diff --git a/Assets/01_Scenes/Festival_Chapter5.unity b/Assets/01_Scenes/Festival_Chapter5.unity index b89c0ee6..78657eea 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 sha256:5d45b84b42e2de932840daabe21af7b0ecba6ce9048584a911d36fd3ef6a87a3 -size 1587135 +oid sha256:7b953e3013c6734c165df9eba5fef3c3b2ab2fc3bbcb14e79820235d4ed46d3e +size 1943641 diff --git a/Assets/01_Scenes/Festival_Chapter5/Lightmap-0_comp_dir.png.meta b/Assets/01_Scenes/Festival_Chapter5/Lightmap-0_comp_dir.png.meta index d40d30a4..c8013b6e 100644 --- a/Assets/01_Scenes/Festival_Chapter5/Lightmap-0_comp_dir.png.meta +++ b/Assets/01_Scenes/Festival_Chapter5/Lightmap-0_comp_dir.png.meta @@ -7,7 +7,7 @@ TextureImporter: mipmaps: mipMapMode: 0 enableMipMap: 1 - sRGBTexture: 0 + sRGBTexture: 1 linearTexture: 0 fadeOut: 0 borderMipMap: 0 @@ -22,7 +22,7 @@ TextureImporter: normalMapFilter: 0 flipGreenChannel: 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@@ -35,11 +35,11 @@ TextureImporter: textureSettings: serializedVersion: 2 filterMode: 1 - aniso: 3 + aniso: 1 mipBias: 0 - wrapU: 1 - wrapV: 1 - wrapW: 1 + wrapU: 0 + wrapV: 0 + wrapW: 0 nPOTScale: 1 lightmap: 0 compressionQuality: 50 @@ -54,7 +54,7 @@ TextureImporter: alphaUsage: 1 alphaIsTransparency: 0 spriteTessellationDetail: -1 - textureType: 12 + textureType: 0 textureShape: 1 singleChannelComponent: 0 flipbookRows: 1 diff --git a/Assets/01_Scenes/Festival_Chapter5/Lightmap-11_comp_light.exr.meta b/Assets/01_Scenes/Festival_Chapter5/Lightmap-11_comp_light.exr.meta index 3c022dd2..7a78fbe4 100644 --- a/Assets/01_Scenes/Festival_Chapter5/Lightmap-11_comp_light.exr.meta +++ b/Assets/01_Scenes/Festival_Chapter5/Lightmap-11_comp_light.exr.meta @@ -22,7 +22,7 @@ TextureImporter: normalMapFilter: 0 flipGreenChannel: 0 isReadable: 0 - streamingMipmaps: 1 + streamingMipmaps: 0 streamingMipmapsPriority: 0 vTOnly: 0 ignoreMipmapLimit: 0 @@ -35,11 +35,11 @@ TextureImporter: 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b/Assets/01_Scenes/Festival_Chapter5/Lightmap-3_comp_dir.png.meta @@ -7,7 +7,7 @@ TextureImporter: mipmaps: mipMapMode: 0 enableMipMap: 1 - sRGBTexture: 0 + sRGBTexture: 1 linearTexture: 0 fadeOut: 0 borderMipMap: 0 @@ -22,7 +22,7 @@ TextureImporter: normalMapFilter: 0 flipGreenChannel: 0 isReadable: 0 - streamingMipmaps: 1 + streamingMipmaps: 0 streamingMipmapsPriority: 0 vTOnly: 0 ignoreMipmapLimit: 0 @@ -35,11 +35,11 @@ TextureImporter: textureSettings: serializedVersion: 2 filterMode: 1 - aniso: 3 + aniso: 1 mipBias: 0 - wrapU: 1 - wrapV: 1 - wrapW: 1 + wrapU: 0 + wrapV: 0 + wrapW: 0 nPOTScale: 1 lightmap: 0 compressionQuality: 50 @@ -54,7 +54,7 @@ TextureImporter: alphaUsage: 1 alphaIsTransparency: 0 spriteTessellationDetail: -1 - textureType: 12 + textureType: 0 textureShape: 1 singleChannelComponent: 0 flipbookRows: 1 diff --git a/Assets/01_Scenes/Festival_Chapter5/Lightmap-3_comp_light.exr.meta b/Assets/01_Scenes/Festival_Chapter5/Lightmap-3_comp_light.exr.meta index 07922a2f..928be907 100644 --- a/Assets/01_Scenes/Festival_Chapter5/Lightmap-3_comp_light.exr.meta +++ b/Assets/01_Scenes/Festival_Chapter5/Lightmap-3_comp_light.exr.meta @@ -22,7 +22,7 @@ TextureImporter: normalMapFilter: 0 flipGreenChannel: 0 isReadable: 0 - streamingMipmaps: 1 + streamingMipmaps: 0 streamingMipmapsPriority: 0 vTOnly: 0 ignoreMipmapLimit: 0 @@ -35,11 +35,11 @@ TextureImporter: textureSettings: serializedVersion: 2 filterMode: 1 - aniso: 3 + aniso: 1 mipBias: 0 - wrapU: 1 - wrapV: 1 - wrapW: 1 + wrapU: 0 + wrapV: 0 + wrapW: 0 nPOTScale: 1 lightmap: 0 compressionQuality: 50 @@ -51,10 +51,10 @@ TextureImporter: spritePixelsToUnits: 100 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 - alphaUsage: 0 + alphaUsage: 1 alphaIsTransparency: 0 spriteTessellationDetail: -1 - textureType: 6 + textureType: 0 textureShape: 1 singleChannelComponent: 0 flipbookRows: 1 diff --git a/Assets/01_Scenes/Festival_Chapter5/Lightmap-3_comp_shadowmask.png.meta 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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/CharacterExpressionCustom.cs b/Assets/02_Scripts/Communication/Dialog/CharacterExpressionCustom.cs new file mode 100644 index 00000000..c3c37644 --- /dev/null +++ b/Assets/02_Scripts/Communication/Dialog/CharacterExpressionCustom.cs @@ -0,0 +1,112 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; + +// 표정에 따라 캐릭터의 "커스텀 연출"을 켜고 끄는 범용 컴포넌트. 캐릭터 루트에 붙인다. +// 눈 하이라이트, 볼 홍조, 땀방울, 눈동자 색 등 표정별로 달라지는 것들을 Key로 등록해 두고, +// ExpressionData.CustomKeys에 그 Key를 넣으면 그 표정이 재생되는 동안 활성화된다. (DialogPlayer가 호출) +// +// 각 Effect는 아래 중 필요한 것만 채운다 (여러 개 동시 가능): +// - 텍스처 스왑 : Texture Target + Texture Property + Active/Inactive Texture (MaterialPropertyBlock — 가볍고 원본 머티리얼 안 건드림) +// - 오브젝트 on/off : Toggle Object (+ Invert) +// - 그 외 무엇이든 : On Set (UnityEvent) — 활성 시 true, 비활성 시 false +public class CharacterExpressionCustom : MonoBehaviour +{ + [Serializable] public class BoolEvent : UnityEvent { } + + [Serializable] + public class Effect + { + [Tooltip("표정(ExpressionData.CustomKeys)에서 참조할 키. 예: eyeHighlightOff, blush, sweat")] + public string Key; + + [Header("텍스처 스왑 (선택)")] + [Tooltip("텍스처를 바꿀 렌더러. 비우면 텍스처 스왑 안 함")] + public Renderer TextureTarget; + [Tooltip("바꿀 텍스처 프로퍼티. 이 프로젝트 BMAC_Toon 알베도=_Texture2D (URP Lit=_BaseMap)")] + public string TextureProperty = "_Texture2D"; + [Tooltip("활성 시 텍스처. 비우면 원본 유지")] + public Texture ActiveTexture; + [Tooltip("비활성(기본) 시 텍스처. 비우면 시작 시점의 원본으로 복원")] + public Texture InactiveTexture; + + [Header("오브젝트 on/off (선택)")] + public GameObject ToggleObject; + [Tooltip("켜면 반전 — 활성 시 오브젝트를 '끈다' (예: 하이라이트 오브젝트 숨기기)")] + public bool Invert; + + [Header("그 외 (선택)")] + [Tooltip("활성 시 true, 비활성 시 false로 호출 — 인스펙터에서 무엇이든 연결")] + public BoolEvent OnSet; + + // 런타임 내부 상태 + [NonSerialized] public bool Active; + [NonSerialized] public bool Captured; + [NonSerialized] public int PropId; + [NonSerialized] public Texture CapturedDefault; // 시작 시점의 원본 텍스처 + } + + [SerializeField] private List _effects = new(); + + private MaterialPropertyBlock _mpb; + + private void Awake() + { + _mpb = new MaterialPropertyBlock(); + foreach (var e in _effects) + Capture(e); + } + + private static void Capture(Effect e) + { + if (e.Captured) return; + e.PropId = Shader.PropertyToID(e.TextureProperty); + if (e.TextureTarget != null && e.TextureTarget.sharedMaterial != null) + e.CapturedDefault = e.TextureTarget.sharedMaterial.GetTexture(e.PropId); + e.Captured = true; + } + + // 주어진 Key 집합에 맞춰 모든 Effect를 켜고 끈다 (집합에 없는 Effect는 비활성/기본으로). + public void SetActiveKeys(ICollection keys) + { + foreach (var e in _effects) + { + bool want = keys != null && keys.Count > 0 + && !string.IsNullOrEmpty(e.Key) && keys.Contains(e.Key); + Apply(e, want); + } + } + + // 전부 기본(비활성)으로 되돌린다 — 대화 종료 시 + public void ResetAll() + { + foreach (var e in _effects) + Apply(e, false); + } + + private void Apply(Effect e, bool active) + { + Capture(e); + if (e.Active == active) return; // 상태 동일하면 스킵 + e.Active = active; + + // 텍스처 스왑 + if (e.TextureTarget != null) + { + var tex = active + ? (e.ActiveTexture != null ? e.ActiveTexture : e.CapturedDefault) + : (e.InactiveTexture != null ? e.InactiveTexture : e.CapturedDefault); + e.TextureTarget.GetPropertyBlock(_mpb); // 기존 MPB 값 보존 + _mpb.SetTexture(e.PropId, tex); + e.TextureTarget.SetPropertyBlock(_mpb); + } + + // 오브젝트 on/off + if (e.ToggleObject != null) + e.ToggleObject.SetActive(active ^ e.Invert); + + // 그 외 + e.OnSet?.Invoke(active); + } +} diff --git a/Assets/02_Scripts/Communication/Dialog/CharacterExpressionCustom.cs.meta b/Assets/02_Scripts/Communication/Dialog/CharacterExpressionCustom.cs.meta new file mode 100644 index 00000000..4725ed49 --- /dev/null +++ b/Assets/02_Scripts/Communication/Dialog/CharacterExpressionCustom.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d65345b00d8e0a84294e67be64e0842d \ No newline at end of file diff --git a/Assets/02_Scripts/Communication/Dialog/DialogGestureItem.cs b/Assets/02_Scripts/Communication/Dialog/DialogGestureItem.cs new file mode 100644 index 00000000..e235cdf0 --- /dev/null +++ b/Assets/02_Scripts/Communication/Dialog/DialogGestureItem.cs @@ -0,0 +1,55 @@ +using UnityEngine; +using UnityEngine.Events; + +// 대화 중 "건네기/터치" 제스처를 수행하는 오브젝트(꽃다발·김치·손 등)에 붙인다. +// 이 오브젝트가 NPC의 받는 존(_targetTag 태그의 트리거)에 닿으면, 자신의 GestureKey로 히든 분기를 발동시킨다. +// +// 어떤 아이템인지는 GestureKey로 구분된다: +// - 노드가 HiddenGestureKey="kimchi"로 무장 → 김치(GestureKey="kimchi")만 발동, 꽃다발("bouquet")은 무시. +// 그래서 "김치를 줘야 하는데 꽃다발을 주면 이벤트가 안 진행"이 자동으로 보장된다. +// +// 콜라이더가 있는 오브젝트에 붙일 것 (잡는 아이템은 보통 XRGrabInteractable이 있는 루트). +// 존은 무장 여부와 무관하게 항상 닿을 수 있지만, 무장 안 된 순간에 닿으면 아무 일도 안 일어난다. +public class DialogGestureItem : MonoBehaviour +{ + [Tooltip("이 오브젝트의 제스처 키. 대화 노드의 HiddenGestureKey와 일치할 때만 발동 (예: kimchi, bouquet, slap)")] + [SerializeField] private string _gestureKey; + + [Tooltip("이 태그를 가진 트리거(NPC 받는 존)에 닿아야 발동. 비우면 태그 무시(아무 트리거나)")] + [SerializeField] private string _targetTag = "GiveZone"; + + [Header("Consume (건넨 뒤 사라지게)")] + [Tooltip("켜면 발동 시 이 오브젝트가 사라진다(건넨 연출). 손처럼 사라지면 안 되는 건 꺼둘 것")] + [SerializeField] private bool _consumeOnGiven = true; + + [Tooltip("사라지는 방식: 켜면 완전 파괴(Destroy), 끄면 비활성화(SetActive false — 재사용 가능)")] + [SerializeField] private bool _destroy = true; + + [Tooltip("사라지기 직전 호출 (파티클·사운드 연출용)")] + [SerializeField] private UnityEvent _onConsumed; + + private void OnTriggerEnter(Collider other) + { + if (!string.IsNullOrEmpty(_targetTag) && !other.CompareTag(_targetTag)) return; + + // 노드가 이 키로 무장 중일 때만 true — 그때만 소비한다(엉뚱한 타이밍/엉뚱한 아이템은 안 사라짐). + if (!HiddenBranchResolver.Fire(_gestureKey)) return; + + if (_consumeOnGiven) + Consume(); + } + + private void Consume() + { + // 스크립트가 자식 콜라이더에 붙어 있어도 아이템 전체(Rigidbody 루트)를 처리 + var body = GetComponentInParent(); + var target = body != null ? body.gameObject : gameObject; + + _onConsumed?.Invoke(); + + if (_destroy) + Destroy(target); // XRGrabInteractable도 파괴 시 손에서 자동 해제됨 + else + target.SetActive(false); // 비활성화도 XRI가 선택을 취소해 손에서 놓게 됨 + } +} diff --git a/Assets/02_Scripts/Communication/Dialog/DialogGestureItem.cs.meta b/Assets/02_Scripts/Communication/Dialog/DialogGestureItem.cs.meta new file mode 100644 index 00000000..6a934b01 --- /dev/null +++ b/Assets/02_Scripts/Communication/Dialog/DialogGestureItem.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c11477ec44fef124bb7279924beb66af \ 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 490efe1a..aed44d28 100644 --- a/Assets/02_Scripts/Communication/Dialog/DialogNode.cs +++ b/Assets/02_Scripts/Communication/Dialog/DialogNode.cs @@ -19,7 +19,7 @@ public class DialogNode : ScriptableObject [TextArea(2,5)] public string TalkText; public GestureData Gesture; public ExpressionData Expression; - public VoiceClip Voice; + public AudioClip Voice; public float LineDuration; //자동 넘김 시간 //LineDuration=0 → 플레이어 입력 대기 (수동) //Voice 있음 → 클립 길이만큼 대기 @@ -33,6 +33,13 @@ public class DialogNode : ScriptableObject [Header("Behavior")] public bool LookAtPlayer; public bool ForcePlayerLook; // true면 이 대사 시작 시 플레이어(카메라)가 화자를 바라보도록 리그를 회전 + + [Tooltip("켜면 이 대사 시작 시 화자를 아래 Fixed Angle Y(월드 Y각)로 고정 회전한다. " + + "특정 각도에서만 자연스러운 제스처/애니메이션용. 대화 종료 시 원래 각도로 복원")] + public bool UseFixedAngle; + + [Tooltip("UseFixedAngle이 켜졌을 때 화자가 향할 월드 Y 회전(도). 0 = +Z(월드 forward), 90 = +X 방향")] + public float FixedAngleY; public bool WaitForInput; // true면 LineDuration 무시하고 B버튼(OnDialogNext) 입력까지 대기 public bool StagingOnly; // true면 대화창을 숨기고 연출(회전·제스처·VFX·이벤트·대기)만 수행 @@ -40,6 +47,31 @@ public class DialogNode : ScriptableObject public DialogNode Next; // 선택지 없을 때 자동으로 갈 노드 public List Choices; // 있으면 플레이어 선택 대기 + [Header("Hidden Branch")] + [Tooltip("이 대사가 재생되는 동안 특정 행동(제스처)을 하면 Next/선택지 대신 이 노드로 몰래 분기. " + + "비우면 히든 분기 없음 — 평소엔 존재하지 않는 것처럼 보인다")] + public DialogNode HiddenBranch; + + [Tooltip("히든 분기를 여는 제스처 키 (아이템의 DialogGestureItem의 Gesture Key와 일치). " + + "예: kimchi, bouquet, slap. 비우면 아무 제스처 오브젝트나 발동 가능")] + public string HiddenGestureKey; + + [Tooltip("히든 분기를 탔을 때 기록할 선택지 Code (선택지의 Code와 동일한 용도). " + + "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 7ed197b9..b64a90b0 100644 --- a/Assets/02_Scripts/Communication/Dialog/DialogPlayer.cs +++ b/Assets/02_Scripts/Communication/Dialog/DialogPlayer.cs @@ -23,6 +23,10 @@ public struct DialogEntry [Tooltip("대화 선택 메뉴에 표시할 이름 (비우면 그룹 이름 사용)")] public string MenuLabel; + + [Tooltip("켜면 이 대화에선 말을 걸어도 플레이어 쪽으로 회전하지 않는다 (기본: 회전함). " + + "정면을 고정한 연출 대화 등에 사용. 단, 선택 메뉴가 뜨는 다중 대화에선 메뉴를 위해 회전할 수 있음")] + public bool DontRotateToPlayer; } // 노드의 EventKey ↔ 그 노드 재생 시 호출할 이벤트. @@ -42,6 +46,9 @@ public struct NodeEvent [Tooltip("말을 건 뒤 대화창(선택 메뉴·첫 대사)이 뜨기까지의 딜레이(초)")] [Min(0)] [SerializeField] private float _dialogStartDelay = 0.2f; + [Tooltip("보이스가 있는 노드는 클립이 끝난 뒤 이만큼(초) 더 기다렸다 다음으로 넘어간다 (바로 넘어가면 어색해서)")] + [Min(0)] [SerializeField] private float _voiceTrailingDelay = 0.5f; + // HUD 배치는 화자(NPC)의 DialogHudPlacement 컴포넌트가 담당한다 (없으면 DialogHud 기본값). [Header("Dialog Events")] @@ -52,9 +59,17 @@ public struct NodeEvent private Animator _animator; private readonly Dictionary _originalRotations = new(); - // 대화 중 제스처/표정을 재생한 Animator들의 원래 상태 — 대화 종료 시 전부 복원. + // 대화 중 제스처/표정으로 건드린 (Animator, 레이어)의 원래 state — 대화 종료 시 그 레이어만 복원. // (끼어든 다른 NPC의 Animator도 포함되므로 딕셔너리로 추적한다) - private readonly Dictionary _touchedAnimators = new(); + private readonly Dictionary<(Animator anim, int layer), int> _restoreStates = new(); + + // 클립 교체 재생용 — Animator별 오버라이드 컨트롤러(최초 1회만 래핑), 레이어별 슬롯 유무 캐시, 핑퐁 커서 + private readonly Dictionary _overrides = new(); + private readonly Dictionary<(Animator anim, int layer), (bool hasA, bool hasB)> _slotCache = new(); + private readonly Dictionary<(Animator anim, int layer), int> _slotCursor = new(); // 0 = 직전에 A 슬롯 사용 + + // 표정으로 커스텀 연출을 켠 캐릭터들 — 대화 종료 시 전부 원복 + private readonly HashSet _touchedCustoms = new(); public bool IsPlaying { get; private set; } // 지금 실제 대사를 재생 중인 DialogPlayer (전역 1개) — 이때 다른 NPC의 Play()는 무시된다. @@ -130,8 +145,15 @@ public async Awaitable Play() // 말을 걸면 NPC가 플레이어 쪽으로 돌아본다 — 대화창(선택 메뉴·첫 대사)이 NPC 회전을 // 따라가므로 창도 플레이어를 향하게 된다. 원래 회전은 아래 finally에서 복원. - _originalRotations.TryAdd(transform, GetOriginalRotation(transform)); - RotateTowardPlayer(transform); + // 단, 대화 항목이 하나이고 그 항목이 DontRotateToPlayer면 회전하지 않는다(정면 고정 연출 등). + // 여러 개(선택 메뉴)일 땐 메뉴가 플레이어를 향하도록 우선 회전한다. + bool singleEntry = playable.Count == 1; + bool rotateToPlayer = !singleEntry || !_dialogs[playable[0]].DontRotateToPlayer; + if (rotateToPlayer) + { + _originalRotations.TryAdd(transform, GetOriginalRotation(transform)); + RotateTowardPlayer(transform); + } // 대화창이 바로 튀어나오지 않도록 잠깐 뜸을 들인다 (선택 메뉴·첫 대사 공통) if (_dialogStartDelay > 0f) @@ -140,7 +162,7 @@ public async Awaitable Play() if (_entryInProgress != null) return; // 기다리는 사이 다른 NPC의 대화가 시작됨 } - int index = playable.Count == 1 ? playable[0] : await SelectDialog(playable); + int index = singleEntry ? playable[0] : await SelectDialog(playable); if (index < 0) return; // 선택 대기 중 취소됨 (다른 NPC와 대화 시작, 씬 전환 등) _entryInProgress = this; // 여기서부터 실제 대사 재생 — 끝날 때까지 다른 NPC 상호작용 무시 @@ -187,8 +209,11 @@ private async Awaitable PlayGroupForced(DialogGroup group) if (entry.Group == null) entry = new DialogEntry { Group = group }; - _originalRotations.TryAdd(transform, GetOriginalRotation(transform)); - RotateTowardPlayer(transform); + if (!entry.DontRotateToPlayer) + { + _originalRotations.TryAdd(transform, GetOriginalRotation(transform)); + RotateTowardPlayer(transform); + } if (_dialogStartDelay > 0f) { @@ -267,19 +292,57 @@ 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) { - await PlayNode(node); - - if (node.Choices != null && node.Choices.Count > 0) + // 호감도 라우팅 노드 — 대사 없이 즉시 분기 (플레이어에겐 분기 자체가 보이지 않는다) + if (node.AffectionCheck) { - int picked = await WaitForChoice(node); - RecordChoice(node, picked); - node = node.Choices[picked].DestinationNode; + if (++routingHops > 100) + { + Debug.LogError($"[DialogPlayer] 라우팅 노드가 순환합니다 — 대화 중단: {entry.Group.name}"); + break; + } + node = IsAffectionMet(node) ? node.AffectionPassBranch : node.Next; + continue; } - else + 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; + if (armed) HiddenBranchResolver.Arm(node.HiddenGestureKey); + try { - node = node.Next; + bool diverted = await PlayNode(node); // 대사 표시 + 대기(무장 시 제스처 감시 포함) + + if (diverted) + { + RecordHiddenChoice(node); + node = node.HiddenBranch; // 대사 도중 제스처 발동 → 몰래 분기 + } + else if (node.Choices != null && node.Choices.Count > 0) + { + int picked = await WaitForChoice(node); // 메뉴(무장 시 제스처 감시 포함) + if (picked == DivertIndex) + { + RecordHiddenChoice(node); + node = node.HiddenBranch; // 메뉴 도중 제스처 발동 → 메뉴엔 없던 히든 분기 + } + else + { + RecordChoice(node, picked); + node = node.Choices[picked].DestinationNode; + } + } + else + { + node = node.Next; + } + } + finally + { + if (armed) HiddenBranchResolver.Disarm(); } } @@ -303,29 +366,126 @@ private async Awaitable PlayEntry(DialogEntry entry) } } - // 대화 중 제스처/표정을 재생했던 모든 Animator(끼어든 NPC 포함)를 원래 상태로 복원 + // 대화 중 제스처/표정으로 건드린 (Animator, 레이어)를 원래 state로 복원 (끼어든 NPC 포함) private void RestoreDefaultAnimations() { - foreach (var kvp in _touchedAnimators) + foreach (var kvp in _restoreStates) { - var anim = kvp.Key; - if (anim == null) continue; - anim.CrossFade(kvp.Value.gestureHash, 0.3f, 0, normalizedTimeOffset: 0f); - if (kvp.Value.hasExpression) - anim.CrossFade(kvp.Value.expressionHash, 0.3f, 1, normalizedTimeOffset: 0f); + var (anim, layer) = kvp.Key; + if (anim == null || layer >= anim.layerCount) continue; + anim.CrossFade(kvp.Value, 0.3f, layer, normalizedTimeOffset: 0f); } - _touchedAnimators.Clear(); + _restoreStates.Clear(); + + // 표정으로 켰던 커스텀 연출 전부 원복 + foreach (var c in _touchedCustoms) + if (c != null) c.ResetAll(); + _touchedCustoms.Clear(); } - // 처음 건드리는 Animator면 현재 상태를 기억해 둔다 (대화 종료 시 복원 기준) - private void CaptureInitialAnimState(Animator anim) + // 이 레이어를 처음 건드리면 현재 state를 기억해 둔다 (대화 종료 시 이 레이어만 복원) + private void CaptureLayerState(Animator anim, int layer) { - if (_touchedAnimators.ContainsKey(anim)) return; - bool hasExpression = anim.layerCount > 1; - _touchedAnimators[anim] = ( - anim.GetCurrentAnimatorStateInfo(0).fullPathHash, - hasExpression ? anim.GetCurrentAnimatorStateInfo(1).fullPathHash : 0, - hasExpression); + if (layer < 0 || layer >= anim.layerCount) return; + var key = (anim, layer); + if (_restoreStates.ContainsKey(key)) return; + _restoreStates[key] = anim.GetCurrentAnimatorStateInfo(layer).fullPathHash; + } + + // ── 표정/제스처 재생 (슬롯 클립 교체 우선, 없으면 StateName 폴백) ────────────── + // AnimClip이 있으면: 그 레이어의 Dlg 슬롯 state(플레이스홀더 클립)를 실제 클립으로 교체해 재생. + // 슬롯 2개(A·B) → 번갈아 CrossFade(부드러운 블렌드), 1개 → Play(즉시 전환), 0개 → 아래 StateName 폴백. + // AnimClip이 없으면(구식 자산): 컨트롤러에 미리 만들어 둔 StateName state로 CrossFade. + private const string SlotStatePrefix = "DlgSlot"; // 슬롯 state 이름: DlgSlotA / DlgSlotB + private static string SlotStateName(char slot) => SlotStatePrefix + slot; + private static string SlotClipName(int layer, char slot) => $"__DlgSlot_{layer}_{slot}"; // 슬롯이 무는 플레이스홀더 클립 이름 + + private void PlayAnimData(Animator anim, AnimationClip clip, string stateName, float crossFade, int layer) + { + if (layer < 0 || layer >= anim.layerCount) layer = 0; + CaptureLayerState(anim, layer); + + // 슬롯 방식 (클립 교체) — 이 레이어에 Dlg 슬롯이 있을 때만 + if (clip != null && TryGetSlots(anim, layer, out bool hasA, out bool hasB)) + { + bool pingpong = hasA && hasB; + char slot; + if (pingpong) + { + var key = (anim, layer); + _slotCursor.TryGetValue(key, out int last); // last == 0 → 직전에 A 사용 + slot = last == 0 ? 'B' : 'A'; + _slotCursor[key] = slot == 'A' ? 0 : 1; + } + else + { + slot = hasA ? 'A' : 'B'; + } + + var ovr = GetOverride(anim); + ovr[SlotClipName(layer, slot)] = clip; // 슬롯의 플레이스홀더를 실제 클립으로 교체 + if (pingpong) + anim.CrossFade(SlotStateName(slot), crossFade, layer, normalizedTimeOffset: 0f); + else + anim.Play(SlotStateName(slot), layer, 0f); // 슬롯 1개 → 스냅 + return; + } + + // 폴백 — 컨트롤러에 이름으로 미리 만들어 둔 state + if (!string.IsNullOrEmpty(stateName)) + anim.CrossFade(stateName, crossFade, layer); + else if (clip != null) + Debug.LogWarning($"[DialogPlayer] '{anim.name}' 레이어 {layer}에 Dlg 슬롯도 없고 StateName도 비어 클립을 재생할 수 없습니다: {clip.name}"); + } + + // 이 Animator를 (아직 아니면) 오버라이드 컨트롤러로 래핑해 캐시 — 최초 1회만 rebind 발생 + private AnimatorOverrideController GetOverride(Animator anim) + { + if (_overrides.TryGetValue(anim, out var o) && o != null) return o; + if (anim.runtimeAnimatorController is AnimatorOverrideController existing) + o = existing; + else + { + o = new AnimatorOverrideController(anim.runtimeAnimatorController) + { name = anim.runtimeAnimatorController.name + " (Dlg)" }; + anim.runtimeAnimatorController = o; + } + _overrides[anim] = o; + return o; + } + + // 이 레이어에 Dlg 슬롯 플레이스홀더 클립(__DlgSlot_{layer}_A/B)이 존재하는지. 결과는 캐시. + private bool TryGetSlots(Animator anim, int layer, out bool hasA, out bool hasB) + { + var key = (anim, layer); + if (_slotCache.TryGetValue(key, out var c)) { hasA = c.hasA; hasB = c.hasB; return hasA || hasB; } + + string an = SlotClipName(layer, 'A'), bn = SlotClipName(layer, 'B'); + hasA = false; hasB = false; + var rac = anim.runtimeAnimatorController; + if (rac is AnimatorOverrideController ao) + { + // 이미 래핑돼 슬롯이 실제 클립으로 교체됐어도, 원본(Key) 클립 이름은 플레이스홀더 그대로다 + var list = new List>(); + ao.GetOverrides(list); + foreach (var p in list) + { + if (p.Key == null) continue; + if (p.Key.name == an) hasA = true; + else if (p.Key.name == bn) hasB = true; + } + } + else if (rac != null) + { + foreach (var cl in rac.animationClips) + { + if (cl == null) continue; + if (cl.name == an) hasA = true; + else if (cl.name == bn) hasB = true; + } + } + _slotCache[key] = (hasA, hasB); + return hasA || hasB; } // ── 대화 중 캐릭터 회전 ──────────────────────────────────────── @@ -355,6 +515,11 @@ private void RotateTowardPlayer(Transform target) private void RotateToRotation(Transform target, Quaternion rotation) => AddRotationJob(target, rotation, hold: false); + // 화자를 특정 월드 Y각(yaw)으로 고정 회전한다. hold=true라 대화 동안 Animator가 루트를 덮어써도 유지되고, + // 대화 종료 시 _originalRotations 복원으로 원래 각도로 돌아간다. (특정 각도 전용 애니메이션용) + private void RotateToFixedYaw(Transform target, float yawDegrees) + => AddRotationJob(target, Quaternion.Euler(0f, yawDegrees, 0f), hold: true); + // 플레이어가 지정 위치를 바라보도록 리그를 수평(yaw)으로만 돌린다. // VR에서는 HMD 카메라를 직접 못 돌리므로 "Player" 태그 루트(XR Origin)를 돌려서 // 카메라 정면이 목표를 향하게 한다. 대화가 끝나도 원상복구하지 않는다 (플레이어 시점이므로). @@ -433,7 +598,8 @@ private void LateUpdate() } } - private async Awaitable PlayNode(DialogNode node) + // 반환: true = 대기 도중 히든 제스처가 발동됨(→ HiddenBranch로 분기), false = 평범하게 진행 + private async Awaitable PlayNode(DialogNode node) { // 화자 옆 DialogHud에 대사 표시 // (배치는 화자의 DialogHudPlacement 담당, 없으면 DialogHud 기본값. 이름은 노드 오버라이드 우선) @@ -486,8 +652,8 @@ private async Awaitable PlayNode(DialogNode node) if (node.Voice != null && node.Speaker != null) { var voiceObj = CharacterVoiceObject.Find(node.Speaker); - if (voiceObj != null && node.Voice.Clip != null) - voiceObj.Play(node.Voice.Clip); + if (voiceObj != null) + voiceObj.Play(node.Voice); } // 플레이어 향해 회전 @@ -509,6 +675,15 @@ private async Awaitable PlayNode(DialogNode node) RotatePlayerToward(voiceObj.transform.position); } + // 고정 각도 회전 — 특정 각도에서만 자연스러운 애니메이션/제스처용 (화자, 못 찾으면 대화 주인 NPC) + if (node.UseFixedAngle) + { + var speakerObj = node.Speaker != null ? CharacterVoiceObject.Find(node.Speaker) : null; + var fixedTarget = speakerObj != null ? speakerObj.transform : transform; + _originalRotations.TryAdd(fixedTarget, GetOriginalRotation(fixedTarget)); + RotateToFixedYaw(fixedTarget, node.FixedAngleY); + } + // 제스처/표정은 화자(Target)의 Animator에 적용 — 끼어든 NPC의 대사/연출 노드도 그 캐릭터가 움직인다. // 화자를 못 찾으면 대화 주인 NPC의 Animator로 폴백. if (node.Gesture != null || node.Expression != null) @@ -519,23 +694,47 @@ private async Awaitable PlayNode(DialogNode node) if (anim != null) { - CaptureInitialAnimState(anim); // 대화 종료 시 복원할 원래 상태 기억 + // 클립 교체가 최초 1회 rebind를 유발할 수 있으니, 건드릴 레이어의 원래 state를 먼저 기억 + if (node.Gesture != null) CaptureLayerState(anim, node.Gesture.AnimationLayer); + if (node.Expression != null) CaptureLayerState(anim, node.Expression.AnimationLayer); + if (node.Gesture != null) - anim.CrossFade(node.Gesture.StateName, node.Gesture.CrossFadeDuration, node.Gesture.AnimationLayer); + PlayAnimData(anim, node.Gesture.AnimClip, node.Gesture.StateName, + node.Gesture.CrossFadeDuration, node.Gesture.AnimationLayer); if (node.Expression != null) - anim.CrossFade(node.Expression.StateName, node.Expression.CrossFadeDuration, node.Expression.AnimationLayer); + PlayAnimData(anim, node.Expression.AnimClip, null, // 표정은 StateName 폴백 없음 — 슬롯 전용 + node.Expression.CrossFadeDuration, node.Expression.AnimationLayer); + } + + // 표정에 딸린 커스텀 연출(눈 하이라이트·홍조 등) 적용 — 화자(못 찾으면 대화 주인 NPC)의 CharacterExpressionCustom에. + // CustomKeys에 있는 Key만 활성, 나머지는 비활성 → 다른 표정으로 바뀌면 자동으로 이전 연출이 꺼진다. + if (node.Expression != null) + { + var custom = gestureObj != null + ? gestureObj.GetComponentInChildren() + : GetComponentInChildren(); + if (custom != null) + { + _touchedCustoms.Add(custom); + custom.SetActiveKeys(node.Expression.CustomKeys); + } } } // 진행 방식 결정 + // 히든 분기가 무장된 노드는 대기 중 제스처를 함께 감시(레이스)한다. + // 무장 안 된 노드는 아래 기존 대기 그대로 → 동작 100% 동일, 반환 false. + if (HiddenBranchResolver.Armed) + return await WaitAdvanceOrDivert(node); + if (node.WaitForInput) { await WaitForAdvanceInput(); // B버튼 입력이 있어야만 다음으로 } else { - float wait = (node.Voice != null && node.Voice.Clip != null) - ? node.Voice.Clip.length + float wait = node.Voice != null + ? node.Voice.length + _voiceTrailingDelay // 클립이 끝난 뒤 잠깐 여운 : node.LineDuration; if (wait > 0f) @@ -543,6 +742,40 @@ private async Awaitable PlayNode(DialogNode node) else await WaitForAdvanceInput(); // 지정 시간이 없으면 입력으로 진행 } + 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 @@ -564,17 +797,102 @@ private void RecordChoice(DialogNode node, int index) StoryManager.Instance.RecordChoice(code); } + // 히든 분기 기록: 노드의 HiddenCode를 선택지 Code와 동일하게 StoryState에 영구 기록 + private void RecordHiddenChoice(DialogNode node) + { + string code = DialogVariables.Format(node.HiddenCode); // {token} 치환 + if (!string.IsNullOrEmpty(code)) + StoryManager.Instance.RecordChoice(code); + } + + // 히든 분기 신호값 — 선택지 인덱스(0..n-1)와 절대 겹치지 않는 값. + private const int DivertIndex = -1; + private async Awaitable WaitForChoice(DialogNode node) { - //선택을 기다리는 함수 수정해서 사용할것 - if (ChoiceHud.Instance == null) { Debug.LogWarning("[DialogPlayer] ChoiceHud 없음 — 0번 자동 선택"); return 0; } - return await ChoiceHud.Instance.Show(node.ChoiceQuestion, node.Choices); + // 무장 안 된 노드는 기존과 동일 — 그냥 메뉴 선택을 기다린다. + if (!HiddenBranchResolver.Armed) + return await ChoiceHud.Instance.Show(node.ChoiceQuestion, node.Choices); + + // 무장된 노드: 메뉴가 떠 있는 동안 제스처가 들어오면 메뉴를 취소하고 히든으로 분기. + if (HiddenBranchResolver.Fired) + return DivertIndex; // 메뉴가 뜨기 전에 이미 발동한 경우 + + void OnFired() => ChoiceHud.Instance.CancelPending(); // 제스처 → 메뉴 즉시 취소 + HiddenBranchResolver.FiredEvent += OnFired; + try + { + return await ChoiceHud.Instance.Show(node.ChoiceQuestion, node.Choices); + } + catch (OperationCanceledException) + { + // 우리가 제스처로 취소한 것이면 히든 분기, 아니면(씬 전환 등) 위로 전파 + if (HiddenBranchResolver.Fired) return DivertIndex; + throw; + } + finally + { + HiddenBranchResolver.FiredEvent -= OnFired; + } + } + + // 노드 대기 + 히든 제스처 감시(레이스). 무장된 노드에서만 호출된다. + // 반환: true = 대기 도중 제스처 발동(→히든 분기), false = 평범하게 진행(입력/시간) + private async Awaitable WaitAdvanceOrDivert(DialogNode node) + { + // 기존 PlayNode 대기 규칙 그대로 계산 — 입력 대기냐, 시간 대기냐 + bool waitForInput; + float timeoutSeconds; + if (node.WaitForInput) + { + waitForInput = true; timeoutSeconds = -1f; + } + else + { + float wait = node.Voice != null + ? node.Voice.length + _voiceTrailingDelay // 클립이 끝난 뒤 잠깐 여운 + : node.LineDuration; + if (wait > 0f) { waitForInput = false; timeoutSeconds = wait; } + else { waitForInput = true; timeoutSeconds = -1f; } + } + + var im = InputManager.Instance; + bool advance = false; + void OnAdvance() => advance = true; + if (waitForInput && im != null) im.OnDialogNext_Event += OnAdvance; + + // 입력 대기인데 InputManager가 없으면 기존 WaitForAdvanceInput처럼 1초 후 진행 + float timeLeft = timeoutSeconds; + if (waitForInput && im == null) timeLeft = 1f; + + try + { + while (true) + { + if (HiddenBranchResolver.Fired) return true; // 제스처 발동 → 히든 분기 + if (waitForInput && advance) return false; // B버튼 → 평범하게 진행 + if (timeLeft >= 0f) + { + timeLeft -= Time.deltaTime; + if (timeLeft <= 0f) return false; // 시간 경과 → 평범하게 진행 + } + await Awaitable.NextFrameAsync(destroyCancellationToken); + } + } + catch (OperationCanceledException) + { + return false; // 대기 중 파괴/씬 전환 — 기존과 동일하게 조용히 종료 + } + finally + { + if (waitForInput && im != null) im.OnDialogNext_Event -= OnAdvance; + } } // 대화 진행 입력(OnDialogNext = VR B버튼) 한 번을 대기 diff --git a/Assets/02_Scripts/Communication/Dialog/Editor.meta b/Assets/02_Scripts/Communication/Dialog/Editor.meta new file mode 100644 index 00000000..dbebb02c --- /dev/null +++ b/Assets/02_Scripts/Communication/Dialog/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4c3577dafc249894086578d0ca46ab32 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/02_Scripts/Communication/Dialog/Editor/DialogAnimSlotSetup.cs b/Assets/02_Scripts/Communication/Dialog/Editor/DialogAnimSlotSetup.cs new file mode 100644 index 00000000..04edc1a3 --- /dev/null +++ b/Assets/02_Scripts/Communication/Dialog/Editor/DialogAnimSlotSetup.cs @@ -0,0 +1,114 @@ +#if UNITY_EDITOR +using UnityEditor; +using UnityEditor.Animations; +using UnityEngine; + +// 선택한 AnimatorController에 대화용 슬롯 state(DlgSlotA / DlgSlotB)와 플레이스홀더 클립을 심는다. +// 슬롯 2개 = 부드러운 블렌드(핑퐁). 이후 ExpressionData / GestureData의 AnimClip만 채우면 +// 컨트롤러를 다시 열 필요 없이 그 클립이 해당 레이어의 슬롯에서 재생된다. (DialogPlayer 참고) +// +// Setup은 매번 기존 Dlg 슬롯을 싹 지우고 새로 만든다 → 몇 번을 돌려도 정확히 (레이어당 2개)만 남는다. +// 사용법: 프로젝트 창에서 .controller를 하나 이상 선택 → Tools/Dialog/Setup .... +public static class DialogAnimSlotSetup +{ + private const string SlotStatePrefix = "DlgSlot"; // 슬롯 state 이름: DlgSlotA / DlgSlotB + private const string ClipPrefix = "__DlgSlot_"; // 플레이스홀더 클립 이름 접두사 + private static string SlotClipName(int layer, char slot) => $"{ClipPrefix}{layer}_{slot}"; + + // 슬롯을 심을 레이어: 0(Body/제스처), 1(Face/표정). 레이어가 없으면 건너뜀. + private static readonly int[] TargetLayers = { 0, 1 }; + private static readonly char[] Slots = { 'A', 'B' }; // 2개 = 블렌드(핑퐁) + + [MenuItem("Tools/Dialog/Setup Expression·Gesture Slots (Selected Controllers)")] + private static void SetupSelected() + { + var controllers = Selection.GetFiltered(SelectionMode.Assets); + if (controllers.Length == 0) + { + EditorUtility.DisplayDialog("Dialog Slots", + "프로젝트 창에서 AnimatorController(.controller)를 하나 이상 선택한 뒤 실행하세요.", "확인"); + return; + } + + int total = 0; + foreach (var ac in controllers) + { + RemoveSlots(ac); // 기존 슬롯/고아 클립 정리 + total += CreateSlots(ac); // 새로 생성 + EditorUtility.SetDirty(ac); + } + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + EditorUtility.DisplayDialog("Dialog Slots", + $"{controllers.Length}개 컨트롤러 정리 후 재생성 — 슬롯 state {total}개.", "확인"); + } + + [MenuItem("Tools/Dialog/Remove Expression·Gesture Slots (Selected Controllers)")] + private static void RemoveSelected() + { + var controllers = Selection.GetFiltered(SelectionMode.Assets); + if (controllers.Length == 0) return; + + foreach (var ac in controllers) + { + RemoveSlots(ac); + EditorUtility.SetDirty(ac); + } + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + EditorUtility.DisplayDialog("Dialog Slots", $"{controllers.Length}개 컨트롤러에서 Dlg 슬롯 제거 완료.", "확인"); + } + + // Dlg 슬롯 state(모든 레이어)와 __DlgSlot_* 플레이스홀더 클립(중복·고아 포함)을 전부 제거 + private static void RemoveSlots(AnimatorController ac) + { + foreach (var layer in ac.layers) + { + var sm = layer.stateMachine; + if (sm == null) continue; + foreach (var cs in sm.states) // sm.states는 복사본 → 순회 중 제거 안전 + { + if (cs.state != null && cs.state.name.StartsWith(SlotStatePrefix)) + sm.RemoveState(cs.state); + } + } + + string path = AssetDatabase.GetAssetPath(ac); + foreach (var obj in AssetDatabase.LoadAllAssetsAtPath(path)) + { + if (obj is AnimationClip clip && clip.name.StartsWith(ClipPrefix)) + { + AssetDatabase.RemoveObjectFromAsset(clip); + Object.DestroyImmediate(clip, allowDestroyingAssets: true); + } + } + } + + private static int CreateSlots(AnimatorController ac) + { + int added = 0; + var layers = ac.layers; + foreach (int layer in TargetLayers) + { + if (layer >= layers.Length) continue; + var sm = layers[layer].stateMachine; + + // 레이어의 WriteDefaultValues 관습을 그대로 따라간다 (한 레이어에서 WD 혼용 시 경고 방지) + bool wd = sm.states.Length == 0 || sm.states[0].state.writeDefaultValues; + + foreach (char slot in Slots) + { + // 슬롯마다 고유한 빈 클립을 물려야 개별적으로 오버라이드된다 (컨트롤러의 서브 에셋으로 저장) + var clip = new AnimationClip { name = SlotClipName(layer, slot) }; + AssetDatabase.AddObjectToAsset(clip, ac); + + var st = sm.AddState(SlotStatePrefix + slot); + st.motion = clip; + st.writeDefaultValues = wd; + added++; + } + } + return added; + } +} +#endif diff --git a/Assets/02_Scripts/Communication/Dialog/Editor/DialogAnimSlotSetup.cs.meta b/Assets/02_Scripts/Communication/Dialog/Editor/DialogAnimSlotSetup.cs.meta new file mode 100644 index 00000000..f8bfd49e --- /dev/null +++ b/Assets/02_Scripts/Communication/Dialog/Editor/DialogAnimSlotSetup.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ecafb1ca75b469f4cae493c26c20a725 \ No newline at end of file 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 e249ea94..765d9c1c 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(8, 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)); @@ -90,12 +124,14 @@ public override void OnImportAsset(AssetImportContext ctx) dn.TalkText = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_TALK)).Value; dn.Gesture = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_GESTURE)); dn.Expression = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_EXPRESSION)); - dn.Voice = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_VOICE)); + dn.Voice = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_VOICE)); dn.Bgm = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_BGM)); dn.Vfx = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_VFX)); dn.LineDuration = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_DURATION)); dn.LookAtPlayer = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_LOOKAT)); dn.ForcePlayerLook = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_FORCELOOK)); + dn.UseFixedAngle = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_USE_FIXED_ANGLE)); + dn.FixedAngleY = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_FIXED_ANGLE_Y)); dn.WaitForInput = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_WAITINPUT)); dn.Affection = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_AFFECTION)); dn.Progress = GetInputPortValue(gn.GetInputPortByName(DialogLineNode.PORT_PROGRESS)); @@ -128,6 +164,23 @@ public override void OnImportAsset(AssetImportContext ctx) }); } } + + // 히든 분기 (켜져 있으면) — 목적지 노드 + 제스처 키 + 기록 코드 + bool hasHidden = false; + line.GetNodeOptionByName(DialogLineNode.OPTION_HIDDEN_BRANCH)?.TryGetValue(out hasHidden); + if (hasHidden) + { + var hiddenDest = GetConnectedNode(gn, DialogLineNode.PORT_HIDDEN_OUT); + dn.HiddenBranch = hiddenDest != null && map.TryGetValue(hiddenDest, out var hiddenDn) ? hiddenDn : null; + + string gestureKey = null; + line.GetNodeOptionByName(DialogLineNode.OPTION_HIDDEN_GESTURE)?.TryGetValue(out gestureKey); + dn.HiddenGestureKey = gestureKey; + + string hiddenCode = null; + line.GetNodeOptionByName(DialogLineNode.OPTION_HIDDEN_CODE)?.TryGetValue(out hiddenCode); + dn.HiddenCode = hiddenCode; + } } group.StartNode = map.TryGetValue(firstGraphNode, out var startDn) ? startDn : null; @@ -145,6 +198,8 @@ 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.UseFixedAngle = GetInputPortValue(gn.GetInputPortByName(DialogStagingNode.PORT_USE_FIXED_ANGLE)); + dn.FixedAngleY = GetInputPortValue(gn.GetInputPortByName(DialogStagingNode.PORT_FIXED_ANGLE_Y)); dn.Affection = GetInputPortValue(gn.GetInputPortByName(DialogStagingNode.PORT_AFFECTION)); dn.Progress = GetInputPortValue(gn.GetInputPortByName(DialogStagingNode.PORT_PROGRESS)); @@ -163,6 +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; @@ -178,6 +241,12 @@ static IEnumerable GetSuccessors(INode node) for (int i = 0; i < choiceCount; i++) yield return GetConnectedNode(node, DialogLineNode.ChoiceOutPort(i)); } + + // 히든 분기 후속도 도달 가능해야 DialogNode로 생성된다 + bool hasHidden = false; + line.GetNodeOptionByName(DialogLineNode.OPTION_HIDDEN_BRANCH)?.TryGetValue(out hasHidden); + if (hasHidden) + yield return GetConnectedNode(node, DialogLineNode.PORT_HIDDEN_OUT); } // 출력 실행 포트에 연결된 노드 (없으면 null) diff --git a/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogLineNode.cs b/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogLineNode.cs index 4dc1b2fa..551a8b11 100644 --- a/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogLineNode.cs +++ b/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogLineNode.cs @@ -26,13 +26,19 @@ internal class DialogLineNode : DialogGraphNode public const string PORT_DURATION = "LineDuration"; public const string PORT_LOOKAT = "LookAtPlayer"; public const string PORT_FORCELOOK = "ForcePlayerLook"; + public const string PORT_USE_FIXED_ANGLE = "UseFixedAngle"; + public const string PORT_FIXED_ANGLE_Y = "FixedAngleY"; 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 PORT_HIDDEN_OUT = "HiddenOut"; - public const string OPTION_CHOICE_COUNT = "ChoiceCount"; - public const string OPTION_EVENT_KEY = "EventKey"; + public const string OPTION_CHOICE_COUNT = "ChoiceCount"; + public const string OPTION_EVENT_KEY = "EventKey"; + public const string OPTION_HIDDEN_BRANCH = "HasHiddenBranch"; + public const string OPTION_HIDDEN_GESTURE = "HiddenGestureKey"; + public const string OPTION_HIDDEN_CODE = "HiddenCode"; // 선택지별 포트 이름 규칙 (임포터와 공유) public static string ChoiceTextPort(int i) => $"Choice{i}Text"; @@ -51,6 +57,22 @@ protected override void OnDefineOptions(IOptionDefinitionContext context) .WithDisplayName("Event Key") .WithTooltip("비우면 없음. 이 노드 재생 시 DialogPlayer의 같은 Key 이벤트 호출 (영문 키 권장)") .Delayed(); + + context.AddOption(OPTION_HIDDEN_BRANCH) + .WithDisplayName("Hidden Branch") + .WithTooltip("켜면 맨 아래에 'Hidden →' 출력 포트가 생긴다. 이 대사 재생 중 특정 제스처(싸대기/터치)를 하면 " + + "Next/선택지 대신 그 포트로 연결된 노드로 몰래 분기한다") + .WithDefaultValue(false); + + context.AddOption(OPTION_HIDDEN_GESTURE) + .WithDisplayName("Hidden Gesture Key") + .WithTooltip("히든 분기를 여는 제스처 키 (DialogGestureZone의 Gesture Key와 일치). 비우면 아무 제스처 존이나 발동") + .Delayed(); + + context.AddOption(OPTION_HIDDEN_CODE) + .WithDisplayName("Hidden Code") + .WithTooltip("히든 분기를 탔을 때 기록할 선택지 Code (이후 대화 조건 RequiredChoiceCodes에서 검사). 비우면 기록 안 함") + .Delayed(); } protected override void OnDefinePorts(IPortDefinitionContext context) @@ -66,7 +88,7 @@ protected override void OnDefinePorts(IPortDefinitionContext context) context.AddInputPort(PORT_TALK).WithDisplayName("Talk Text").Build(); context.AddInputPort(PORT_GESTURE).WithDisplayName("Gesture").Build(); context.AddInputPort(PORT_EXPRESSION).WithDisplayName("Expression").Build(); - context.AddInputPort(PORT_VOICE).WithDisplayName("Voice").Build(); + context.AddInputPort(PORT_VOICE).WithDisplayName("Voice").Build(); context.AddInputPort(PORT_BGM).WithDisplayName("BGM") .WithTooltip("있으면 이 대사부터 전용 BGM 재생, 비우면 기본 BGM으로 복귀").Build(); context.AddInputPort(PORT_VFX).WithDisplayName("VFX Prefab") @@ -75,6 +97,10 @@ protected override void OnDefinePorts(IPortDefinitionContext context) context.AddInputPort(PORT_LOOKAT).WithDisplayName("Look At Player").Build(); context.AddInputPort(PORT_FORCELOOK).WithDisplayName("Force Player Look") .WithTooltip("이 대사 시작 시 플레이어(카메라)가 화자를 바라보도록 강제 회전").Build(); + context.AddInputPort(PORT_USE_FIXED_ANGLE).WithDisplayName("Use Fixed Angle") + .WithTooltip("켜면 화자를 Fixed Angle Y(월드 Y각)로 고정 회전. 특정 각도에서만 자연스러운 애니메이션용").Build(); + context.AddInputPort(PORT_FIXED_ANGLE_Y).WithDisplayName("Fixed Angle Y") + .WithTooltip("Use Fixed Angle이 켜졌을 때 화자가 향할 월드 Y 회전(도)").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(); @@ -88,23 +114,31 @@ protected override void OnDefinePorts(IPortDefinitionContext context) { // 선형 진행 AddExecOutput(context, EXEC_OUT, string.Empty); - return; } - - // 가변 N지선다 - // (string 포트는 GraphToolkit 기본 에디터의 IME 중복입력 버그가 있어 DialogText로 통일) - context.AddInputPort(PORT_QUESTION).WithDisplayName("Choice Question").Build(); - - for (int i = 0; i < choiceCount; i++) + else { - context.AddInputPort(ChoiceTextPort(i)) - .WithDisplayName($"Choice {i + 1} Text") - .Build(); - context.AddInputPort(ChoiceCodePort(i)) - .WithDisplayName($"Choice {i + 1} Code") - .Build(); - AddExecOutput(context, ChoiceOutPort(i), $"Choice {i + 1} →"); + // 가변 N지선다 + // (string 포트는 GraphToolkit 기본 에디터의 IME 중복입력 버그가 있어 DialogText로 통일) + context.AddInputPort(PORT_QUESTION).WithDisplayName("Choice Question").Build(); + + for (int i = 0; i < choiceCount; i++) + { + context.AddInputPort(ChoiceTextPort(i)) + .WithDisplayName($"Choice {i + 1} Text") + .Build(); + context.AddInputPort(ChoiceCodePort(i)) + .WithDisplayName($"Choice {i + 1} Code") + .Build(); + AddExecOutput(context, ChoiceOutPort(i), $"Choice {i + 1} →"); + } } + + // 히든 분기 출력 — 켜져 있으면 선형/선택지 관계없이 맨 아래에 붙는다. + // 이 포트에 연결된 노드가 DialogNode.HiddenBranch가 된다. + bool hasHidden = false; + GetNodeOptionByName(OPTION_HIDDEN_BRANCH)?.TryGetValue(out hasHidden); + if (hasHidden) + AddExecOutput(context, PORT_HIDDEN_OUT, "Hidden →"); } } } diff --git a/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogStagingNode.cs b/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogStagingNode.cs index 93d962d3..21f12f17 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_USE_FIXED_ANGLE = "UseFixedAngle"; + public const string PORT_FIXED_ANGLE_Y = "FixedAngleY"; public const string PORT_AFFECTION = "Affection"; public const string PORT_PROGRESS = "Progress"; @@ -50,6 +52,10 @@ 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_USE_FIXED_ANGLE).WithDisplayName("Use Fixed Angle") + .WithTooltip("켜면 대상을 Fixed Angle Y(월드 Y각)로 고정 회전. 특정 각도에서만 자연스러운 애니메이션용").Build(); + context.AddInputPort(PORT_FIXED_ANGLE_Y).WithDisplayName("Fixed Angle Y") + .WithTooltip("Use Fixed Angle이 켜졌을 때 대상이 향할 월드 Y 회전(도)").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 +") diff --git a/Assets/02_Scripts/Communication/Dialog/HiddenBranchResolver.cs b/Assets/02_Scripts/Communication/Dialog/HiddenBranchResolver.cs new file mode 100644 index 00000000..4db4214c --- /dev/null +++ b/Assets/02_Scripts/Communication/Dialog/HiddenBranchResolver.cs @@ -0,0 +1,60 @@ +using System; +using UnityEngine; + +// 히든 분기 감시 허브 (씬 오브젝트 불필요, 순수 static). +// +// 대화 노드가 재생되는 동안 DialogPlayer가 Arm(key)로 무장하고, 끝나면 Disarm()한다. +// 그 창(무장 구간) 안에서 DialogGestureZone이 Fire(key)를 호출하면 Fired가 켜지고, +// DialogPlayer가 이를 감지해 Next(또는 선택지) 대신 노드의 HiddenBranch로 몰래 분기한다. +// +// 무장돼 있지 않으면 어떤 Fire도 무시된다 → 평소엔 존재하지 않는 것처럼 동작(=히든). +public static class HiddenBranchResolver +{ + private static string _armedKey; + + // 지금 히든 분기를 받을 수 있는 상태인가 (노드 재생 중) + public static bool Armed { get; private set; } + + // 이번 무장 구간에서 제스처가 발동했는가 + public static bool Fired { get; private set; } + + // 발동 즉시 알림 — 떠 있는 선택지 메뉴를 그 자리에서 취소시키는 용도 + public static event Action FiredEvent; + + // Enter Play Mode(도메인 리로드 off)에서 이전 상태가 안 남게 + [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] + private static void ResetStatics() + { + _armedKey = null; + Armed = false; + Fired = false; + FiredEvent = null; + } + + // 노드 진입 시 무장. key가 비면 아무 제스처 존이나 발동시킬 수 있다. + public static void Arm(string key) + { + _armedKey = key; + Armed = true; + Fired = false; + } + + // 노드 종료 시 해제. + public static void Disarm() + { + Armed = false; + _armedKey = null; + Fired = false; + } + + // 제스처 존이 호출. 무장 중이고 key가 맞을 때만 1회 발동. + // 반환: 이번 호출로 실제 발동했으면 true (호출 측이 "그때만" 아이템 소비 등에 쓸 수 있게). + public static bool Fire(string key) + { + if (!Armed || Fired) return false; + if (!string.IsNullOrEmpty(_armedKey) && _armedKey != key) return false; + Fired = true; + FiredEvent?.Invoke(); + return true; + } +} diff --git a/Assets/02_Scripts/Communication/Dialog/HiddenBranchResolver.cs.meta b/Assets/02_Scripts/Communication/Dialog/HiddenBranchResolver.cs.meta new file mode 100644 index 00000000..ca59658d --- /dev/null +++ b/Assets/02_Scripts/Communication/Dialog/HiddenBranchResolver.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1622ac8790b08674cbb2164b2a8dd1f7 \ No newline at end of file diff --git a/Assets/02_Scripts/Controller/PlayerController.cs b/Assets/02_Scripts/Controller/PlayerController.cs index b00cb7a5..44ac5ba9 100644 --- a/Assets/02_Scripts/Controller/PlayerController.cs +++ b/Assets/02_Scripts/Controller/PlayerController.cs @@ -1,10 +1,15 @@ using UnityEngine; +using UnityEngine.XR.Interaction.Toolkit.Locomotion; +using UnityEngine.InputSystem.XR; 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; + [SerializeField] private GameObject _bloodDieImgRef; + [SerializeField] private AudioClip _bloodSfx; + private static readonly int _baseColorId = Shader.PropertyToID("_BaseColor"); private static readonly int _colorId = Shader.PropertyToID("_Color"); @@ -46,4 +51,39 @@ private void SetSightAlpha(float alpha) color.a = alpha; _sightMat.SetColor(AlphaProp, color); } + + public void PlayerBloodDie(float duration) + { + _ = Util.RunDelayed(duration, () => + { + StopPlayerMovement(); // XR 이동/회전 정지 — PauseAllAnimations로는 못 막는다 + LocalManager.PauseAllAnimations(); + _bloodDieImgRef.SetActive(true); + SoundManager.Instance.PlaySFX(_bloodSfx); + },this.destroyCancellationToken); + + } + + // Player 태그 루트(XR Origin) 아래에서 플레이어가 시야/위치를 바꾸는 수단을 전부 정지시킨다: + // 1) LocomotionProvider → 이동/회전(중력 포함) + // 2) TrackedPoseDriver → 헤드셋·컨트롤러 트래킹. 카메라 드라이버를 꺼야 머리를 돌려도 시야가 안 돈다 + // PauseAllAnimations는 Animator/타임라인/파티클만 멈추므로 이 둘은 못 막는다. 사망 연출이라 복구하지 않는다. + private static void StopPlayerMovement() + { + var playerRoot = GameObject.FindWithTag("Player"); + if (playerRoot == null) + { + Debug.LogWarning("[PlayerController] 'Player' 태그 루트를 찾지 못해 이동 정지를 건너뜁니다."); + return; + } + + // 이동/회전(로코모션) + foreach (var provider in playerRoot.GetComponentsInChildren(true)) + provider.enabled = false; + + // 헤드셋/컨트롤러 트래킹 — 실제 포즈를 매 프레임 카메라/손에 적용하는 드라이버를 꺼 시야를 고정. + // (컨트롤러 손도 함께 멈춘다. 카메라만 얼리려면 Camera.main의 드라이버만 끄면 됨) + foreach (var driver in playerRoot.GetComponentsInChildren(true)) + driver.enabled = false; + } } diff --git a/Assets/02_Scripts/Data/Communication/Dialog/ExpressionData.cs b/Assets/02_Scripts/Data/Communication/Dialog/ExpressionData.cs index 7b6868f2..f3ae1db7 100644 --- a/Assets/02_Scripts/Data/Communication/Dialog/ExpressionData.cs +++ b/Assets/02_Scripts/Data/Communication/Dialog/ExpressionData.cs @@ -1,10 +1,18 @@ +using System.Collections.Generic; using UnityEngine; [CreateAssetMenu(menuName = "Communication/Expression")] public class ExpressionData : ScriptableObject { - [HideInInspector] public int AnimationLayer = 1; - public string StateName; - public float CrossFadeDuration = 0.2f; + [HideInInspector] public int AnimationLayer = 1; // 표정: 보통 Face 레이어(1) + + [Tooltip("이 레이어의 Dlg 슬롯에 꽂아 재생할 표정 클립. " + + "슬롯은 Tools/Dialog 메뉴로 컨트롤러에 자동 생성")] public AnimationClip AnimClip; -} \ No newline at end of file + + public float CrossFadeDuration = 0.2f; + + [Tooltip("이 표정 동안 활성화할 커스텀 연출 Key들 (화자의 CharacterExpressionCustom에 등록된 Key). " + + "예: eyeHighlightOff, blush. 대화가 끝나거나 다른 표정으로 바뀌면 자동 해제")] + public List CustomKeys = new(); +} diff --git a/Assets/02_Scripts/Data/Communication/Dialog/GestureData.cs b/Assets/02_Scripts/Data/Communication/Dialog/GestureData.cs index 98421feb..1a1296a4 100644 --- a/Assets/02_Scripts/Data/Communication/Dialog/GestureData.cs +++ b/Assets/02_Scripts/Data/Communication/Dialog/GestureData.cs @@ -3,8 +3,15 @@ [CreateAssetMenu(menuName = "Communication/Gesture")] public class GestureData : ScriptableObject { - [HideInInspector] public int AnimationLayer = 0; + [HideInInspector] public int AnimationLayer = 0; // 제스처: 보통 Body 레이어(0) + + [Tooltip("구식 폴백 — Dlg 슬롯이 없는 컨트롤러에서 이 이름의 state로 CrossFade한다. " + + "AnimClip 방식을 쓰면 비워도 됨")] public string StateName; + public float CrossFadeDuration = 0.2f; + + [Tooltip("권장 — 채우면 이 레이어의 Dlg 슬롯에 이 클립을 꽂아 재생한다(컨트롤러 편집 불필요). " + + "슬롯은 Tools/Dialog 메뉴로 컨트롤러에 자동 생성")] public AnimationClip AnimClip; } diff --git a/Assets/02_Scripts/Data/Communication/Voice/VoiceClip.cs b/Assets/02_Scripts/Data/Communication/Voice/VoiceClip.cs deleted file mode 100644 index 50bdfe51..00000000 --- a/Assets/02_Scripts/Data/Communication/Voice/VoiceClip.cs +++ /dev/null @@ -1,8 +0,0 @@ -using UnityEngine; - -[CreateAssetMenu(menuName = "Communication/VoiceClip")] -public class VoiceClip : ScriptableObject -{ - public string VoiceCode; //해당 음성 고유코드 - public AudioClip Clip; -} \ No newline at end of file diff --git a/Assets/02_Scripts/Data/Communication/Voice/VoiceClip.cs.meta b/Assets/02_Scripts/Data/Communication/Voice/VoiceClip.cs.meta deleted file mode 100644 index 6b66801d..00000000 --- a/Assets/02_Scripts/Data/Communication/Voice/VoiceClip.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: fc306ebaeba77b94dbb631e9fdc0e864 \ No newline at end of file diff --git a/Assets/02_Scripts/Interact/DialogInteractionBlocker.cs b/Assets/02_Scripts/Interact/DialogInteractionBlocker.cs index 2d42b7e9..7b913435 100644 --- a/Assets/02_Scripts/Interact/DialogInteractionBlocker.cs +++ b/Assets/02_Scripts/Interact/DialogInteractionBlocker.cs @@ -5,14 +5,24 @@ // 대화 중(선택 메뉴 포함) 월드 상호작용을 차단한다 — UI 상호작용은 유지. // XR Origin(리그 루트)에 붙이면 자식의 모든 인터랙터를 찾아서, 대화가 시작될 때 -// Interaction Layer를 None으로 바꿔 3D 인터랙터블과의 호버/선택/활성화를 막는다. +// Interaction Layer를 (기본) None으로 바꿔 3D 인터랙터블과의 호버/선택/활성화를 막는다. // 캔버스 UI(선택지 버튼 등)는 인터랙션 레이어를 거치지 않고 XRUIInputModule로 // 처리되므로 영향받지 않는다. 대화가 끝나면 원래 레이어로 복원. +// +// _keepActiveDuringDialog에 레이어를 넣으면, 대화 중에도 그 레이어의 인터랙터블만 상호작용된다. +// 예: 대화 중에 꽃다발을 잡아서 NPC에게 건네야 하는 상황 — 꽃다발(XRGrabInteractable)을 그 레이어에 +// 올려두면, NPC 대화는 계속 막힌 채 꽃다발만 잡고/들고 있을 수 있다. (대화 시작 시 이미 들고 있던 +// 오브젝트가 레이어 차단으로 손에서 떨어지는 것도 막아준다.) 건넸는지 판정은 아이템의 DialogGestureItem이 +// NPC의 받는 존(태그) 트리거에 닿는 순수 물리 트리거로 처리하므로 이 블로커와 무관하게 동작한다. public class DialogInteractionBlocker : MonoBehaviour { [Tooltip("차단에서 제외할 인터랙터 (예: 대화 중에도 텔레포트를 허용하고 싶을 때 텔레포트 레이 인터랙터)")] [SerializeField] private List _exclude = new(); + [Tooltip("대화 중에도 살려둘 인터랙션 레이어. 여기 든 레이어의 인터랙터블(예: 대화 중 건네야 하는 꽃다발)은 " + + "대화 중에도 잡기/들기가 된다. 비우면(None) 기존처럼 전부 차단")] + [SerializeField] private InteractionLayerMask _keepActiveDuringDialog; + // 차단 직전의 원래 레이어 — 복원용. 비어있지 않으면 차단 중이라는 뜻. private readonly Dictionary _saved = new(); @@ -43,7 +53,7 @@ private void Block() { if (_exclude.Contains(interactor)) continue; _saved[interactor] = interactor.interactionLayers; - interactor.interactionLayers = 0; // None — 3D 인터랙터블 전부 차단 + interactor.interactionLayers = _keepActiveDuringDialog; // 지정 레이어만 유지(비우면 None=전부 차단) } } diff --git a/Assets/02_Scripts/Managers/HideDuringLoading.cs b/Assets/02_Scripts/Managers/HideDuringLoading.cs new file mode 100644 index 00000000..8ba65b38 --- /dev/null +++ b/Assets/02_Scripts/Managers/HideDuringLoading.cs @@ -0,0 +1,11 @@ +using UnityEngine; + +// 이 컴포넌트가 붙은 오브젝트는 씬 로딩 중 화면이 어두워진 순간 SetActive(false)된다. +// SceneLoadManager가 전환 시점에 씬에서 찾아 끈다. +// +// 글로벌 매니저(DontDestroyOnLoad)에 씬 오브젝트를 직접 참조하면 씬을 넘나들 때 참조가 사라지므로, +// 참조를 반대로 — 끄고 싶은 오브젝트 쪽에 이 마커를 달아 런타임에 수집한다. +// (현재 씬 오브젝트면 어차피 씬 언로드로 사라지지만, 어두워지기 전 전환 구간의 깜빡임을 막아준다.) +public class HideDuringLoading : MonoBehaviour +{ +} diff --git a/Assets/02_Scripts/Managers/HideDuringLoading.cs.meta b/Assets/02_Scripts/Managers/HideDuringLoading.cs.meta new file mode 100644 index 00000000..8487ea94 --- /dev/null +++ b/Assets/02_Scripts/Managers/HideDuringLoading.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 59721f2668c7f5c47b205b7d61ff4822 \ No newline at end of file diff --git a/Assets/02_Scripts/Managers/LocalManager.cs b/Assets/02_Scripts/Managers/LocalManager.cs index adc7eb58..0331ac97 100644 --- a/Assets/02_Scripts/Managers/LocalManager.cs +++ b/Assets/02_Scripts/Managers/LocalManager.cs @@ -5,9 +5,17 @@ public class LocalManager : MonoBehaviour,ISceneInitializable { + [SerializeField] private string _startSceneName; [SerializeField] private string _nextSceneName; [SerializeField] private AudioClip _caffebeneBGM; + // 일반 씬 전환(NextSceneWithBgm)용 전용 BGM과, 재생 후 씬 전환까지의 대기(초, 0이면 즉시 전환) + [SerializeField] private AudioClip _sceneChangeBGM; + [SerializeField, Min(0f)] private float _sceneChangeBgmPlayTime = 0f; + + [Tooltip("런타임에 번호로 골라 _sceneChangeBGM을 교체할 BGM 후보들 (SetSceneChangeBgm(번호)로 선택)")] + [SerializeField] private AudioClip[] _sceneChangeBgmOptions; + // 흑백 전환에 걸리는 시간(초) [SerializeField, Min(0f)] private float _grayscaleFadeTime = 1.5f; // BGM 재생 시작 후 씬 전환까지 대기 시간(초) @@ -22,11 +30,61 @@ public class LocalManager : MonoBehaviour,ISceneInitializable // 이 씬 전용 스카이박스 (비우면 SceneLoadManager의 기본 스카이박스 사용) [SerializeField] private Material _sceneSkybox; + // FadeToGrayscale 직전의 원래 볼륨 상태 — FadeToColor로 되돌릴 때 복원용 + private VolumeProfile _preGrayscaleProfile; + private float _preGrayscaleWeight; + private bool _grayscaleActive; + public void NextScene(int delay) { _ = Util.RunDelayed((float)delay,()=>SceneLoadManager.Instance.RequestSceneChange(_nextSceneName)); } + // 일반 씬 전환 + 전용 BGM. delay 뒤 전용 BGM을 재생하고(있으면), _sceneChangeBgmPlayTime 만큼 두었다가 씬 전환. + // 카페 시퀀스와 달리 흑백/이미지 연출은 없다. UnityEvent에서 호출 가능. + public void NextSceneWithBgm(int delay) + { + _ = NextSceneWithBgmSequence(delay); + } + + // UnityEvent에서 번호로 호출 — _sceneChangeBgmOptions[index]를 다음 NextSceneWithBgm에 쓸 전용 BGM으로 교체한다. + public void SetSceneChangeBgm(int index) + { + if (_sceneChangeBgmOptions == null || index < 0 || index >= _sceneChangeBgmOptions.Length) + { + Debug.LogWarning($"[LocalManager] 잘못된 Scene Change BGM 번호: {index} (후보 {(_sceneChangeBgmOptions != null ? _sceneChangeBgmOptions.Length : 0)}개)"); + return; + } + _sceneChangeBGM = _sceneChangeBgmOptions[index]; + } + + // UnityEvent에서 호출 — 다음에 전환할 씬 이름(_nextSceneName)을 런타임에 교체한다. + // NextScene / NextSceneWithBgm / CaffebeneNextSceneChange가 모두 이 값을 쓴다. + public void ChangeNextSceneName(string sceneName) + { + _nextSceneName = sceneName; + } + + private async Awaitable NextSceneWithBgmSequence(int delay) + { + try + { + await Awaitable.WaitForSecondsAsync((float)delay, destroyCancellationToken); + + if (_sceneChangeBGM != null && SoundManager.Instance != null) + SoundManager.Instance.PlayOverrideBGM(_sceneChangeBGM); + + if (_sceneChangeBgmPlayTime > 0f) + await Awaitable.WaitForSecondsAsync(_sceneChangeBgmPlayTime, destroyCancellationToken); + + SceneLoadManager.Instance.RequestSceneChange(_nextSceneName); + } + catch (System.OperationCanceledException) + { + // 씬 전환 등으로 자신이 파괴되어 취소됨 + } + } + public void CaffebeneNextSceneChange(int delay) { _ = CaffebeneSequence(delay); @@ -58,7 +116,7 @@ private async Awaitable CaffebeneSequence(int delay) // 씬 안의 Animator / 타임라인 / 파티클을 전부 일시정지 // (Time.timeScale은 건드리지 않는다 — BGM 페이드와 씬 전환 딜레이가 scaled time 기준이라 함께 멈춰버림) - private static void PauseAllAnimations() + public static void PauseAllAnimations() { foreach (var animator in FindObjectsByType()) animator.speed = 0f; @@ -72,7 +130,8 @@ private static void PauseAllAnimations() // 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) + // 같은 씬 어디서든 참조로 호출 가능. 되돌리려면 FadeToColor 사용. + public async Awaitable FadeToGrayscale(float duration) { if (_grayscaleProfile == null || _globalVolume == null) { @@ -80,6 +139,14 @@ private async Awaitable FadeToGrayscale(float duration) return; } + // 원래 볼륨 상태를 기억해 둔다 (FadeToColor 복원용). 이미 흑백이면 덮어쓰지 않는다. + if (!_grayscaleActive) + { + _preGrayscaleProfile = _globalVolume.sharedProfile; + _preGrayscaleWeight = _globalVolume.weight; + _grayscaleActive = true; + } + // sharedProfile로 물려야 에셋이 복제·수정되지 않는다 (페이드는 weight로만) // 씬 오브젝트의 프로퍼티 변경이라 플레이 종료 시 원래대로 돌아온다 _globalVolume.sharedProfile = _grayscaleProfile; @@ -89,14 +156,45 @@ private async Awaitable FadeToGrayscale(float duration) foreach (var cam in FindObjectsByType()) cam.GetUniversalAdditionalCameraData().renderPostProcessing = true; + await FadeVolumeWeight(0f, 1f, duration); + } + + // 흑백 → 원래 컬러로 되돌린다. weight를 0으로 뺀 뒤, FadeToGrayscale가 기억해둔 원래 프로파일/weight로 복원. + // 흑백 상태가 아니면 아무것도 하지 않는다. 같은 씬 어디서든 참조로 호출 가능. + public async Awaitable FadeToColor(float duration) + { + if (_globalVolume == null || !_grayscaleActive) + return; + + await FadeVolumeWeight(_globalVolume.weight, 0f, duration); + + _globalVolume.sharedProfile = _preGrayscaleProfile; + _globalVolume.weight = _preGrayscaleWeight; + _grayscaleActive = false; + } + + // 인스펙터 UnityEvent에서 호출용 void 래퍼. + // (async 메서드는 반환형이 void가 아니라 UnityEvent 드롭다운에 안 뜬다 — 여기서 fire-and-forget으로 감싼다) + public void FadeToGrayscaleEvent(float duration) => _ = FadeToGrayscale(duration); + public void FadeToColorEvent(float duration) => _ = FadeToColor(duration); + + // 글로벌 볼륨 weight를 from → to로 duration 동안 페이드 (duration ≤ 0이면 즉시 to) + private async Awaitable FadeVolumeWeight(float from, float to, float duration) + { + if (duration <= 0f) + { + _globalVolume.weight = to; + return; + } + float timer = 0f; while (timer < duration) { timer += Time.deltaTime; - _globalVolume.weight = Mathf.Clamp01(timer / duration); + _globalVolume.weight = Mathf.Lerp(from, to, Mathf.Clamp01(timer / duration)); await Awaitable.NextFrameAsync(destroyCancellationToken); } - _globalVolume.weight = 1f; + _globalVolume.weight = to; } // 씬 로드 시 이 씬 전용 스카이박스를 적용 @@ -107,4 +205,22 @@ public void OnSceneLoaded() SceneLoadManager.Instance.SetSceneSkybox(_sceneSkybox); } + public void StartSceneChange(int delay) + { + _ = StartSceneChangeSequence(delay); + } + + private async Awaitable StartSceneChangeSequence(int delay) + { + try + { + await Awaitable.WaitForSecondsAsync((float)delay); + + SceneLoadManager.Instance.RequestSceneChange(_startSceneName); + } + catch (System.OperationCanceledException) + { + // 씬 전환 등으로 자신이 파괴되어 취소됨 + } + } } diff --git a/Assets/02_Scripts/Managers/SceneLoadManager.cs b/Assets/02_Scripts/Managers/SceneLoadManager.cs index e49e20f6..8cbcacbc 100644 --- a/Assets/02_Scripts/Managers/SceneLoadManager.cs +++ b/Assets/02_Scripts/Managers/SceneLoadManager.cs @@ -204,6 +204,34 @@ private void MovePlayerToLoadingArea() if (cc != null) cc.enabled = true; } + // 로딩 룸(로딩바 포함)을 플레이어가 지금 보고 있는 방향으로 한 번 돌려놓는다. + // Update에서는 위치만 따라가므로, 여기서 잡아둔 방향이 로딩 내내 유지된다. + // 매 프레임 돌리면 UI가 얼굴에 붙어다녀 멀미가 나므로 전환 시점에 한 번만 맞춘다. + private void AlignLoadingRootToPlayerView() + { + if (_loadingRoot == null || _loadingCamTargetTransform == null) return; + + // 고개를 들거나 숙인 각도는 버리고 좌우(yaw) 방향만 쓴다 + var forward = Vector3.ProjectOnPlane(_loadingCamTargetTransform.forward, Vector3.up); + + // 정수리나 발끝을 보고 있으면 수평 성분이 0에 가까워진다 — 이때는 yaw 값을 직접 쓴다 + if (forward.sqrMagnitude < 0.0001f) + { + _loadingRoot.transform.rotation = Quaternion.Euler(0f, _loadingCamTargetTransform.eulerAngles.y, 0f); + return; + } + + _loadingRoot.transform.rotation = Quaternion.LookRotation(forward, Vector3.up); + } + + // 화면이 어두워진 뒤, HideDuringLoading 마커가 붙은 오브젝트를 전부 끈다 (로딩 중 노출/깜빡임 방지). + // 글로벌 매니저라 씬 오브젝트를 직접 참조할 수 없으므로(씬 전환 시 참조가 끊김) 런타임에 씬에서 찾는다. + private void DisableDarkObjects() + { + foreach (var marker in FindObjectsByType()) + marker.gameObject.SetActive(false); + } + public void RequestSceneChange(string sceneName) { _ = SceneChange(sceneName); @@ -233,6 +261,12 @@ private async Awaitable SceneChange(string sceneName) // (로딩 룸은 카메라를 따라다니므로 함께 이동한다) MovePlayerToLoadingArea(); + // 플레이어가 뒤를 보고 있어도 로딩바가 정면에 오도록 로딩 룸을 시선 방향으로 정렬 + AlignLoadingRootToPlayerView(); + + // 어두워진 상태에서 지정 오브젝트들 끄기 (로딩 중 보이면 안 되는 것들) + DisableDarkObjects(); + // 로딩 룸에 도착했으니 시야를 다시 연다 (스카이박스 페이드 인과 동시 진행) if (pc != null) _ = pc.FadeSight(true, 0.8f); diff --git a/Assets/02_Scripts/Managers/StoryManager.cs b/Assets/02_Scripts/Managers/StoryManager.cs index 7f3a0b90..e10de03e 100644 --- a/Assets/02_Scripts/Managers/StoryManager.cs +++ b/Assets/02_Scripts/Managers/StoryManager.cs @@ -1,4 +1,5 @@ using System; +using System.Collections.Generic; using System.IO; using UnityEngine; @@ -13,6 +14,17 @@ public class StoryManager : MonoBehaviour "이 매니저가 살아남는 씬(플레이를 시작한 씬)의 값만 적용되고, 씬 전환으로 넘어온 경우엔 무시된다")] [Min(0)] [SerializeField] private int _initialMainProgress; + [Serializable] + private struct InitialAffection + { + public CharacterData Character; + public int Amount; + } + + [Tooltip("플레이 시작 시 호감도 초기값 — 이 씬만 직접 열어 테스트할 때 앞 과정 없이 원하는 호감도로 시작하게. " + + "진행도 초기값과 마찬가지로 플레이를 시작한 씬의 값만 적용되고, 씬 전환으로 넘어온 경우엔 무시된다")] + [SerializeField] private List _initialAffections = new(); + private StoryState _state = new(); // 상태가 바뀔 때마다 발행 (호감도 게이지 등 UI 갱신용) @@ -24,6 +36,11 @@ private void Awake() { Instance = this; //만들어진 자신을 인스턴스로 설정 _state.MainProgress = _initialMainProgress; // 테스트용 초기 진행도 (씬 전환으로 넘어온 중복은 여기 못 옴) + + // 테스트용 초기 호감도 (첫 인스턴스에서만 — 씬 전환으로 넘어온 경우엔 이 자리에 못 옴) + foreach (var init in _initialAffections) + if (init.Character != null) + _state.Affection[IdOf(init.Character)] = init.Amount; } else { diff --git a/Assets/02_Scripts/Story/ch3.meta b/Assets/02_Scripts/Story/ch3.meta new file mode 100644 index 00000000..b610dbed --- /dev/null +++ b/Assets/02_Scripts/Story/ch3.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c69e37265e7e163459b3894cea6d0c59 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/02_Scripts/Story/KimchiHitZone.cs b/Assets/02_Scripts/Story/ch3/KimchiHitZone.cs similarity index 100% rename from Assets/02_Scripts/Story/KimchiHitZone.cs rename to Assets/02_Scripts/Story/ch3/KimchiHitZone.cs diff --git a/Assets/02_Scripts/Story/KimchiHitZone.cs.meta b/Assets/02_Scripts/Story/ch3/KimchiHitZone.cs.meta similarity index 100% rename from Assets/02_Scripts/Story/KimchiHitZone.cs.meta rename to Assets/02_Scripts/Story/ch3/KimchiHitZone.cs.meta diff --git a/Assets/02_Scripts/Story/ch3/ResetChildLocalRotation.cs b/Assets/02_Scripts/Story/ch3/ResetChildLocalRotation.cs new file mode 100644 index 00000000..a0330401 --- /dev/null +++ b/Assets/02_Scripts/Story/ch3/ResetChildLocalRotation.cs @@ -0,0 +1,22 @@ +using UnityEngine; + +public class ResetChildLocalRotation : MonoBehaviour +{ + [SerializeField] private Transform target; + + private Quaternion initialLocalRotation; + + private void Awake() + { + if (target != null) + initialLocalRotation = target.localRotation; + } + + public void ResetRotation() + { + if (target == null) + return; + + target.localRotation = initialLocalRotation; + } +} \ No newline at end of file diff --git a/Assets/02_Scripts/Story/ch3/ResetChildLocalRotation.cs.meta b/Assets/02_Scripts/Story/ch3/ResetChildLocalRotation.cs.meta new file mode 100644 index 00000000..620ac518 --- /dev/null +++ b/Assets/02_Scripts/Story/ch3/ResetChildLocalRotation.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8f701eb628e084b4f87b750c2716f6f5 \ No newline at end of file diff --git a/Assets/02_Scripts/Story/ch4 scrip.meta b/Assets/02_Scripts/Story/ch4 scrip.meta new file mode 100644 index 00000000..9e4edc59 --- /dev/null +++ b/Assets/02_Scripts/Story/ch4 scrip.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1c11f945087bd984d9e4dbe8f0632a20 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/02_Scripts/Story/ch4 scrip/JunpyoCollapseEvent.cs b/Assets/02_Scripts/Story/ch4 scrip/JunpyoCollapseEvent.cs new file mode 100644 index 00000000..a79c8bcc --- /dev/null +++ b/Assets/02_Scripts/Story/ch4 scrip/JunpyoCollapseEvent.cs @@ -0,0 +1,152 @@ +using System.Collections; +using UnityEngine; +using UnityEngine.Events; + +public class JunpyoCollapseEvent : MonoBehaviour +{ + [Header("구준표")] + [SerializeField] private Animator junpyoAnimator; + [SerializeField] private string collapseTrigger = "Collapse"; + + [Header("플레이어 시선")] + [SerializeField] private Transform xrOrigin; + [SerializeField] private Transform playerCamera; + [SerializeField] private Transform lookTarget; + + [Tooltip("구준표 쪽으로 화면이 돌아가는 시간")] + [SerializeField] private float lookDuration = 0.4f; + + [Tooltip("화면 전환을 시작하고 몇 초 뒤 쓰러질지")] + [SerializeField] private float collapseStartDelay = 0.15f; + + [Header("페이드 타이밍")] + [Tooltip("쓰러지기 시작한 뒤 페이드 아웃까지 기다리는 시간")] + [SerializeField] private float fadeDelay = 1.3f; + + [Header("쓰러진 뒤 실행")] + [SerializeField] private UnityEvent onCollapseFinished; + + private bool hasPlayed; + + public void PlayCollapse() + { + if (hasPlayed) + return; + + if (junpyoAnimator == null) + { + Debug.LogWarning( + "[JunpyoCollapseEvent] 구준표 Animator가 연결되지 않았습니다." + ); + return; + } + + if (xrOrigin == null || + playerCamera == null || + lookTarget == null) + { + Debug.LogWarning( + "[JunpyoCollapseEvent] 플레이어 시선 설정이 비어 있습니다." + ); + return; + } + + hasPlayed = true; + StartCoroutine(CollapseRoutine()); + } + + private IEnumerator CollapseRoutine() + { + // 구준표 방향으로 화면 전환 시작 + StartCoroutine(LookAtJunpyoRoutine()); + + // 화면이 돌아가기 시작한 뒤 잠깐 기다림 + yield return new WaitForSeconds(collapseStartDelay); + + // 구준표 쓰러지는 애니메이션 실행 + junpyoAnimator.ResetTrigger(collapseTrigger); + junpyoAnimator.SetTrigger(collapseTrigger); + + // 쓰러지는 모습을 보여준 뒤 페이드 아웃 + yield return new WaitForSeconds(fadeDelay); + + onCollapseFinished?.Invoke(); + } + + private IEnumerator LookAtJunpyoRoutine() + { + Vector3 cameraForward = playerCamera.forward; + cameraForward.y = 0f; + + Vector3 targetDirection = + lookTarget.position - playerCamera.position; + targetDirection.y = 0f; + + if (cameraForward.sqrMagnitude < 0.001f || + targetDirection.sqrMagnitude < 0.001f) + { + yield break; + } + + cameraForward.Normalize(); + targetDirection.Normalize(); + + // 현재 시선에서 구준표까지 필요한 좌우 회전각 + float totalAngle = Vector3.SignedAngle( + cameraForward, + targetDirection, + Vector3.up + ); + + float duration = Mathf.Max(0.01f, lookDuration); + float elapsed = 0f; + float previousAngle = 0f; + + while (elapsed < duration) + { + elapsed += Time.deltaTime; + + float t = Mathf.Clamp01(elapsed / duration); + + // 부드럽게 시작하고 부드럽게 멈춤 + float easedT = t * t * (3f - 2f * t); + + float currentAngle = totalAngle * easedT; + float frameAngle = currentAngle - previousAngle; + + // 카메라 현재 위치를 중심으로 XR Origin 회전 + // 플레이어 위치가 옆으로 밀리는 현상을 방지 + xrOrigin.RotateAround( + playerCamera.position, + Vector3.up, + frameAngle + ); + + previousAngle = currentAngle; + + yield return null; + } + } + + public void ResetCollapse() + { + StopAllCoroutines(); + + hasPlayed = false; + + if (junpyoAnimator != null) + junpyoAnimator.ResetTrigger(collapseTrigger); + } + + [ContextMenu("Test Collapse")] + private void TestCollapse() + { + PlayCollapse(); + } + + [ContextMenu("Reset Collapse")] + private void TestResetCollapse() + { + ResetCollapse(); + } +} \ No newline at end of file diff --git a/Assets/02_Scripts/Story/ch4 scrip/JunpyoCollapseEvent.cs.meta b/Assets/02_Scripts/Story/ch4 scrip/JunpyoCollapseEvent.cs.meta new file mode 100644 index 00000000..c26d6508 --- /dev/null +++ b/Assets/02_Scripts/Story/ch4 scrip/JunpyoCollapseEvent.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 72d7bab8fc449ae44a7d202606c5382e \ No newline at end of file diff --git a/Assets/02_Scripts/Story/ch4 scrip/JunpyoRescueEvent.cs b/Assets/02_Scripts/Story/ch4 scrip/JunpyoRescueEvent.cs new file mode 100644 index 00000000..1dcb5a94 --- /dev/null +++ b/Assets/02_Scripts/Story/ch4 scrip/JunpyoRescueEvent.cs @@ -0,0 +1,84 @@ +using System.Collections; +using UnityEngine; + +public class JunpyoRescueEvent : MonoBehaviour +{ + [Header("Event Components")] + [SerializeField] private JunpyoRunToPoint junpyoRun; + [SerializeField] private PlayerPushToPoint playerPush; + [SerializeField] private SpotlightFall spotlightFall; + + [Header("Timing")] + [Tooltip("구준표가 출발한 뒤 플레이어를 밀 때까지 시간")] + [SerializeField] private float pushDelay = 1.0f; + + [Tooltip("플레이어를 민 뒤 조명이 떨어질 때까지 시간")] + [SerializeField] private float spotlightDelayAfterPush = 0.1f; + + private bool hasPlayed; + + public void PlayRescueEvent() + { + if (hasPlayed) + return; + + if (junpyoRun == null || + playerPush == null || + spotlightFall == null) + { + Debug.LogWarning( + "[JunpyoRescueEvent] 연결되지 않은 컴포넌트가 있습니다." + ); + return; + } + + hasPlayed = true; + StartCoroutine(RescueRoutine()); + } + + private IEnumerator RescueRoutine() + { + // 1. 구준표가 달려오기 시작 + junpyoRun.RunToStopPoint(); + + // 2. 구준표가 거의 도착할 때까지 대기 + yield return new WaitForSeconds(pushDelay); + + // 3. 플레이어 밀기 + playerPush.PushPlayerOnce(); + + // 4. 밀린 직후 잠깐 기다림 + yield return new WaitForSeconds(spotlightDelayAfterPush); + + // 5. 조명 떨어뜨리기 + spotlightFall.DropSpotlight(); + } + + public void ResetEvent() + { + StopAllCoroutines(); + + hasPlayed = false; + + if (junpyoRun != null) + junpyoRun.ResetMovement(); + + if (playerPush != null) + playerPush.ResetPush(); + + if (spotlightFall != null) + spotlightFall.ResetFall(); + } + + [ContextMenu("Test Rescue Event")] + private void TestRescueEvent() + { + PlayRescueEvent(); + } + + [ContextMenu("Reset Rescue Event")] + private void TestResetEvent() + { + ResetEvent(); + } +} \ No newline at end of file diff --git a/Assets/02_Scripts/Story/ch4 scrip/JunpyoRescueEvent.cs.meta b/Assets/02_Scripts/Story/ch4 scrip/JunpyoRescueEvent.cs.meta new file mode 100644 index 00000000..fea7e73d --- /dev/null +++ b/Assets/02_Scripts/Story/ch4 scrip/JunpyoRescueEvent.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 459517eb5f032fd4e9672d8c30c93d74 \ No newline at end of file diff --git a/Assets/02_Scripts/Story/ch4 scrip/JunpyoRescueZone.cs b/Assets/02_Scripts/Story/ch4 scrip/JunpyoRescueZone.cs new file mode 100644 index 00000000..6e5c8294 --- /dev/null +++ b/Assets/02_Scripts/Story/ch4 scrip/JunpyoRescueZone.cs @@ -0,0 +1,70 @@ +using System.Collections; +using UnityEngine; +using UnityEngine.Events; + +public class JunpyoRescueSequence : MonoBehaviour +{ + [Header("구준표 구조 연출")] + [SerializeField] private JunpyoRescueEvent rescueEvent; + + [Header("대화 시작 타이밍")] + [Tooltip("구준표가 달려오고 플레이어를 민 뒤, 대화를 시작하기까지의 전체 시간")] + [SerializeField] private float dialogueStartDelay = 1.5f; + + [Header("연출 종료 후 실행")] + [Tooltip("여기에 기존 대화 시작 함수를 연결")] + [SerializeField] private UnityEvent onRescueFinished; + + private bool hasPlayed; + + public void PlaySequence() + { + if (hasPlayed) + return; + + if (rescueEvent == null) + { + Debug.LogWarning( + "[JunpyoRescueSequence] Rescue Event가 연결되지 않았습니다." + ); + return; + } + + hasPlayed = true; + StartCoroutine(SequenceRoutine()); + } + + private IEnumerator SequenceRoutine() + { + // 1. 구준표 달려오기 + 플레이어 밀기 + rescueEvent.PlayRescueEvent(); + + // 2. 구조 연출이 끝날 때까지 기다림 + yield return new WaitForSeconds(dialogueStartDelay); + + // 3. 구조 연출 종료 후 대화 시작 + onRescueFinished?.Invoke(); + } + + public void ResetSequence() + { + StopAllCoroutines(); + + hasPlayed = false; + + if (rescueEvent != null) + rescueEvent.ResetEvent(); + } + + [ContextMenu("Test Sequence")] + private void TestSequence() + { + PlaySequence(); + } + + [ContextMenu("Reset Sequence")] + private void TestResetSequence() + { + ResetSequence(); + } +} \ No newline at end of file diff --git a/Assets/02_Scripts/Story/ch4 scrip/JunpyoRescueZone.cs.meta b/Assets/02_Scripts/Story/ch4 scrip/JunpyoRescueZone.cs.meta new file mode 100644 index 00000000..0a96ad54 --- /dev/null +++ b/Assets/02_Scripts/Story/ch4 scrip/JunpyoRescueZone.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a6460eb96d882e34d9d11a86f188b0cd \ No newline at end of file diff --git a/Assets/02_Scripts/Story/ch4 scrip/JunpyoRunToPoint.cs b/Assets/02_Scripts/Story/ch4 scrip/JunpyoRunToPoint.cs new file mode 100644 index 00000000..2fe4565d --- /dev/null +++ b/Assets/02_Scripts/Story/ch4 scrip/JunpyoRunToPoint.cs @@ -0,0 +1,104 @@ +using System.Collections; +using UnityEngine; + +public class JunpyoRunToPoint : MonoBehaviour +{ + [Header("Junpyo")] + [SerializeField] private Transform junpyo; + + [Header("Target")] + [SerializeField] private Transform junpyoStopPoint; + + [Header("Movement")] + [SerializeField] private float moveDuration = 1.2f; + [SerializeField] private bool faceMoveDirection = true; + + private bool isMoving; + private bool hasMoved; + + // 대화가 시작될 때 호출 + public void RunToStopPoint() + { + if (isMoving || hasMoved) + return; + + if (junpyo == null || junpyoStopPoint == null) + { + Debug.LogWarning("구준표 또는 JunpyoStopPoint가 연결되지 않았습니다."); + return; + } + + hasMoved = true; + StartCoroutine(MoveRoutine()); + } + + private IEnumerator MoveRoutine() + { + isMoving = true; + + Vector3 startPosition = junpyo.position; + Quaternion startRotation = junpyo.rotation; + + Vector3 targetPosition = junpyoStopPoint.position; + targetPosition.y = startPosition.y; + + Vector3 direction = targetPosition - startPosition; + direction.y = 0f; + + Quaternion targetRotation = startRotation; + + if (faceMoveDirection && direction.sqrMagnitude > 0.001f) + targetRotation = Quaternion.LookRotation(direction.normalized); + + float elapsed = 0f; + + while (elapsed < moveDuration) + { + elapsed += Time.deltaTime; + float t = Mathf.Clamp01(elapsed / moveDuration); + + junpyo.position = Vector3.Lerp( + startPosition, + targetPosition, + t + ); + + if (faceMoveDirection) + { + junpyo.rotation = Quaternion.Slerp( + startRotation, + targetRotation, + t + ); + } + + yield return null; + } + + // 마지막 위치를 정확하게 맞춤 + junpyo.position = targetPosition; + + if (faceMoveDirection) + junpyo.rotation = targetRotation; + + isMoving = false; + } + + public void ResetMovement() + { + hasMoved = false; + isMoving = false; + } + + [ContextMenu("Test Run")] + private void TestRun() + { + RunToStopPoint(); + } + + [ContextMenu("Reset Run")] + private void TestResetRun() + { + ResetMovement(); + } +} \ No newline at end of file diff --git a/Assets/02_Scripts/Story/ch4 scrip/JunpyoRunToPoint.cs.meta b/Assets/02_Scripts/Story/ch4 scrip/JunpyoRunToPoint.cs.meta new file mode 100644 index 00000000..57c7b7b3 --- /dev/null +++ b/Assets/02_Scripts/Story/ch4 scrip/JunpyoRunToPoint.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 91bed9cabff116f43a42e695be8d8a95 \ No newline at end of file diff --git a/Assets/02_Scripts/Story/ch4 scrip/PlayerPushToPoint.cs b/Assets/02_Scripts/Story/ch4 scrip/PlayerPushToPoint.cs new file mode 100644 index 00000000..8fc80111 --- /dev/null +++ b/Assets/02_Scripts/Story/ch4 scrip/PlayerPushToPoint.cs @@ -0,0 +1,134 @@ +using System.Collections; +using UnityEngine; + +public class PlayerPushToPoint : MonoBehaviour +{ + [Header("Player")] + [SerializeField] private Transform xrOrigin; + [SerializeField] private Transform playerCamera; + [SerializeField] private CharacterController characterController; + + [Header("Push Direction")] + [SerializeField] private Transform pushDirectionPoint; + + [Header("Push Settings")] + [SerializeField] private float pushDistance = 0.9f; + [SerializeField] private float pushDuration = 0.18f; + + private bool hasPushed; + private bool isPushing; + + public void PushPlayerOnce() + { + if (hasPushed || isPushing) + return; + + if (xrOrigin == null || + playerCamera == null || + pushDirectionPoint == null) + { + Debug.LogWarning( + "[PlayerPushToPoint] 연결되지 않은 오브젝트가 있습니다." + ); + return; + } + + hasPushed = true; + StartCoroutine(PushRoutine()); + } + + private IEnumerator PushRoutine() + { + isPushing = true; + + // 플레이어에서 포인트로 향하는 방향 + Vector3 direction = + pushDirectionPoint.position - playerCamera.position; + + // 수평 방향만 사용 + direction.y = 0f; + + if (direction.sqrMagnitude < 0.001f) + { + Debug.LogWarning( + "[PlayerPushToPoint] 밀기 방향을 계산할 수 없습니다." + ); + + hasPushed = false; + isPushing = false; + yield break; + } + + direction.Normalize(); + + Vector3 startPosition = xrOrigin.position; + Vector3 targetPosition = + startPosition + direction * pushDistance; + + // 시작 높이를 그대로 고정 + float fixedY = startPosition.y; + targetPosition.y = fixedY; + + bool controllerWasEnabled = + characterController != null && + characterController.enabled; + + // 밀리는 동안 바닥이나 장애물 때문에 위로 올라가지 않도록 끔 + if (controllerWasEnabled) + characterController.enabled = false; + + float duration = Mathf.Max(0.01f, pushDuration); + float elapsed = 0f; + + while (elapsed < duration) + { + elapsed += Time.deltaTime; + + float t = Mathf.Clamp01(elapsed / duration); + float easedT = 1f - Mathf.Pow(1f - t, 3f); + + Vector3 nextPosition = + Vector3.Lerp(startPosition, targetPosition, easedT); + + // 매 프레임 Y값 강제 고정 + nextPosition.y = fixedY; + xrOrigin.position = nextPosition; + + yield return null; + } + + // 마지막 위치 정확히 고정 + xrOrigin.position = targetPosition; + + if (controllerWasEnabled) + characterController.enabled = true; + + isPushing = false; + } + + public void ResetPush() + { + StopAllCoroutines(); + + hasPushed = false; + isPushing = false; + + if (characterController != null && + !characterController.enabled) + { + characterController.enabled = true; + } + } + + [ContextMenu("Test Push")] + private void TestPush() + { + PushPlayerOnce(); + } + + [ContextMenu("Reset Push")] + private void TestResetPush() + { + ResetPush(); + } +} \ No newline at end of file diff --git a/Assets/02_Scripts/Story/ch4 scrip/PlayerPushToPoint.cs.meta b/Assets/02_Scripts/Story/ch4 scrip/PlayerPushToPoint.cs.meta new file mode 100644 index 00000000..213a4fb8 --- /dev/null +++ b/Assets/02_Scripts/Story/ch4 scrip/PlayerPushToPoint.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 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startRotation; + + private bool hasFallen; + private bool isFalling; + + private void Awake() + { + if (spotlight != null) + { + startPosition = spotlight.position; + startRotation = spotlight.rotation; + } + } + + public void DropSpotlight() + { + if (hasFallen || isFalling) + return; + + if (spotlight == null) + { + Debug.LogWarning( + "[SpotlightFall] Spotlight가 연결되지 않았습니다." + ); + return; + } + + if (fallEndPoint == null) + { + Debug.LogWarning( + "[SpotlightFall] Fall End Point가 연결되지 않았습니다." + ); + return; + } + + hasFallen = true; + StartCoroutine(FallRoutine()); + } + + private IEnumerator FallRoutine() + { + isFalling = true; + + Vector3 fallStartPosition = spotlight.position; + Vector3 targetPosition = fallEndPoint.position; + + float duration = Mathf.Max(0.01f, fallDuration); + float elapsed = 0f; + + bool impactSoundPlayed = false; + + while (elapsed < duration) + { + elapsed += Time.deltaTime; + + float t = Mathf.Clamp01(elapsed / duration); + + // 처음에는 느리고 아래로 갈수록 빠르게 낙하 + float acceleratedT = t * t * t; + + spotlight.position = Vector3.Lerp( + fallStartPosition, + targetPosition, + acceleratedT + ); + + // 완전히 도착하기 조금 전에 와장창 소리 재생 + if (!impactSoundPlayed && + duration - elapsed <= impactSoundLeadTime) + { + impactSoundPlayed = true; + PlayImpactSound(); + } + + yield return null; + } + + // 마지막 위치 정확히 맞추기 + spotlight.position = targetPosition; + + // Lead Time이 너무 작아 소리가 실행되지 않았을 경우 대비 + if (!impactSoundPlayed) + { + PlayImpactSound(); + } + + isFalling = false; + } + + private void PlayImpactSound() + { + if (impactAudioSource == null || impactSound == null) + return; + + impactAudioSource.PlayOneShot( + impactSound, + impactVolume + ); + } + + public void ResetFall() + { + StopAllCoroutines(); + + hasFallen = false; + isFalling = false; + + if (impactAudioSource != null) + impactAudioSource.Stop(); + + if (spotlight != null) + { + spotlight.position = startPosition; + spotlight.rotation = startRotation; + } + } + + [ContextMenu("Test Fall")] + 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a/Assets/07_Data/DialogGraph/Chapter1/Chapter1_Carnotaurus5.dlg b/Assets/07_Data/DialogGraph/Chapter1/Chapter1_Carnotaurus5.dlg index 9a355673..863851ab 100644 --- a/Assets/07_Data/DialogGraph/Chapter1/Chapter1_Carnotaurus5.dlg +++ b/Assets/07_Data/DialogGraph/Chapter1/Chapter1_Carnotaurus5.dlg @@ -188,7 +188,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -199,6 +198,12 @@ MonoBehaviour: - HudAnchor - Affection - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 4848514365209968924 - rid: 4848514365209968925 @@ -206,7 +211,6 @@ MonoBehaviour: - rid: 4848514365209968927 - rid: 4848514365209968928 - rid: 4848514365209968929 - - rid: 4848514365209968930 - rid: 4848514365209968931 - rid: 4848514365209968932 - rid: 4848514365209968933 @@ -217,6 +221,12 @@ MonoBehaviour: - rid: 4848514455607443550 - rid: 4848514551248584819 - rid: 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{fileID: 0} diff --git a/Assets/07_Data/DialogGraph/Chapter1/Chapter1_Yuna_Guide.dlg b/Assets/07_Data/DialogGraph/Chapter1/Chapter1_Yuna_Guide.dlg index c74ce676..e2c49da6 100644 --- a/Assets/07_Data/DialogGraph/Chapter1/Chapter1_Yuna_Guide.dlg +++ b/Assets/07_Data/DialogGraph/Chapter1/Chapter1_Yuna_Guide.dlg @@ -48,7 +48,7 @@ MonoBehaviour: x: -86 y: 92 width: 1113 - height: 537 + height: 672 m_GraphElementMetaData: - m_Guid: m_Value0: 11886921906498108818 @@ -170,7 +170,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -180,6 +179,13 @@ MonoBehaviour: - ForcePlayerLook - HudAnchor - Affection + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Progress + - Voice m_ValueList: - rid: 4848514365209968924 - rid: 4848514365209968925 @@ -187,7 +193,6 @@ MonoBehaviour: - rid: 4848514365209968927 - rid: 4848514365209968928 - rid: 4848514365209968929 - - rid: 4848514365209968930 - 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UnityEditor.GraphToolkitModule} + data: + m_Value: 0 + - rid: 4848514839927849102 + type: {class: 'Constant`1[[System.Int32, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: 0 + - rid: 4848514839927849662 + type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 0} + - rid: 4848514839927849663 + type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 0} diff --git a/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Carnotaurus1.dlg b/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Carnotaurus1.dlg index 1747eb56..5289663d 100644 --- a/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Carnotaurus1.dlg +++ b/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Carnotaurus1.dlg @@ -172,13 +172,20 @@ MonoBehaviour: - TalkText - 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Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 0} diff --git a/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Carnotaurus2.dlg b/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Carnotaurus2.dlg index fcadb0ad..33c62ece 100644 --- a/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Carnotaurus2.dlg +++ b/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Carnotaurus2.dlg @@ -62,7 +62,7 @@ MonoBehaviour: x: -86 y: -9 width: 4034 - height: 1174 + height: 1395 m_GraphElementMetaData: - m_Guid: m_Value0: 11886921906498108818 @@ -296,7 +296,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -307,6 +306,12 @@ MonoBehaviour: - HudAnchor - Affection - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 4848514365209968924 - rid: 4848514365209968925 @@ -314,7 +319,6 @@ MonoBehaviour: - rid: 4848514365209968927 - rid: 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--git a/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Carnotaurus3.dlg b/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Carnotaurus3.dlg index 2ceba9e6..9ec89394 100644 --- a/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Carnotaurus3.dlg +++ b/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Carnotaurus3.dlg @@ -206,7 +206,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -217,6 +216,12 @@ MonoBehaviour: - HudAnchor - Affection - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 4848514365209968924 - rid: 4848514365209968925 @@ -224,7 +229,6 @@ MonoBehaviour: - rid: 4848514365209968927 - rid: 4848514365209968928 - rid: 4848514365209968929 - - rid: 4848514365209968930 - rid: 4848514365209968931 - rid: 4848514365209968932 - rid: 4848514365209968933 @@ -235,6 +239,12 @@ MonoBehaviour: - rid: 4848514455607443581 - rid: 4848514566923223160 - rid: 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UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 0} diff --git a/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Pachycephalosaurus1.dlg b/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Pachycephalosaurus1.dlg index 68bc8dd2..2bf30806 100644 --- a/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Pachycephalosaurus1.dlg +++ b/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Pachycephalosaurus1.dlg @@ -207,7 +207,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -217,6 +216,12 @@ MonoBehaviour: - HudAnchor - Affection - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 4848514453388656906 - rid: 4848514453388656907 @@ -225,7 +230,6 @@ MonoBehaviour: - rid: 4848514453388656910 - rid: 4848514453388656911 - rid: 4848514453388656912 - - rid: 4848514453388656913 - rid: 4848514453388656914 - rid: 4848514453388656915 - rid: 4848514453388656916 @@ 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data: + m_Value: {fileID: 0} diff --git a/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Student1_1.dlg b/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Student1_1.dlg index 9de99e58..72f78cc4 100644 --- a/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Student1_1.dlg +++ b/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Student1_1.dlg @@ -10,7 +10,7 @@ MonoBehaviour: m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 12501, guid: 0000000000000000e000000000000000, type: 0} - m_Name: Chapter2_Student1 + m_Name: Chapter2_Student1_1 m_EditorClassIdentifier: UnityEditor.dll::Unity.GraphToolkit.Editor.Implementation.GraphObjectImp m_GraphModel: rid: 4848514365209968918 @@ -152,7 +152,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -163,6 +162,12 @@ MonoBehaviour: - HudAnchor - Affection - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 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UnityEditor.GraphToolkitModule} + data: + m_Value: 0 + - rid: 4848514839927849152 + type: {class: 'Constant`1[[System.Single, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: 0 + - rid: 4848514839927849754 + type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 0} diff --git a/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Student6_1.dlg b/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Student6_1.dlg index c3d3c186..aee4dd32 100644 --- a/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Student6_1.dlg +++ b/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Student6_1.dlg @@ -10,7 +10,7 @@ MonoBehaviour: m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 12501, guid: 0000000000000000e000000000000000, type: 0} - m_Name: Chapter2_Student6 + m_Name: Chapter2_Student6_1 m_EditorClassIdentifier: UnityEditor.dll::Unity.GraphToolkit.Editor.Implementation.GraphObjectImp m_GraphModel: rid: 4848514365209968918 @@ -188,7 +188,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -199,6 +198,12 @@ MonoBehaviour: - HudAnchor - Affection - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 4848514365209968924 - rid: 4848514365209968925 @@ -206,7 +211,6 @@ MonoBehaviour: - rid: 4848514365209968927 - rid: 4848514365209968928 - rid: 4848514365209968929 - - rid: 4848514365209968930 - rid: 4848514365209968931 - rid: 4848514365209968932 - rid: 4848514365209968933 @@ -217,6 +221,12 @@ MonoBehaviour: - rid: 4848514455607443601 - rid: 4848514566923223240 - rid: 4848514566923223241 + - rid: 4848514839927849062 + - rid: 4848514839927849063 + - rid: 4848514839927849064 + - rid: 4848514839927849065 + - rid: 4848514839927849066 + - rid: 4848514839927849631 m_InputPortInfos: expandedPortsById: m_KeyList: [] @@ -258,10 +268,6 @@ MonoBehaviour: type: {class: 'Constant`1[[ExpressionData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: m_Value: {fileID: 0} - - rid: 4848514365209968930 - type: {class: 'Constant`1[[VoiceClip, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} - data: - m_Value: {fileID: 0} - rid: 4848514365209968931 type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -356,7 +362,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -365,6 +370,12 @@ MonoBehaviour: - WaitForInput - Affection - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 4848514521070567478 - rid: 4848514521070567479 @@ -374,7 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Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 0} diff --git a/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Student7_1.dlg b/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Student7_1.dlg index 884531ce..d6b32271 100644 --- a/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Student7_1.dlg +++ b/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Student7_1.dlg @@ -10,7 +10,7 @@ MonoBehaviour: m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 12501, guid: 0000000000000000e000000000000000, type: 0} - m_Name: Chapter2_Student7 + m_Name: Chapter2_Student7_1 m_EditorClassIdentifier: UnityEditor.dll::Unity.GraphToolkit.Editor.Implementation.GraphObjectImp m_GraphModel: rid: 4848514365209968918 @@ -152,7 +152,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -163,6 +162,12 @@ MonoBehaviour: - HudAnchor - Affection - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - 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'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: 0 + - rid: 4848514839927849055 + type: {class: 'Constant`1[[System.Single, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: 0 + - rid: 4848514839927849607 + type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 0} diff --git a/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Styracosaurus1.dlg b/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Styracosaurus1.dlg index b083cb5c..535c87ef 100644 --- a/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Styracosaurus1.dlg +++ b/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Styracosaurus1.dlg @@ -51,8 +51,8 @@ MonoBehaviour: serializedVersion: 2 x: 173 y: -222 - width: 1729 - height: 1156 + width: 1758 + height: 1446 m_GraphElementMetaData: - m_Guid: m_Value0: 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4848514839927849666 + type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 0} + - rid: 4848514839927849667 + type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 0} diff --git a/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Styracosaurus2.dlg b/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Styracosaurus2.dlg index 8181193f..4980feb9 100644 --- a/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Styracosaurus2.dlg +++ b/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Styracosaurus2.dlg @@ -207,7 +207,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -217,6 +216,12 @@ MonoBehaviour: - HudAnchor - Affection - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 4848514453388656906 - rid: 4848514453388656907 @@ -225,7 +230,6 @@ MonoBehaviour: - rid: 4848514453388656910 - rid: 4848514453388656911 - rid: 4848514453388656912 - - rid: 4848514453388656913 - rid: 4848514453388656914 - rid: 4848514453388656915 - rid: 4848514453388656916 @@ -235,6 +239,12 @@ MonoBehaviour: - rid: 4848514455607443580 - rid: 4848514566923223232 - rid: 4848514566923223233 + - rid: 4848514839927849110 + - rid: 4848514839927849111 + - rid: 4848514839927849112 + - rid: 4848514839927849113 + - rid: 4848514839927849114 + - rid: 4848514839927849715 m_InputPortInfos: expandedPortsById: m_KeyList: [] @@ -312,10 +322,6 @@ MonoBehaviour: type: {class: 'Constant`1[[ExpressionData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: m_Value: {fileID: 0} - - rid: 4848514453388656913 - type: {class: 'Constant`1[[VoiceClip, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} - data: - m_Value: {fileID: 0} - rid: 4848514453388656914 type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -381,7 +387,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -390,6 +395,12 @@ MonoBehaviour: - WaitForInput - Affection - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 4848514611917881617 - rid: 4848514611917881618 @@ -399,7 +410,6 @@ MonoBehaviour: - rid: 4848514611917881622 - rid: 4848514611917881623 - rid: 4848514611917881624 - - rid: 4848514611917881625 - rid: 4848514611917881626 - rid: 4848514611917881627 - rid: 4848514611917881628 @@ -408,6 +418,12 @@ MonoBehaviour: - rid: 4848514611917881631 - rid: 4848514611917881632 - rid: 4848514611917881633 + - rid: 4848514839927849115 + - rid: 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'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: 0 + - rid: 4848514839927849111 + type: {class: 'Constant`1[[System.String, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: + - rid: 4848514839927849112 + type: {class: 'Constant`1[[System.String, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: + - rid: 4848514839927849113 + type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: 0 + - rid: 4848514839927849114 + type: {class: 'Constant`1[[System.Single, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: 0 + - rid: 4848514839927849115 + type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + 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'Constant`1[[System.String, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: + - rid: 4848514839927849128 + type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: 0 + - rid: 4848514839927849129 + type: {class: 'Constant`1[[System.Single, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: 0 + - rid: 4848514839927849715 + type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 0} + - rid: 4848514839927849716 + type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 0} + - rid: 4848514839927849717 + type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 0} + - rid: 4848514839927849718 + type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 0} diff --git a/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Styracosaurus3.dlg b/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Styracosaurus3.dlg index 326ac24c..603d9431 100644 --- a/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Styracosaurus3.dlg +++ b/Assets/07_Data/DialogGraph/Chapter2/Chapter2_Styracosaurus3.dlg @@ -207,7 +207,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -217,6 +216,12 @@ MonoBehaviour: - HudAnchor - Affection - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 4848514453388656906 - rid: 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type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -382,7 +388,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -391,6 +396,12 @@ MonoBehaviour: - WaitForInput - Affection - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 4848514611917881617 - rid: 4848514611917881618 @@ -400,7 +411,6 @@ MonoBehaviour: - rid: 4848514611917881622 - rid: 4848514611917881623 - rid: 4848514611917881624 - - rid: 4848514611917881625 - rid: 4848514611917881626 - rid: 4848514611917881627 - rid: 4848514611917881628 @@ -409,6 +419,12 @@ MonoBehaviour: - rid: 4848514611917881631 - rid: 4848514611917881632 - rid: 4848514611917881633 + - rid: 4848514839927848983 + - rid: 4848514839927848984 + - rid: 4848514839927848985 + - rid: 4848514839927848986 + - rid: 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'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -410,7 +416,8 @@ MonoBehaviour: type: {class: 'Constant`1[[DinoLove.Dialog.GraphTool.Editor.DialogText, Assembly-CSharp-Editor]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: m_Value: - Value: + Value: "\uBB50\uC57C, \uB108 \uC5EC\uAE30\uAE4C\uC9C0 \uB0A0 \uB530\uB77C\uC628 + \uAC70\uB0D0?" - rid: 8016363832598855962 type: {class: 'Constant`1[[DinoLove.Dialog.GraphTool.Editor.DialogText, Assembly-CSharp-Editor]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -456,7 +463,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -465,6 +471,12 @@ MonoBehaviour: - WaitForInput - Affection - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 8016363832598855968 - rid: 8016363832598855969 @@ -474,7 +486,6 @@ MonoBehaviour: - rid: 8016363832598855973 - rid: 8016363832598855974 - rid: 8016363832598855975 - - rid: 8016363832598855976 - rid: 8016363832598855977 - rid: 8016363832598855978 - rid: 8016363832598855979 @@ -483,6 +494,12 @@ MonoBehaviour: - rid: 8016363832598855982 - rid: 8016363832598855983 - rid: 8016363832598855984 + - rid: 8016363865578406434 + - rid: 8016363865578406435 + - rid: 8016363865578406436 + - rid: 8016363865578406481 + - rid: 8016363865578406482 + - rid: 8016363991059660839 m_InputPortInfos: expandedPortsById: m_KeyList: [] @@ -565,10 +582,6 @@ MonoBehaviour: type: {class: 'Constant`1[[ExpressionData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: m_Value: {fileID: 0} - - rid: 8016363832598855976 - type: {class: 'Constant`1[[VoiceClip, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} - data: - m_Value: {fileID: 0} - rid: 8016363832598855977 type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -580,11 +593,11 @@ MonoBehaviour: - rid: 8016363832598855979 type: {class: 'Constant`1[[System.Single, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: - m_Value: 0 + m_Value: 5 - rid: 8016363832598855980 type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: - m_Value: 0 + m_Value: 1 - rid: 8016363832598855981 type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -614,7 +627,7 @@ MonoBehaviour: serializedVersion: 2 Hash: 228a06591bd212fb3fbcbb008ba7c6c9 m_Version: 2 - m_Position: {x: 1571, y: -392.14502} + m_Position: {x: 1569.85, y: -392.14502} m_Title: m_Tooltip: m_NodePreviewModel: @@ -630,7 +643,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -639,6 +651,12 @@ MonoBehaviour: - WaitForInput - Affection - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 8016363832598855988 - rid: 8016363832598855989 @@ -648,7 +666,6 @@ MonoBehaviour: - rid: 8016363832598855993 - rid: 8016363832598855994 - rid: 8016363832598855995 - - rid: 8016363832598855996 - rid: 8016363832598855997 - rid: 8016363832598855998 - rid: 8016363832598855999 @@ -657,6 +674,12 @@ MonoBehaviour: - rid: 8016363832598856002 - rid: 8016363832598856003 - rid: 8016363832598856004 + - rid: 8016363865578406437 + - rid: 8016363865578406438 + - rid: 8016363865578406439 + - rid: 8016363865578406483 + - rid: 8016363865578406484 + - rid: 8016363991059660840 m_InputPortInfos: expandedPortsById: m_KeyList: [] @@ -711,7 +734,7 @@ MonoBehaviour: - rid: 8016363832598855989 type: {class: 'Constant`1[[System.String, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: - m_Value: + m_Value: next2 - rid: 8016363832598855990 type: {class: 'Constant`1[[CharacterData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -739,10 +762,6 @@ MonoBehaviour: type: {class: 'Constant`1[[ExpressionData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: m_Value: {fileID: 0} - - rid: 8016363832598855996 - type: {class: 'Constant`1[[VoiceClip, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} - data: - m_Value: {fileID: 0} - rid: 8016363832598855997 type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -754,7 +773,7 @@ MonoBehaviour: - rid: 8016363832598855999 type: {class: 'Constant`1[[System.Single, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: - m_Value: 0 + m_Value: 5 - rid: 8016363832598856000 type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -770,11 +789,11 @@ MonoBehaviour: - rid: 8016363832598856003 type: {class: 'Constant`1[[System.Int32, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: - m_Value: 5 + m_Value: 25 - rid: 8016363832598856004 type: {class: 'Constant`1[[System.Int32, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: - m_Value: 1 + m_Value: 20 - rid: 8016363832598856005 type: {class: DialogLineNode, ns: DinoLove.Dialog.GraphTool.Editor, asm: Assembly-CSharp-Editor} data: @@ -788,7 +807,7 @@ MonoBehaviour: serializedVersion: 2 Hash: 487273cf8b1147bf2a8d7fbfa5e3d518 m_Version: 2 - m_Position: {x: 1154, y: 324.49457} + m_Position: {x: 1888.5826, y: 261.53033} m_Title: m_Tooltip: m_NodePreviewModel: @@ -804,7 +823,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -813,6 +831,12 @@ MonoBehaviour: - WaitForInput - Affection - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 8016363832598856008 - rid: 8016363832598856009 @@ -822,7 +846,6 @@ MonoBehaviour: - rid: 8016363832598856013 - rid: 8016363832598856014 - rid: 8016363832598856015 - - rid: 8016363832598856016 - rid: 8016363832598856017 - rid: 8016363832598856018 - rid: 8016363832598856019 @@ -831,6 +854,12 @@ MonoBehaviour: - rid: 8016363832598856022 - rid: 8016363832598856023 - rid: 8016363832598856024 + - rid: 8016363865578406440 + - rid: 8016363865578406441 + - rid: 8016363865578406442 + - rid: 8016363865578406485 + - rid: 8016363865578406486 + - rid: 8016363991059660841 m_InputPortInfos: expandedPortsById: m_KeyList: [] @@ -885,7 +914,7 @@ MonoBehaviour: - rid: 8016363832598856009 type: {class: 'Constant`1[[System.String, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: - m_Value: + m_Value: next - rid: 8016363832598856010 type: {class: 'Constant`1[[CharacterData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -912,10 +941,6 @@ MonoBehaviour: type: {class: 'Constant`1[[ExpressionData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: m_Value: {fileID: 0} - - rid: 8016363832598856016 - type: {class: 'Constant`1[[VoiceClip, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} - data: - m_Value: {fileID: 0} - rid: 8016363832598856017 type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -927,11 +952,11 @@ MonoBehaviour: - rid: 8016363832598856019 type: {class: 'Constant`1[[System.Single, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: - m_Value: 0 + m_Value: 5 - rid: 8016363832598856020 type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: - m_Value: 0 + m_Value: 1 - rid: 8016363832598856021 type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -943,11 +968,11 @@ MonoBehaviour: - rid: 8016363832598856023 type: {class: 'Constant`1[[System.Int32, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: - m_Value: 0 + m_Value: -10 - rid: 8016363832598856024 type: {class: 'Constant`1[[System.Int32, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: - m_Value: 1 + m_Value: 20 - rid: 8016363832598856025 type: {class: DialogLineNode, ns: DinoLove.Dialog.GraphTool.Editor, asm: Assembly-CSharp-Editor} data: @@ -971,7 +996,7 @@ 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m_PortOrientation: 0 m_Title: + - rid: 8016363991059661349 + type: {class: WireModel, ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Guid: + m_Value0: 18000587279870388647 + m_Value1: 17186941054868826891 + m_HashGuid: + serializedVersion: 2 + Hash: a7e91685c2eecef90bab083fd44784ee + m_Version: 2 + m_FromPortReference: + m_NodeModelGuid: + m_Value0: 1570429254835387755 + m_Value1: 6686057499624100012 + m_NodeModelHashGuid: + serializedVersion: 2 + Hash: 6b3d58371649cb15ac50ee24dfa5c95c + m_UniqueId: Choice2Out + m_PortDirection: 2 + m_PortOrientation: 0 + m_Title: "Choice 3 \u2192" + m_ToPortReference: + m_NodeModelGuid: + m_Value0: 13206778569495212790 + m_Value1: 346177435666346051 + m_NodeModelHashGuid: + serializedVersion: 2 + Hash: f6f200ee22e747b743f0252a8bdecd04 + m_UniqueId: In + m_PortDirection: 1 + m_PortOrientation: 0 + m_Title: diff --git a/Assets/07_Data/DialogGraph/Chapter3/Chapter3_Carnotaurus2.dlg b/Assets/07_Data/DialogGraph/Chapter3/Chapter3_Carnotaurus2.dlg index 522a3369..01937608 100644 --- a/Assets/07_Data/DialogGraph/Chapter3/Chapter3_Carnotaurus2.dlg +++ b/Assets/07_Data/DialogGraph/Chapter3/Chapter3_Carnotaurus2.dlg @@ -48,7 +48,7 @@ MonoBehaviour: x: 15 y: 227 width: 1272 - height: 576 + height: 687 m_GraphElementMetaData: - m_Guid: m_Value0: 9494015287684329137 @@ -172,7 +172,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -181,6 +180,12 @@ MonoBehaviour: - WaitForInput - Affection - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 8016363859357991117 - rid: 8016363859357991118 @@ -190,7 +195,6 @@ MonoBehaviour: - rid: 8016363859357991122 - rid: 8016363859357991123 - rid: 8016363859357991124 - - rid: 8016363859357991125 - rid: 8016363859357991126 - rid: 8016363859357991127 - rid: 8016363859357991128 @@ -199,6 +203,12 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mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: 0 + - rid: 8016363991059660844 + type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 0} + - rid: 8016363991059660845 + type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 0} diff --git a/Assets/07_Data/DialogGraph/Chapter3/Chapter3_Styracosaurus1.dlg b/Assets/07_Data/DialogGraph/Chapter3/Chapter3_Styracosaurus1.dlg index 46662dbb..e621fb1d 100644 --- a/Assets/07_Data/DialogGraph/Chapter3/Chapter3_Styracosaurus1.dlg +++ b/Assets/07_Data/DialogGraph/Chapter3/Chapter3_Styracosaurus1.dlg @@ -56,9 +56,9 @@ MonoBehaviour: m_LastKnownBounds: serializedVersion: 2 x: 173 - y: -235 + y: -300 width: 2685 - height: 2223 + height: 2349 m_GraphElementMetaData: - m_Guid: m_Value0: 3953896658662454792 @@ -261,7 +261,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -278,6 +277,12 @@ MonoBehaviour: - Choice1Code - Choice2Text - Choice2Code + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 4848514453388656906 - rid: 4848514453388656907 @@ -286,7 +291,6 @@ MonoBehaviour: - rid: 4848514453388656910 - rid: 4848514453388656911 - rid: 4848514453388656912 - - rid: 4848514453388656913 - rid: 4848514453388656914 - rid: 4848514453388656915 - rid: 4848514453388656916 @@ -303,6 +307,12 @@ MonoBehaviour: - rid: 8016363832598855753 - rid: 8016363832598855812 - rid: 8016363832598855813 + - rid: 8016363904930938905 + - rid: 8016363904930938906 + - rid: 8016363904930938907 + - rid: 8016363904930938908 + - rid: 8016363904930938909 + - rid: 8016363991059660856 m_InputPortInfos: expandedPortsById: m_KeyList: [] @@ -380,10 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{class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -647,7 +659,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -656,6 +667,12 @@ MonoBehaviour: - WaitForInput - Affection - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 8016363832598855793 - rid: 8016363832598855794 @@ -665,7 +682,6 @@ MonoBehaviour: - rid: 8016363832598855798 - rid: 8016363832598855799 - rid: 8016363832598855800 - - rid: 8016363832598855801 - rid: 8016363832598855802 - rid: 8016363832598855803 - rid: 8016363832598855804 @@ -674,6 +690,12 @@ MonoBehaviour: - rid: 8016363832598855807 - rid: 8016363832598855808 - rid: 8016363832598855809 + - rid: 8016363904930938915 + - rid: 8016363904930938916 + - rid: 8016363904930938917 + - rid: 8016363904930938918 + - rid: 8016363904930938919 + - rid: 8016363991059660858 m_InputPortInfos: expandedPortsById: m_KeyList: [] @@ -723,10 +745,6 @@ MonoBehaviour: type: {class: 'Constant`1[[ExpressionData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: m_Value: {fileID: 0} - - rid: 8016363832598855801 - type: {class: 'Constant`1[[VoiceClip, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} - data: - m_Value: {fileID: 0} - rid: 8016363832598855802 type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -738,7 +756,7 @@ MonoBehaviour: - rid: 8016363832598855804 type: {class: 'Constant`1[[System.Single, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: - m_Value: 0 + m_Value: 5 - rid: 8016363832598855805 type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -829,7 +847,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -838,6 +855,12 @@ MonoBehaviour: - WaitForInput - Affection - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 8016363832598855833 - rid: 8016363832598855834 @@ -847,7 +870,6 @@ MonoBehaviour: - rid: 8016363832598855838 - rid: 8016363832598855839 - rid: 8016363832598855840 - - rid: 8016363832598855841 - rid: 8016363832598855842 - rid: 8016363832598855843 - rid: 8016363832598855844 @@ -856,6 +878,12 @@ MonoBehaviour: - rid: 8016363832598855847 - rid: 8016363832598855848 - rid: 8016363832598855849 + - rid: 8016363904930938920 + - rid: 8016363904930938921 + - rid: 8016363904930938922 + - rid: 8016363904930938923 + - rid: 8016363904930938924 + - rid: 8016363991059660859 m_InputPortInfos: expandedPortsById: m_KeyList: [] @@ -906,10 +934,6 @@ MonoBehaviour: type: {class: 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ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: - m_Value: 3 + m_Value: 35 - rid: 8016363832598855849 type: {class: 'Constant`1[[System.Int32, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -1003,7 +1027,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -1017,6 +1040,12 @@ MonoBehaviour: - Choice0Code - Choice1Text - Choice1Code + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 8016363832598855854 - rid: 8016363832598855855 @@ -1026,7 +1055,6 @@ MonoBehaviour: - rid: 8016363832598855859 - rid: 8016363832598855860 - rid: 8016363832598855861 - - rid: 8016363832598855862 - rid: 8016363832598855863 - rid: 8016363832598855864 - rid: 8016363832598855865 @@ -1040,6 +1068,12 @@ MonoBehaviour: - rid: 8016363832598855919 - rid: 8016363832598855920 - rid: 8016363832598855921 + - rid: 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+ - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 8016363832598855897 - rid: 8016363832598855898 @@ -1173,7 +1208,6 @@ MonoBehaviour: - rid: 8016363832598855902 - rid: 8016363832598855903 - rid: 8016363832598855904 - - rid: 8016363832598855905 - rid: 8016363832598855906 - rid: 8016363832598855907 - rid: 8016363832598855908 @@ -1182,6 +1216,12 @@ MonoBehaviour: - rid: 8016363832598855911 - rid: 8016363832598855912 - rid: 8016363832598855913 + - rid: 8016363904930938930 + - rid: 8016363904930938931 + - rid: 8016363904930938932 + - rid: 8016363904930938933 + - rid: 8016363904930938934 + - rid: 8016363991059660861 m_InputPortInfos: expandedPortsById: m_KeyList: [] @@ -1231,10 +1271,6 @@ MonoBehaviour: type: {class: 'Constant`1[[ExpressionData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: m_Value: {fileID: 0} - - rid: 8016363832598855905 - type: {class: 'Constant`1[[VoiceClip, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, 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'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 0} + - rid: 8016363991059660859 + type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 0} + - rid: 8016363991059660860 + type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 0} + - rid: 8016363991059660861 + type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 0} + - rid: 8016363991059660862 + type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 0} diff --git a/Assets/07_Data/DialogGraph/Chapter3/Chapter3_group.dlg b/Assets/07_Data/DialogGraph/Chapter3/Chapter3_group.dlg index cdf823f3..dbac5b64 100644 --- a/Assets/07_Data/DialogGraph/Chapter3/Chapter3_group.dlg +++ b/Assets/07_Data/DialogGraph/Chapter3/Chapter3_group.dlg @@ -62,9 +62,9 @@ MonoBehaviour: m_LastKnownBounds: serializedVersion: 2 x: 173 - y: -825 + y: -1016 width: 3608 - height: 2424 + height: 2726 m_GraphElementMetaData: - m_Guid: m_Value0: 3953896658662454792 @@ -315,7 +315,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -325,6 +324,12 @@ MonoBehaviour: - HudAnchor - Affection - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 4848514453388656906 - rid: 4848514453388656907 @@ -333,7 +338,6 @@ MonoBehaviour: - rid: 4848514453388656910 - rid: 4848514453388656911 - rid: 4848514453388656912 - - rid: 4848514453388656913 - rid: 4848514453388656914 - rid: 4848514453388656915 - rid: 4848514453388656916 @@ -343,6 +347,12 @@ MonoBehaviour: - rid: 4848514455607443580 - rid: 8016363810277818485 - rid: 8016363810277818486 + - rid: 8016363904930938950 + - rid: 8016363904930938951 + - rid: 8016363904930938952 + - rid: 8016363904930938953 + - rid: 8016363904930938954 + - rid: 8016363991059660846 m_InputPortInfos: expandedPortsById: m_KeyList: [] @@ -421,10 +431,6 @@ MonoBehaviour: type: {class: 'Constant`1[[ExpressionData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: m_Value: {fileID: 0} - - rid: 4848514453388656913 - type: {class: 'Constant`1[[VoiceClip, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} - data: - m_Value: {fileID: 0} - rid: 4848514453388656914 type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -436,7 +442,7 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Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: - m_Value: 0 + m_Value: 5 - rid: 8016363832598856120 type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -664,7 +676,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -680,6 +691,12 @@ MonoBehaviour: - Choice1Code - Choice2Text - Choice2Code + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 8016363832598856128 - rid: 8016363832598856129 @@ -689,7 +706,6 @@ MonoBehaviour: - rid: 8016363832598856133 - rid: 8016363832598856134 - rid: 8016363832598856135 - - rid: 8016363832598856136 - rid: 8016363832598856137 - rid: 8016363832598856138 - rid: 8016363832598856139 @@ -705,6 +721,12 @@ MonoBehaviour: - rid: 8016363832598856150 - rid: 8016363832598856151 - rid: 8016363832598856152 + - rid: 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m_ValueList: - rid: 8016363832598856155 - rid: 8016363832598856156 @@ -904,7 +927,6 @@ MonoBehaviour: - rid: 8016363832598856160 - rid: 8016363832598856161 - rid: 8016363832598856162 - - rid: 8016363832598856163 - rid: 8016363832598856164 - rid: 8016363832598856165 - rid: 8016363832598856166 @@ -913,6 +935,12 @@ MonoBehaviour: - rid: 8016363832598856169 - rid: 8016363832598856170 - rid: 8016363832598856171 + - rid: 8016363904930938965 + - rid: 8016363904930938966 + - rid: 8016363904930938967 + - rid: 8016363904930938968 + - rid: 8016363904930938969 + - rid: 8016363991059660849 m_InputPortInfos: expandedPortsById: m_KeyList: [] @@ -962,10 +990,6 @@ MonoBehaviour: type: {class: 'Constant`1[[ExpressionData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: m_Value: {fileID: 0} - - rid: 8016363832598856163 - type: {class: 'Constant`1[[VoiceClip, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} - data: - 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-824.58527} + m_Position: {x: 2239.8906, y: -1016.2155} m_Title: m_Tooltip: m_NodePreviewModel: @@ -1200,7 +1230,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -1209,6 +1238,12 @@ MonoBehaviour: - WaitForInput - Affection - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 8016363832598856195 - rid: 8016363832598856196 @@ -1218,7 +1253,6 @@ MonoBehaviour: - rid: 8016363832598856200 - rid: 8016363832598856201 - rid: 8016363832598856202 - - rid: 8016363832598856203 - rid: 8016363832598856204 - rid: 8016363832598856205 - rid: 8016363832598856206 @@ -1227,6 +1261,12 @@ MonoBehaviour: - rid: 8016363832598856209 - rid: 8016363832598856210 - rid: 8016363832598856211 + - rid: 8016363904930938975 + - rid: 8016363904930938976 + - rid: 8016363904930938977 + - rid: 8016363904930938978 + - rid: 8016363904930938979 + - rid: 8016363991059660851 m_InputPortInfos: expandedPortsById: m_KeyList: [] @@ -1299,7 +1339,7 @@ MonoBehaviour: type: {class: 'Constant`1[[DinoLove.Dialog.GraphTool.Editor.DialogText, Assembly-CSharp-Editor]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: m_Value: - Value: "\uC5ED\uC2DC \uB108\uBC16\uC5D0 \uC5C6\uB2E4." + Value: "\uC5ED\uC2DC \uB108\uBC16\uC5D0 \uC5C6\uB2E4. \n\uB2E4 \uC800\uB9AC\uAC00\uC694!" - rid: 8016363832598856201 type: {class: 'Constant`1[[GestureData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -1308,10 +1348,6 @@ MonoBehaviour: type: {class: 'Constant`1[[ExpressionData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: m_Value: {fileID: 0} - - rid: 8016363832598856203 - type: {class: 'Constant`1[[VoiceClip, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} - data: - m_Value: {fileID: 0} - rid: 8016363832598856204 type: 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m_HashGuid: + serializedVersion: 2 + Hash: 1dd3548c47ceb551ba811bee2f90d8f0 + m_Category: 2 + m_Index: 21 + - m_Guid: + m_Value0: 3535395383048075483 + m_Value1: 174514000465974441 + m_HashGuid: + serializedVersion: 2 + Hash: dbf8229b5e3f1031a9541b0e8fff6b02 + m_Category: 0 + m_Index: 23 + - m_Guid: + m_Value0: 15212815881344259789 + m_Value1: 13448246865537447910 + m_HashGuid: + serializedVersion: 2 + Hash: cd16f27071c71ed3e6b71eb845c5a1ba + m_Category: 2 + m_Index: 22 + - m_Guid: + m_Value0: 3829253650045544730 + m_Value1: 3990573396800793355 + m_HashGuid: + serializedVersion: 2 + Hash: 1a29d50de83d24350b6b6f865c5d6137 + m_Category: 0 + m_Index: 24 + - m_Guid: + m_Value0: 7813478112072096942 + m_Value1: 14847970416044995737 + m_HashGuid: + serializedVersion: 2 + Hash: aedc5802f20c6f6c99f4deeb6c960ece + m_Category: 2 + m_Index: 23 m_EntryPoint: rid: 4848514365209968921 m_Graph: @@ -170,7 +566,6 @@ MonoBehaviour: - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration @@ -179,6 +574,14 @@ MonoBehaviour: - SpeakerNameOverride - ForcePlayerLook - HudAnchor + - Affection + - Progress + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - rid: 4848514365209968924 - rid: 4848514365209968925 @@ -186,7 +589,6 @@ MonoBehaviour: - rid: 4848514365209968927 - rid: 4848514365209968928 - rid: 4848514365209968929 - - rid: 4848514365209968930 - rid: 4848514365209968931 - rid: 4848514365209968932 - rid: 4848514365209968933 @@ -195,6 +597,14 @@ MonoBehaviour: - rid: 4848514453388656921 - rid: 4848514453388656816 - rid: 4848514455607443608 + - rid: 4848514747977957572 + - rid: 4848514747977957573 + - rid: 4848514747977957619 + - rid: 4848514747977957620 + - rid: 4848514747977957621 + - rid: 4848514753014268038 + - rid: 4848514753014268039 + - rid: 4848514839927849640 m_InputPortInfos: expandedPortsById: m_KeyList: [] @@ -226,19 +636,16 @@ MonoBehaviour: type: {class: 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- m_Value: {fileID: 0} + m_Value: {fileID: 11400000, guid: 8d319ccbbede8ab42af41a96c04a1222, type: 2} - rid: 4848514365209968931 type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -250,7 +657,7 @@ MonoBehaviour: - rid: 4848514365209968933 type: {class: 'Constant`1[[System.Single, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: - m_Value: 3 + m_Value: 6 - rid: 4848514365209968934 type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} data: @@ -294,17 +701,50 @@ MonoBehaviour: m_PortDirection: 1 m_PortOrientation: 0 m_Title: - - rid: 4848514365209968938 + - rid: 4848514453388656816 + type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: 0 + - rid: 4848514453388656921 + type: {class: 'Constant`1[[DinoLove.Dialog.GraphTool.Editor.DialogShortText, Assembly-CSharp-Editor]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: + Value: + - rid: 4848514455607443608 + type: {class: 'Constant`1[[CharacterData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: {fileID: 11400000, guid: ccaea1cd59b6def4e93764f1965fe26f, type: 2} + - rid: 4848514747977957572 + type: {class: 'Constant`1[[System.Int32, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: 0 + - rid: 4848514747977957573 + type: {class: 'Constant`1[[System.Int32, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: 0 + - rid: 4848514747977957619 + type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: 1 + - rid: 4848514747977957620 + type: {class: 'Constant`1[[System.String, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: GiveFlower + - rid: 4848514747977957621 + type: {class: 'Constant`1[[System.String, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule} + data: + m_Value: C5_Yuna_1-Hidden1 + - rid: 4848514747977957622 type: {class: UserNodeModelImp, ns: Unity.GraphToolkit.Editor.Implementation, asm: UnityEditor.GraphToolkitModule} data: m_Guid: - m_Value0: 18033278169514442201 - m_Value1: 7595949161354533057 + m_Value0: 17215604678487783510 + m_Value1: 11023397290836655426 m_HashGuid: serializedVersion: 2 - Hash: d9fdb665f31243fac1987666843b6a69 + Hash: 5638d12e3e1deaee427d527a6ef9fa98 m_Version: 2 - m_Position: {x: 617.28503, y: 92} + m_Position: {x: 1308.6831, y: 478.90247} m_Title: m_Tooltip: m_NodePreviewModel: @@ -314,35 +754,49 @@ MonoBehaviour: m_KeyList: - __option_ChoiceCount - __option_EventKey + - __option_HasHiddenBranch + - __option_HiddenGestureKey + - __option_HiddenCode - Speaker + - SpeakerNameOverride + - HudAnchor - TalkText - Gesture - Expression - - Voice - Bgm - Vfx - LineDuration - LookAtPlayer - - WaitForInput - - SpeakerNameOverride - ForcePlayerLook - - HudAnchor + - WaitForInput + - Affection + - Progress + - UseFixedAngle + - FixedAngleY + - Voice m_ValueList: - - rid: 4848514365209968940 - - rid: 4848514365209968941 - - rid: 4848514365209968942 - - rid: 4848514365209968943 - - rid: 4848514365209968944 - - rid: 4848514365209968945 - - rid: 4848514365209968946 - - rid: 4848514365209968947 - - rid: 4848514365209968948 - - rid: 4848514365209968949 - - rid: 4848514365209968950 - - rid: 4848514365209968951 - - rid: 4848514453388656922 - - rid: 4848514453388656818 - - rid: 4848514455607443609 + - rid: 4848514747977957624 + - rid: 4848514747977957625 + - rid: 4848514747977957626 + - rid: 4848514747977957627 + - rid: 4848514747977957628 + - rid: 4848514747977957629 + - rid: 4848514747977957630 + - 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Hands/1.7.3/HandVisualizer/Materials/TransparentRed.png rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Materials/TransparentRed.png diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Materials/TransparentRed.png.meta b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Materials/TransparentRed.png.meta similarity index 86% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Materials/TransparentRed.png.meta rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Materials/TransparentRed.png.meta index fb6e2eb1..42ab35a3 100644 --- a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Materials/TransparentRed.png.meta +++ b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Materials/TransparentRed.png.meta @@ -67,7 +67,7 @@ TextureImporter: swizzle: 50462976 cookieLightType: 0 platformSettings: - - serializedVersion: 4 + - serializedVersion: 3 buildTarget: DefaultTexturePlatform maxTextureSize: 2048 resizeAlgorithm: 0 @@ -80,7 +80,7 @@ TextureImporter: ignorePlatformSupport: 0 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Assets/Samples/XR Hands/1.7.3/HandVisualizer/Models/LeftHandAndroidXR.fbx rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Models/LeftHandAndroidXR.fbx diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Models/LeftHandAndroidXR.fbx.meta b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Models/LeftHandAndroidXR.fbx.meta similarity index 99% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Models/LeftHandAndroidXR.fbx.meta rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Models/LeftHandAndroidXR.fbx.meta index 3b97badb..61b7ed9f 100644 --- a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Models/LeftHandAndroidXR.fbx.meta +++ b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Models/LeftHandAndroidXR.fbx.meta @@ -16,6 +16,8 @@ ModelImporter: optimizeGameObjects: 0 removeConstantScaleCurves: 0 motionNodeName: + rigImportErrors: + rigImportWarnings: animationImportErrors: animationImportWarnings: animationRetargetingWarnings: diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Models/RightHand.fbx b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Models/RightHand.fbx similarity index 100% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Models/RightHand.fbx rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Models/RightHand.fbx diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Models/RightHand.fbx.meta b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Models/RightHand.fbx.meta similarity index 98% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Models/RightHand.fbx.meta rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Models/RightHand.fbx.meta index 2df6a650..e92f18c0 100644 --- a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Models/RightHand.fbx.meta +++ b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Models/RightHand.fbx.meta @@ -16,6 +16,8 @@ ModelImporter: optimizeGameObjects: 0 removeConstantScaleCurves: 0 motionNodeName: + rigImportErrors: + rigImportWarnings: animationImportErrors: animationImportWarnings: animationRetargetingWarnings: diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Models/RightHandAndroidXR.fbx b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Models/RightHandAndroidXR.fbx similarity index 100% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Models/RightHandAndroidXR.fbx rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Models/RightHandAndroidXR.fbx diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Models/RightHandAndroidXR.fbx.meta b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Models/RightHandAndroidXR.fbx.meta similarity index 99% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Models/RightHandAndroidXR.fbx.meta rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Models/RightHandAndroidXR.fbx.meta index 4cbeabce..16cb5442 100644 --- a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Models/RightHandAndroidXR.fbx.meta +++ b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Models/RightHandAndroidXR.fbx.meta @@ -16,6 +16,8 @@ ModelImporter: optimizeGameObjects: 0 removeConstantScaleCurves: 0 motionNodeName: + rigImportErrors: + rigImportWarnings: animationImportErrors: animationImportWarnings: animationRetargetingWarnings: diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Prefabs.meta b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs.meta similarity index 100% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Prefabs.meta rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs.meta diff --git a/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Hand Debug Visualizer.prefab b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Hand Debug Visualizer.prefab new file mode 100644 index 00000000..4da47bdc --- /dev/null +++ b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Hand Debug Visualizer.prefab @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:c74d662e2820f748f5895c10d0e052d804e3d21724b45b176f809d6cfb6342d6 +size 3079 diff --git 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Hands/1.7.3/HandVisualizer/Prefabs/Joint.prefab.meta b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Joint.prefab.meta similarity index 100% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Prefabs/Joint.prefab.meta rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Joint.prefab.meta diff --git a/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Left Hand Tracking.prefab b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Left Hand Tracking.prefab new file mode 100644 index 00000000..8ff5e4b2 --- /dev/null +++ b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Left Hand Tracking.prefab @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:a0f3296f1807f7dea77492c7efb325766e7e5a265935168d3de2aae00fa3f9a9 +size 15484 diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Prefabs/Left Hand Tracking.prefab.meta b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Left Hand Tracking.prefab.meta similarity index 100% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Prefabs/Left Hand Tracking.prefab.meta rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Left Hand Tracking.prefab.meta diff --git a/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Right Hand Tracking.prefab b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Right Hand Tracking.prefab new file mode 100644 index 00000000..f34a1a1b --- /dev/null +++ b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Right Hand Tracking.prefab @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9f55f5e6ccae6a3b2fc19fde4d72161fbd0520d3288c2fc1c390ba062783437e +size 15307 diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Prefabs/Right Hand Tracking.prefab.meta b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Right Hand Tracking.prefab.meta similarity index 100% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Prefabs/Right Hand Tracking.prefab.meta rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Right Hand Tracking.prefab.meta diff --git a/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/VelocityPrefab.prefab b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/VelocityPrefab.prefab new file mode 100644 index 00000000..fa07fbc7 --- /dev/null +++ b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/VelocityPrefab.prefab @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:617ee28ce428aaaa17cb47b056ba5a38fa18f4f92a7fbef594c15e64d43fc73b +size 3482 diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Prefabs/VelocityPrefab.prefab.meta b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/VelocityPrefab.prefab.meta similarity index 100% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Prefabs/VelocityPrefab.prefab.meta rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/VelocityPrefab.prefab.meta diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/README.md b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/README.md similarity index 100% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/README.md rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/README.md diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/README.md.meta b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/README.md.meta similarity index 100% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/README.md.meta rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/README.md.meta diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Scripts.meta b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Scripts.meta similarity index 100% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Scripts.meta rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Scripts.meta diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Scripts/HandProcessor.cs b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Scripts/HandProcessor.cs similarity index 100% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Scripts/HandProcessor.cs rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Scripts/HandProcessor.cs diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Scripts/HandProcessor.cs.meta b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Scripts/HandProcessor.cs.meta similarity index 100% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Scripts/HandProcessor.cs.meta rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Scripts/HandProcessor.cs.meta diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Scripts/HandVisualizer.cs b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Scripts/HandVisualizer.cs similarity index 96% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Scripts/HandVisualizer.cs rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Scripts/HandVisualizer.cs index 7d94269e..cd543426 100644 --- a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Scripts/HandVisualizer.cs +++ b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Scripts/HandVisualizer.cs @@ -1,3 +1,4 @@ +using System; using System.Collections.Generic; using UnityEngine.Serialization; @@ -114,9 +115,18 @@ public VelocityType velocityType } XRHandSubsystem m_Subsystem; + public XRHandSubsystem subsystem + { + get => m_Subsystem; + } + HandGameObjects m_LeftHandGameObjects; HandGameObjects m_RightHandGameObjects; + public Action subsystemSubscribed; + public Action subsystemUnsubscribed; + XRHandSubsystem.UpdateSuccessFlags m_CombinedSuccessFlags; + static readonly List s_SubsystemsReuse = new List(); /// @@ -254,6 +264,9 @@ void SubscribeHandSubsystem() m_Subsystem.trackingAcquired += OnTrackingAcquired; m_Subsystem.trackingLost += OnTrackingLost; m_Subsystem.updatedHands += OnUpdatedHands; + + if (subsystemSubscribed != null) + subsystemSubscribed.Invoke(m_Subsystem); } void UnsubscribeHandSubsystem() @@ -261,6 +274,9 @@ void UnsubscribeHandSubsystem() if (m_Subsystem == null) return; + if (subsystemUnsubscribed != null) + subsystemUnsubscribed.Invoke(m_Subsystem); + m_Subsystem.trackingAcquired -= OnTrackingAcquired; m_Subsystem.trackingLost -= OnTrackingLost; m_Subsystem.updatedHands -= OnUpdatedHands; @@ -309,6 +325,7 @@ void OnUpdatedHands(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlag // We have no game logic depending on the Transforms, so early out here // (add game logic before this return here, directly querying from // subsystem.leftHand and subsystem.rightHand using GetJoint on each hand) + m_CombinedSuccessFlags |= updateSuccessFlags; if (updateType == XRHandSubsystem.UpdateType.Dynamic) return; @@ -338,15 +355,19 @@ void OnUpdatedHands(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlag m_LeftHandGameObjects.UpdateJoints( subsystem.leftHand, - (updateSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.LeftHandJoints) != 0, + (m_CombinedSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.LeftHandJoints) != 0, m_DebugDrawJoints, m_VelocityType); m_RightHandGameObjects.UpdateJoints( subsystem.rightHand, - (updateSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.RightHandJoints) != 0, + (m_CombinedSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.RightHandJoints) != 0, m_DebugDrawJoints, m_VelocityType); + + // Reset the combined flags after the BeforeRender phase + if (updateType == XRHandSubsystem.UpdateType.BeforeRender) + m_CombinedSuccessFlags = XRHandSubsystem.UpdateSuccessFlags.None; } class HandGameObjects diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Scripts/HandVisualizer.cs.meta b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Scripts/HandVisualizer.cs.meta similarity index 100% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Scripts/HandVisualizer.cs.meta rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Scripts/HandVisualizer.cs.meta diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Scripts/JointVisualizer.cs b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Scripts/JointVisualizer.cs similarity index 100% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Scripts/JointVisualizer.cs rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Scripts/JointVisualizer.cs diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Scripts/JointVisualizer.cs.meta b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Scripts/JointVisualizer.cs.meta similarity index 100% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Scripts/JointVisualizer.cs.meta rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Scripts/JointVisualizer.cs.meta diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Scripts/MaterialPipelineHandler.cs b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Scripts/MaterialPipelineHandler.cs similarity index 88% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Scripts/MaterialPipelineHandler.cs rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Scripts/MaterialPipelineHandler.cs index 8281fb46..e058aa69 100644 --- a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Scripts/MaterialPipelineHandler.cs +++ b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Scripts/MaterialPipelineHandler.cs @@ -1,5 +1,6 @@ using UnityEngine.Rendering; using System.Collections.Generic; + #if UNITY_EDITOR using UnityEditor; #endif @@ -10,16 +11,23 @@ namespace UnityEngine.XR.Hands.Samples.VisualizerSample [InitializeOnLoad] static class RenderPipelineValidation { + /// + /// Manually refreshes all Material Pipeline Handler scriptable objects. + /// + static void RefreshMaterialPipelineHandlers() + { + foreach (var pipelineHandler in GetAllInstances()) + { + pipelineHandler.AutoRefreshPipelineShaders(); + } + } + static RenderPipelineValidation() { // Use delayCall to ensure this runs after the editor is fully initialized and all assets are imported. // Without delayCall, this script may execute before new assets (such as newly imported samples) // are registered in the AssetDatabase, so they won't be found or converted. - EditorApplication.delayCall += () => - { - foreach (var pipelineHandler in GetAllInstances()) - pipelineHandler.AutoRefreshPipelineShaders(); - }; + EditorApplication.delayCall += () => RefreshMaterialPipelineHandlers(); } static List GetAllInstances() @@ -72,6 +80,8 @@ public class MaterialPipelineHandler : ScriptableObject [Tooltip("If true, the shaders will be refreshed automatically when the editor opens and when this scriptable object instance is enabled.")] bool m_AutoRefreshShaders = true; + bool m_SaveAssetsPending; + #if UNITY_EDITOR void OnEnable() { @@ -92,12 +102,16 @@ public void AutoRefreshPipelineShaders() /// public void SetPipelineShaders() { + // Already updated materials, waiting on the save to finish. + if (m_SaveAssetsPending) + return; + if (m_ShaderContainers == null) return; bool isBuiltinRenderPipeline = GraphicsSettings.currentRenderPipeline == null; - bool isModified = false; + int modifiedCount = 0; foreach (var info in m_ShaderContainers) { @@ -123,6 +137,7 @@ public void SetPipelineShaders() info.material.SetColor("_Color", originalColor); MarkMaterialModified(info.material); isModified = true; + modifiedCount++; } else if (!isBuiltinRenderPipeline && srpShader != null && currentShader != srpShader) { @@ -130,19 +145,34 @@ public void SetPipelineShaders() info.material.SetColor("_BaseColor", originalColor); MarkMaterialModified(info.material); isModified = true; + modifiedCount++; } } if (isModified) { #if UNITY_EDITOR - // This ensures the material changes are saved immediately, + Debug.Log($"Material Pipeline Handlers have updated {modifiedCount} material asset(s).", this); + + // Invoking `AssetDatabase.SaveAssets` ensures the material changes are saved immediately, // otherwise they won't be saved until the next domain reload. - AssetDatabase.SaveAssets(); + // Calls to AssetDatabase.SaveAssets are restricted during asset importing, + // so schedule it for the next Editor frame. + m_SaveAssetsPending = true; + EditorApplication.delayCall -= OnDelayCall; + EditorApplication.delayCall += OnDelayCall; #endif } } +#if UNITY_EDITOR + void OnDelayCall() + { + m_SaveAssetsPending = false; + AssetDatabase.SaveAssets(); + } +#endif + static void MarkMaterialModified(Material material) { #if UNITY_EDITOR diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Scripts/MaterialPipelineHandler.cs.meta b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Scripts/MaterialPipelineHandler.cs.meta similarity index 100% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Scripts/MaterialPipelineHandler.cs.meta rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Scripts/MaterialPipelineHandler.cs.meta diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Unity.XR.Hands.Samples.VisualizerSample.asmdef b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Unity.XR.Hands.Samples.VisualizerSample.asmdef similarity index 100% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Unity.XR.Hands.Samples.VisualizerSample.asmdef rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Unity.XR.Hands.Samples.VisualizerSample.asmdef diff --git a/Assets/Samples/XR Hands/1.7.3/HandVisualizer/Unity.XR.Hands.Samples.VisualizerSample.asmdef.meta b/Assets/Samples/XR Hands/1.8.0/HandVisualizer/Unity.XR.Hands.Samples.VisualizerSample.asmdef.meta similarity index 100% rename from Assets/Samples/XR Hands/1.7.3/HandVisualizer/Unity.XR.Hands.Samples.VisualizerSample.asmdef.meta rename to Assets/Samples/XR Hands/1.8.0/HandVisualizer/Unity.XR.Hands.Samples.VisualizerSample.asmdef.meta diff --git a/Assets/XR/Settings/OpenXR Package Settings.asset b/Assets/XR/Settings/OpenXR Package Settings.asset index 4d70e0c1..56e89ae7 100644 --- a/Assets/XR/Settings/OpenXR Package Settings.asset +++ b/Assets/XR/Settings/OpenXR Package Settings.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:c3066948dc9e59f87fb8db2c9b4eb0dcb3c07ee084b7194ac929d6c6a23f94b7 -size 42268 +oid sha256:4cd8653ad3e114a6fa69b7b93f3f81a5a81b50a3d273277f3db78930618267cd +size 287 diff --git a/Assets/XRI/Settings/Resources/InteractionLayerSettings.asset b/Assets/XRI/Settings/Resources/InteractionLayerSettings.asset index 38d95746..dd4c2a07 100644 --- a/Assets/XRI/Settings/Resources/InteractionLayerSettings.asset +++ b/Assets/XRI/Settings/Resources/InteractionLayerSettings.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:ba55c52c77640f3decc51c917c5ed0269c7019bbc865f03185f75ac303a19924 -size 604 +oid sha256:7332eb875da710bae998fd2ce039a4c52a17148d4867124528394cf0ca7c3619 +size 620 diff --git a/Packages/manifest.json b/Packages/manifest.json index 30a59c24..4020709a 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -7,6 +7,7 @@ "com.unity.inputsystem": "1.19.0", "com.unity.learn.iet-framework": "5.0.4", "com.unity.multiplayer.center": "1.0.1", + "com.unity.recorder": "5.1.6", "com.unity.render-pipelines.universal": "17.5.0", "com.unity.shadergraph": "17.5.0", "com.unity.timeline": "1.8.12", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index 352d133e..cfc5671a 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -6,6 +6,15 @@ "source": "builtin", "dependencies": {} }, + "com.unity.bindings.openimageio": { + "version": "1.0.2", + "depth": 1, + "source": "registry", + "dependencies": { + "com.unity.collections": "1.2.4" + }, + "url": "https://packages.unity.com" + }, "com.unity.burst": { "version": "1.8.29", "depth": 1, @@ -131,6 +140,17 @@ "dependencies": {}, "url": "https://packages.unity.com" }, + "com.unity.recorder": { + "version": "5.1.6", + "depth": 0, + "source": "registry", + "dependencies": { + "com.unity.timeline": "1.8.7", + "com.unity.collections": "1.2.4", + "com.unity.bindings.openimageio": "1.0.2" + }, + "url": "https://packages.unity.com" + }, 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