode : ScriptableObject "비우면 기록 안 함. 이후 대화 조건(RequiredChoiceCodes)에서 검사 가능")] public string HiddenCode; + [Header("Affection Branch")] + [Tooltip("켜면 이 노드는 대사 없이 호감도 조건만 검사해 즉시 라우팅한다: " + + "조건을 만족하면 AffectionPassBranch로, 아니면 Next로")] + public bool AffectionCheck; + + [Tooltip("검사할 호감도 조건들 (캐릭터·연산자·값 + 다음 조건과의 and/or). " + + "캐릭터를 비우면 대화 주인 NPC. AND가 OR보다 우선. 비어 있으면 무조건 통과")] + public List AffectionRequirements = new(); + + [Tooltip("조건을 만족했을 때 갈 노드 (실패하면 Next로)")] + public DialogNode AffectionPassBranch; + [Header("ChoiceQuestion")] [TextArea(2,5)] public string ChoiceQuestion; diff --git a/Assets/02_Scripts/Communication/Dialog/DialogPlayer.cs b/Assets/02_Scripts/Communication/Dialog/DialogPlayer.cs index 6e66f6ce..cf6c5d06 100644 --- a/Assets/02_Scripts/Communication/Dialog/DialogPlayer.cs +++ b/Assets/02_Scripts/Communication/Dialog/DialogPlayer.cs @@ -281,8 +281,22 @@ private async Awaitable PlayEntry(DialogEntry entry) try { var node = entry.Group.StartNode; + int routingHops = 0; // 연속 라우팅 횟수 — 라우팅 노드끼리 순환하면 대기 없는 무한 루프가 되므로 차단 while (node != null) { + // 호감도 라우팅 노드 — 대사 없이 즉시 분기 (플레이어에겐 분기 자체가 보이지 않는다) + if (node.AffectionCheck) + { + if (++routingHops > 100) + { + Debug.LogError($"[DialogPlayer] 라우팅 노드가 순환합니다 — 대화 중단: {entry.Group.name}"); + break; + } + node = IsAffectionMet(node) ? node.AffectionPassBranch : node.Next; + continue; + } + routingHops = 0; // 실제 대사 노드에 도달 — 카운터 리셋 + // 이 노드가 히든 분기를 가지면, 노드가 재생되는 동안 제스처 감시를 무장한다. // (무장 안 된 노드는 아래 대기/선택이 기존과 완전히 동일하게 동작) bool armed = node.HiddenBranch != null; @@ -604,6 +618,39 @@ private async Awaitable PlayNode(DialogNode node) return false; } + // 호감도 분기 노드의 조건식 평가. + // 각 조건의 JoinWithNext로 이어 붙이며, AND가 OR보다 우선순위가 높다: + // A and B or C → (A and B) or C + // 즉 "AND 그룹들을 OR로 합치는" 형태로 계산한다. 조건이 없으면 통과로 본다. + private bool IsAffectionMet(DialogNode node) + { + var requirements = node.AffectionRequirements; + if (requirements == null || requirements.Count == 0) return true; + + var story = StoryManager.Instance; + bool result = false; // 지금까지 닫힌 AND 그룹들을 OR로 합친 값 + bool group = true; // 현재 진행 중인 AND 그룹 + + for (int i = 0; i < requirements.Count; i++) + { + var req = requirements[i]; + if (req == null) continue; + + var target = req.Character != null ? req.Character : _voice.Character; + group &= req.IsMet(story.GetAffection(target)); + + // 다음 연결자가 OR이거나 마지막이면 AND 그룹을 닫고 OR로 합친다 + bool isLast = i == requirements.Count - 1; + if (isLast || req.JoinWithNext == AffectionJoin.Or) + { + result |= group; + group = true; + } + } + + return result; + } + // 노드의 EventKey와 같은 Key를 가진 이벤트들을 호출 private void RaiseNodeEvent(string key) { diff --git a/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogAffectionNode.cs b/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogAffectionNode.cs new file mode 100644 index 00000000..c27e2687 --- /dev/null +++ b/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogAffectionNode.cs @@ -0,0 +1,83 @@ +using System; +using Unity.GraphToolkit.Editor; + +namespace DinoLove.Dialog.GraphTool.Editor +{ + // 호감도 분기 노드. 대사 없이 호감도 조건식만 검사해 두 경로 중 하나로 즉시 라우팅한다. + // DialogNode(AffectionCheck=true) 하나로 변환된다. + // + // Condition Count로 조건 줄을 늘린다. 조건 하나는 [Target / 연산자 / 값] 세 줄이고, + // 조건 사이마다 [and · or] 연결자 줄이 하나씩 생긴다: + // + // Target 1 윤지후 + // Compare 1 ≥ + // Affection 1 30 + // Join 1 AND + // Target 2 잔디 + // Compare 2 < + // Affection 2 20 + // ├─ True → + // └─ False → + // + // AND가 OR보다 우선순위가 높다 (A and B or C → (A and B) or C). + [Serializable] + internal class DialogAffectionNode : DialogGraphNode + { + public const string PORT_PASS_OUT = "PassOut"; + public const string PORT_FAIL_OUT = "FailOut"; + + public const string OPTION_CONDITION_COUNT = "ConditionCount"; + + // 조건별 포트 이름 규칙 (임포터와 공유) + public static string TargetPort(int i) => $"Target{i}"; + public static string ComparePort(int i) => $"Compare{i}"; + public static string ValuePort(int i) => $"Value{i}"; + public static string JoinPort(int i) => $"Join{i}"; + + protected override void OnDefineOptions(IOptionDefinitionContext context) + { + context.AddOption(OPTION_CONDITION_COUNT) + .WithDisplayName("Condition Count") + .WithTooltip("검사할 호감도 조건 개수 (캐릭터마다 하나씩)") + .WithDefaultValue(1) + .Delayed(); + } + + protected override void OnDefinePorts(IPortDefinitionContext context) + { + AddExecInput(context); + + int conditionCount = 1; + GetNodeOptionByName(OPTION_CONDITION_COUNT)?.TryGetValue(out conditionCount); + if (conditionCount < 1) conditionCount = 1; + + for (int i = 0; i < conditionCount; i++) + { + context.AddInputPort(TargetPort(i)) + .WithDisplayName($"Target {i + 1}") + .WithTooltip("누구의 호감도를 검사할지. 비우면 대화 주인 NPC") + .Build(); + context.AddInputPort(ComparePort(i)) + .WithDisplayName($"Compare {i + 1}") + .WithTooltip("호감도를 아래 값과 어떻게 비교할지") + .Build(); + context.AddInputPort(ValuePort(i)) + .WithDisplayName($"Affection {i + 1}") + .WithTooltip("비교 기준값") + .Build(); + + // 조건 사이에만 연결자를 둔다 (마지막 조건 뒤에는 이어질 게 없으므로 생략) + if (i < conditionCount - 1) + { + context.AddInputPort(JoinPort(i)) + .WithDisplayName($"Join {i + 1}") + .WithTooltip("다음 조건과 묶는 방식. AND가 OR보다 우선") + .Build(); + } + } + + AddExecOutput(context, PORT_PASS_OUT, "True →"); + AddExecOutput(context, PORT_FAIL_OUT, "False →"); + } + } +} diff --git a/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogAffectionNode.cs.meta b/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogAffectionNode.cs.meta new file mode 100644 index 00000000..7f7d8eb1 --- /dev/null +++ b/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogAffectionNode.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 25bc0691603f93e4196ae428c028e855 \ No newline at end of file diff --git a/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogGraphImporter.cs b/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogGraphImporter.cs index c9e4d829..f30dcf1c 100644 --- a/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogGraphImporter.cs +++ b/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogGraphImporter.cs @@ -10,7 +10,7 @@ namespace DinoLove.Dialog.GraphTool.Editor // .dlg 그래프 에셋을 기존 런타임 타입(DialogGroup / DialogNode / DialogChoice)으로 변환한다. // 생성된 DialogNode들은 서브에셋으로, DialogGroup이 메인 에셋으로 등록된다. // 따라서 DialogPlayer는 수정 없이 임포트된 .dlg 에셋(= DialogGroup)을 그대로 사용한다. - [ScriptedImporter(10, DialogGraph.AssetExtension)] // 버전 올리면 기존 .dlg 에셋이 재임포트됨 + [ScriptedImporter(13, DialogGraph.AssetExtension)] // 버전 올리면 기존 .dlg 에셋이 재임포트됨 internal class DialogGraphImporter : ScriptedImporter { public override void OnImportAsset(AssetImportContext ctx) @@ -47,7 +47,8 @@ public override void OnImportAsset(AssetImportContext ctx) while (queue.Count > 0) { var gn = queue.Dequeue(); - if (gn == null || map.ContainsKey(gn) || (gn is not DialogLineNode && gn is not DialogStagingNode)) + if (gn == null || map.ContainsKey(gn) + || (gn is not DialogLineNode && gn is not DialogStagingNode && gn is not DialogAffectionNode)) continue; var dn = ScriptableObject.CreateInstance(); @@ -82,6 +83,39 @@ public override void OnImportAsset(AssetImportContext ctx) continue; } + // 호감도 분기 노드 — 대사 없이 라우팅만: 조건 통과 → AffectionPassBranch, 실패 → Next + if (gn is DialogAffectionNode affectionNode) + { + dn.AffectionCheck = true; + + int conditionCount = 1; + var countOption = affectionNode.GetNodeOptionByName(DialogAffectionNode.OPTION_CONDITION_COUNT); + if (countOption != null && countOption.TryGetValue(out int storedCount) && storedCount > 0) + conditionCount = storedCount; + + dn.AffectionRequirements = new List(conditionCount); + for (int i = 0; i < conditionCount; i++) + { + dn.AffectionRequirements.Add(new AffectionRequirement + { + Character = GetInputPortValue(gn.GetInputPortByName(DialogAffectionNode.TargetPort(i))), + Compare = GetInputPortValue(gn.GetInputPortByName(DialogAffectionNode.ComparePort(i))), + Value = GetInputPortValue(gn.GetInputPortByName(DialogAffectionNode.ValuePort(i))), + // 마지막 조건에는 Join 포트가 없다 → 기본 And (평가 시 무시됨) + JoinWithNext = i < conditionCount - 1 + ? GetInputPortValue(gn.GetInputPortByName(DialogAffectionNode.JoinPort(i))) + : AffectionJoin.And + }); + } + + var passDest = GetConnectedNode(gn, DialogAffectionNode.PORT_PASS_OUT); + dn.AffectionPassBranch = passDest != null && map.TryGetValue(passDest, out var passDn) ? passDn : null; + + var failDest = GetConnectedNode(gn, DialogAffectionNode.PORT_FAIL_OUT); + dn.Next = failDest != null && map.TryGetValue(failDest, out var failDn) ? failDn : null; + continue; + } + var line = (DialogLineNode)gn; dn.Speaker = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_SPEAKER)); @@ -184,6 +218,14 @@ static IEnumerable GetSuccessors(INode node) yield break; } + // 호감도 분기 노드는 두 출력 모두 후속 + if (node is DialogAffectionNode) + { + yield return GetConnectedNode(node, DialogAffectionNode.PORT_PASS_OUT); + yield return GetConnectedNode(node, DialogAffectionNode.PORT_FAIL_OUT); + yield break; + } + if (node is not DialogLineNode line) yield break; diff --git a/Assets/04_Models/Characters/Real 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