2026-04-24 버그수정 및 대사에 맞춘 캐릭터 동작

This commit is contained in:
2026-04-24 19:41:08 +09:00
parent 752b891a48
commit 9963eba810
273 changed files with 19320 additions and 206 deletions

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@@ -19,6 +19,9 @@ public class DialogNode : ScriptableObject
//Voice 없음 → LineDuration 대기
[Header("Behavior")]
public bool LookAtPlayer;
[Header("Flow")]
public DialogNode Next; // 선택지 없을 때 자동으로 갈 노드
public List<DialogChoice> Choices; // 있으면 플레이어 선택 대기

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@@ -8,6 +8,10 @@ public class DialogPlayer : MonoBehaviour
[SerializeField] private List<DialogGroup> _dialogGroups;
private Dictionary<string, DialogGroup> _dialogGroupMap;
private Animator _animator;
private int _initialGestureHash;
private int _initialExpressionHash;
private bool _hasInitialExpression;
private readonly Dictionary<Transform, Quaternion> _originalRotations = new();
public bool IsPlaying { get; private set; }
private void Awake()
@@ -17,6 +21,16 @@ private void Awake()
_dialogGroupMap[g.DialogGroupName] = g;
_animator = GetComponentInChildren<Animator>();
if (_animator != null)
{
_initialGestureHash = _animator.GetCurrentAnimatorStateInfo(0).fullPathHash;
if (_animator.layerCount > 1)
{
_initialExpressionHash = _animator.GetCurrentAnimatorStateInfo(1).fullPathHash;
_hasInitialExpression = true;
}
}
}
public async Awaitable Play()
@@ -56,11 +70,66 @@ public async Awaitable Play(string groupName)
finally
{
IsPlaying = false;
RestoreDefaultAnimations();
RestoreRotations();
}
Debug.Log("[DialogPlayer] 대화 종료");
}
private void RestoreDefaultAnimations()
{
if (_animator == null) return;
_animator.CrossFade(_initialGestureHash, 0.3f, 0, normalizedTimeOffset: 0f);
if (_hasInitialExpression)
_animator.CrossFade(_initialExpressionHash, 0.3f, 1, normalizedTimeOffset: 0f);
}
private async Awaitable RotateTowardPlayer(Transform target)
{
if (Camera.main == null) return;
var playerCam = Camera.main.transform;
float duration = 0.5f;
float elapsed = 0f;
while (elapsed < duration)
{
Vector3 dir = playerCam.position - target.position;
dir.y = 0f;
if (dir.sqrMagnitude > 0.0001f)
{
var targetRot = Quaternion.LookRotation(dir);
target.rotation = Quaternion.Slerp(target.rotation, targetRot, 10f * Time.deltaTime);
}
elapsed += Time.deltaTime;
await Awaitable.NextFrameAsync();
}
}
private void RestoreRotations()
{
foreach (var kvp in _originalRotations)
{
if (kvp.Key != null)
_ = RotateToRotation(kvp.Key, kvp.Value);
}
_originalRotations.Clear();
}
private async Awaitable RotateToRotation(Transform target, Quaternion targetRotation)
{
float duration = 0.5f;
float elapsed = 0f;
while (elapsed < duration)
{
if (target == null) return;
target.rotation = Quaternion.Slerp(target.rotation, targetRotation, 10f * Time.deltaTime);
elapsed += Time.deltaTime;
await Awaitable.NextFrameAsync();
}
}
private async Awaitable PlayNode(DialogNode node)
{
var speakerName = node.Speaker != null ? node.Speaker.Name : "(누구?)";
@@ -74,6 +143,17 @@ private async Awaitable PlayNode(DialogNode node)
voiceObj.Play(node.Voice.Clip);
}
// 플레이어 향해 회전
if (node.LookAtPlayer && node.Speaker != null)
{
var voiceObj = CharacterVoiceObject.Find(node.Speaker);
if (voiceObj != null)
{
_originalRotations.TryAdd(voiceObj.transform, voiceObj.transform.rotation);
_ = RotateTowardPlayer(voiceObj.transform);
}
}
if (node.Gesture != null)
_animator.CrossFade(node.Gesture.StateName, node.Gesture.CrossFadeDuration, node.Gesture.AnimationLayer);
if (node.Expression != null)

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using UnityEngine;
using HighlightPlus;
namespace HighlightPlus.Demos {
public class CreateOnTargetExample : MonoBehaviour {
public HighlightManager manager;
public GameObject prefab;
void Start () {
manager.OnObjectClicked += OnObjectClicked;
}
void OnObjectClicked (GameObject clickedGameObject, Vector3 clickPosition, Vector3 normal) {
// Align capsule's up direction with the surface normal to make it stand upright
Quaternion rotation = Quaternion.FromToRotation(Vector3.up, normal);
GameObject newObject = Instantiate(prefab, clickPosition, rotation);
newObject.name = "New Object";
}
}
}

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