From de5fe5b85ae662d001bf3951150dc5f86a587a1d Mon Sep 17 00:00:00 2001 From: nakjun Date: Thu, 23 Jul 2026 13:08:43 +0900 Subject: [PATCH] =?UTF-8?q?=ED=9E=88=EB=93=A0=EC=A0=9C=EC=8A=A4=EC=B2=98?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/01_Scenes/Festival_Chapter5.unity | 4 +- .../Communication/Dialog/DialogGestureItem.cs | 55 + .../Dialog/DialogGestureItem.cs.meta | 2 + .../Communication/Dialog/DialogGestureZone.cs | 25 - .../Dialog/DialogGestureZone.cs.meta | 2 - .../Communication/Dialog/DialogNode.cs | 4 +- .../GraphTool/Editor/DialogGraphImporter.cs | 25 +- .../Dialog/GraphTool/Editor/DialogLineNode.cs | 60 +- .../Dialog/HiddenBranchResolver.cs | 8 +- .../Interact/DialogInteractionBlocker.cs | 14 +- Assets/04_Models/obj/FlowerBuquet.meta | 8 + .../04_Models/obj/FlowerBuquet/Materials.meta | 8 + .../obj/FlowerBuquet/Materials/Leaves1.mat | 139 + .../FlowerBuquet/Materials/Leaves1.mat.meta | 8 + .../obj/FlowerBuquet/Materials/Leaves6.mat | 139 + .../FlowerBuquet/Materials/Leaves6.mat.meta | 8 + .../obj/FlowerBuquet/Materials/Petals1.mat | 139 + .../FlowerBuquet/Materials/Petals1.mat.meta | 8 + .../obj/FlowerBuquet/Materials/Petals10.mat | 139 + .../FlowerBuquet/Materials/Petals10.mat.meta | 8 + .../obj/FlowerBuquet/Materials/Petals11.mat | 139 + .../FlowerBuquet/Materials/Petals11.mat.meta | 8 + .../obj/FlowerBuquet/Materials/Petals12.mat | 139 + .../FlowerBuquet/Materials/Petals12.mat.meta | 8 + .../obj/FlowerBuquet/Materials/Petals14.mat | 139 + .../FlowerBuquet/Materials/Petals14.mat.meta | 8 + .../obj/FlowerBuquet/Materials/Petals2.mat | 139 + .../FlowerBuquet/Materials/Petals2.mat.meta | 8 + .../obj/FlowerBuquet/Materials/Petals3.mat | 139 + .../FlowerBuquet/Materials/Petals3.mat.meta | 8 + .../obj/FlowerBuquet/Materials/Petals4.mat | 139 + .../FlowerBuquet/Materials/Petals4.mat.meta | 8 + .../obj/FlowerBuquet/Materials/Petals5.mat | 139 + 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.../Prefabs/SM_Buquet_Bv11.prefab | 3 + .../Prefabs/SM_Buquet_Bv11.prefab.meta | 7 + .../obj/FlowerBuquet/SM_Buquet_Bv11.fbx | 3 + .../obj/FlowerBuquet/SM_Buquet_Bv11.fbx.meta | 214 ++ .../04_Models/obj/FlowerBuquet/Textures.meta | 8 + .../Textures/Leaves1_basecolor.jpg | 3 + .../Textures/Leaves1_basecolor.jpg.meta | 156 + .../Textures/Leaves6_basecolor.jpg | 3 + .../Textures/Leaves6_basecolor.jpg.meta | 156 + .../Textures/Petals10_basecolor.jpg | 3 + .../Textures/Petals10_basecolor.jpg.meta | 156 + .../Textures/Petals11_basecolor.jpg | 3 + .../Textures/Petals11_basecolor.jpg.meta | 156 + .../Textures/Petals12_basecolor.jpg | 3 + .../Textures/Petals12_basecolor.jpg.meta | 156 + .../Textures/Petals14_basecolor.jpg | 3 + .../Textures/Petals14_basecolor.jpg.meta | 156 + .../Textures/Petals1_basecolor.jpg | 3 + .../Textures/Petals1_basecolor.jpg.meta | 156 + .../Textures/Petals2_basecolor.jpg | 3 + .../Textures/Petals2_basecolor.jpg.meta | 156 + .../Textures/Petals3_basecolor.jpg | 3 + 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.../FlowerBuquet/Textures/Stems_basecolor.jpg | 3 + .../Textures/Stems_basecolor.jpg.meta | 156 + .../Textures/ribbons_Cylinder.019_D.png | 3 + .../Textures/ribbons_Cylinder.019_D.png.meta | 156 + .../Textures/stems_flowers_Cylinder.002_D.jpg | 3 + .../stems_flowers_Cylinder.002_D.jpg.meta | 156 + .../Chapter5/Chapter5_Styracosaurus1.dlg | 55 +- .../Chapter5/Chapter5_Troodon1.dlg | 686 +++++ .../Chapter5/Chapter5_Troodon1.dlg.meta | 10 + .../DialogGraph/Chapter5/Chapter5_Yuna1.dlg | 2508 ++++++++++++++++- .../XR/Settings/OpenXR Package Settings.asset | 2 +- .../Resources/InteractionLayerSettings.asset | 4 +- ProjectSettings/TagManager.asset | 4 +- 109 files changed, 10034 insertions(+), 135 deletions(-) create mode 100644 Assets/02_Scripts/Communication/Dialog/DialogGestureItem.cs create mode 100644 Assets/02_Scripts/Communication/Dialog/DialogGestureItem.cs.meta delete mode 100644 Assets/02_Scripts/Communication/Dialog/DialogGestureZone.cs delete mode 100644 Assets/02_Scripts/Communication/Dialog/DialogGestureZone.cs.meta create mode 100644 Assets/04_Models/obj/FlowerBuquet.meta create mode 100644 Assets/04_Models/obj/FlowerBuquet/Materials.meta create mode 100644 Assets/04_Models/obj/FlowerBuquet/Materials/Leaves1.mat create mode 100644 Assets/04_Models/obj/FlowerBuquet/Materials/Leaves1.mat.meta create mode 100644 Assets/04_Models/obj/FlowerBuquet/Materials/Leaves6.mat create mode 100644 Assets/04_Models/obj/FlowerBuquet/Materials/Leaves6.mat.meta create mode 100644 Assets/04_Models/obj/FlowerBuquet/Materials/Petals1.mat create mode 100644 Assets/04_Models/obj/FlowerBuquet/Materials/Petals1.mat.meta create mode 100644 Assets/04_Models/obj/FlowerBuquet/Materials/Petals10.mat create mode 100644 Assets/04_Models/obj/FlowerBuquet/Materials/Petals10.mat.meta create mode 100644 Assets/04_Models/obj/FlowerBuquet/Materials/Petals11.mat create mode 100644 Assets/04_Models/obj/FlowerBuquet/Materials/Petals11.mat.meta create mode 100644 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Assets/07_Data/DialogGraph/Chapter5/Chapter5_Troodon1.dlg.meta diff --git a/Assets/01_Scenes/Festival_Chapter5.unity b/Assets/01_Scenes/Festival_Chapter5.unity index b89c0ee6..d41671f7 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:dc6508913ab354d604980a3b0ef749c10b8152edb1e91446f5745f991fa41447 +size 1629262 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/DialogGestureZone.cs b/Assets/02_Scripts/Communication/Dialog/DialogGestureZone.cs deleted file mode 100644 index db0f4e9b..00000000 --- a/Assets/02_Scripts/Communication/Dialog/DialogGestureZone.cs +++ /dev/null @@ -1,25 +0,0 @@ -using UnityEngine; - -// 히든 분기를 물리 접촉으로 발동시키는 트리거 존 (KimchiHitZone과 같은 방식). -// -// 예) NPC 얼굴에 IsTrigger 콜라이더를 붙이고 GestureKey="slap", RequiredTag="PlayerHand". -// 대화 노드의 HiddenBranch가 설정되고 HiddenGestureKey="slap"인 순간에만 -// 이 존을 손으로 치면 히든 분기를 탄다. 그 외 시간엔 쳐도 아무 일도 안 일어난다. -// -// 콜라이더는 항상 켜 둬도 된다 — 발동 여부는 DialogPlayer의 무장 상태가 결정하므로, -// 노드마다 존을 껐다 켰다 할 필요가 없다. -public class DialogGestureZone : MonoBehaviour -{ - [Tooltip("이 존이 발동시킬 제스처 키. 대화 노드의 HiddenGestureKey와 일치해야 한다. " + - "노드 쪽 키가 비어 있으면 아무 존이나 발동 가능")] - [SerializeField] private string _gestureKey = "slap"; - - [Tooltip("이 태그를 가진 콜라이더가 들어와야 발동 (예: 손 컨트롤러). 비우면 태그 무시")] - [SerializeField] private string _requiredTag = "PlayerHand"; - - private void OnTriggerEnter(Collider other) - { - if (!string.IsNullOrEmpty(_requiredTag) && !other.CompareTag(_requiredTag)) return; - HiddenBranchResolver.Fire(_gestureKey); - } -} diff --git a/Assets/02_Scripts/Communication/Dialog/DialogGestureZone.cs.meta b/Assets/02_Scripts/Communication/Dialog/DialogGestureZone.cs.meta deleted file mode 100644 index ed4b22ee..00000000 --- a/Assets/02_Scripts/Communication/Dialog/DialogGestureZone.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 408261957835e514186f6a6f82e367e1 \ 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 b41fa39f..068f8e16 100644 --- a/Assets/02_Scripts/Communication/Dialog/DialogNode.cs +++ b/Assets/02_Scripts/Communication/Dialog/DialogNode.cs @@ -45,8 +45,8 @@ public class DialogNode : ScriptableObject "비우면 히든 분기 없음 — 평소엔 존재하지 않는 것처럼 보인다")] public DialogNode HiddenBranch; - [Tooltip("히든 분기를 여는 제스처 키 (DialogGestureZone의 Gesture Key와 일치). " + - "비우면 아무 제스처 존이나 발동 가능")] + [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). " + diff --git a/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogGraphImporter.cs b/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogGraphImporter.cs index e249ea94..760f083b 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(9, DialogGraph.AssetExtension)] // 버전 올리면 기존 .dlg 에셋이 재임포트됨 internal class DialogGraphImporter : ScriptedImporter { public override void OnImportAsset(AssetImportContext ctx) @@ -128,6 +128,23 @@ 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; @@ -178,6 +195,12 @@ 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..0273c3ab 100644 --- a/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogLineNode.cs +++ b/Assets/02_Scripts/Communication/Dialog/GraphTool/Editor/DialogLineNode.cs @@ -30,9 +30,13 @@ internal class DialogLineNode : DialogGraphNode 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) => $"Choice{i}Text"; @@ -51,6 +55,22 @@ protected override void OnDefineOptions(IOptionDefinitionContext context) .WithDisplayName("Event Key") .WithTooltip("비우면 없음. 이 노드 재생 시 DialogPlayer의 같은 Key 이벤트 호출 (영문 키 권장)") .Delayed(); + + context.AddOption(OPTION_HIDDEN_BRANCH) + .WithDisplayName("Hidden Branch") + .WithTooltip("켜면 맨 아래에 'Hidden →' 출력 포트가 생긴다. 이 대사 재생 중 특정 제스처(싸대기/터치)를 하면 " + + "Next/선택지 대신 그 포트로 연결된 노드로 몰래 분기한다") + .WithDefaultValue(false); + + context.AddOption(OPTION_HIDDEN_GESTURE) + .WithDisplayName("Hidden Gesture Key") + .WithTooltip("히든 분기를 여는 제스처 키 (DialogGestureZone의 Gesture Key와 일치). 비우면 아무 제스처 존이나 발동") + .Delayed(); + + context.AddOption(OPTION_HIDDEN_CODE) + .WithDisplayName("Hidden Code") + .WithTooltip("히든 분기를 탔을 때 기록할 선택지 Code (이후 대화 조건 RequiredChoiceCodes에서 검사). 비우면 기록 안 함") + .Delayed(); } protected override void OnDefinePorts(IPortDefinitionContext context) @@ -88,23 +108,31 @@ protected override void OnDefinePorts(IPortDefinitionContext context) { // 선형 진행 AddExecOutput(context, EXEC_OUT, string.Empty); - return; } - - // 가변 N지선다 - // (string 포트는 GraphToolkit 기본 에디터의 IME 중복입력 버그가 있어 DialogText로 통일) - context.AddInputPort(PORT_QUESTION).WithDisplayName("Choice Question").Build(); - - for (int i = 0; i < choiceCount; i++) + else { - context.AddInputPort(ChoiceTextPort(i)) - .WithDisplayName($"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/HiddenBranchResolver.cs b/Assets/02_Scripts/Communication/Dialog/HiddenBranchResolver.cs index b7e1f23f..4db4214c 100644 --- a/Assets/02_Scripts/Communication/Dialog/HiddenBranchResolver.cs +++ b/Assets/02_Scripts/Communication/Dialog/HiddenBranchResolver.cs @@ -48,11 +48,13 @@ public static void Disarm() } // 제스처 존이 호출. 무장 중이고 key가 맞을 때만 1회 발동. - public static void Fire(string key) + // 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; - if (!string.IsNullOrEmpty(_armedKey) && _armedKey != key) return; + 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/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/04_Models/obj/FlowerBuquet.meta b/Assets/04_Models/obj/FlowerBuquet.meta new file mode 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