축제 잔디 사망루트

This commit is contained in:
2026-07-23 17:16:30 +09:00
parent f83646b613
commit e34c3a1f45
15 changed files with 444 additions and 10 deletions

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Assets/01_Scenes/Intro.unity LFS Normal file

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@@ -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<LocomotionProvider>(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<TrackedPoseDriver>(true))
driver.enabled = false;
}
}

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@@ -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
{
}

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@@ -0,0 +1,2 @@
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@@ -5,6 +5,7 @@
public class LocalManager : MonoBehaviour,ISceneInitializable
{
[SerializeField] private string _startSceneName;
[SerializeField] private string _nextSceneName;
[SerializeField] private AudioClip _caffebeneBGM;
@@ -63,7 +64,7 @@ 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>())
animator.speed = 0f;
@@ -152,4 +153,22 @@ 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
}
}
}

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@@ -204,6 +204,14 @@ private void MovePlayerToLoadingArea()
if (cc != null) cc.enabled = true;
}
// 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<HideDuringLoading>())
marker.gameObject.SetActive(false);
}
public void RequestSceneChange(string sceneName)
{
_ = SceneChange(sceneName);
@@ -233,6 +241,9 @@ private async Awaitable SceneChange(string sceneName)
// (로딩 룸은 카메라를 따라다니므로 함께 이동한다)
MovePlayerToLoadingArea();
// 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);

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@@ -574,6 +578,8 @@ MonoBehaviour:
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