Files

124 lines
4.0 KiB
C#

using System.Collections.Generic;
using TMPro;
using UnityEngine;
namespace VRShopping.UI
{
// 화자 몸통 앞에 떠 있는 World-space 선택지 UI 싱글턴
// DialogPlayer가 Show()를 await해서 선택된 인덱스를 받아감
public class ChoiceHud : MonoBehaviour
{
public static ChoiceHud Instance { get; private set; }
[Header("Refs")]
[SerializeField] private GameObject _root;
[SerializeField] private Transform _rowContainer;
[SerializeField] private DialogChoiceRow _rowPrefab;
[SerializeField] private TMP_Text ChoiceQuestion;
[Header("Placement")]
[SerializeField] private float _chestHeight = 1.2f; // 화자 발 기준 가슴 높이
[SerializeField] private float _forwardOffset = 0.5f; // 화자→플레이어 방향으로 띄울 거리
private Transform _speakerTransform;
private readonly List<DialogChoiceRow> _rows = new();
private AwaitableCompletionSource<int> _completion;
private void Awake()
{
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
Instance = this;
if (_root == null) _root = gameObject;
Hide();
}
private void OnDestroy()
{
if (Instance == this) Instance = null;
}
private void OnDisable()
{
// 진행 중 대기 정리 (씬 전환 등으로 비활성화될 때)
_completion?.TrySetCanceled();
_completion = null;
}
public async Awaitable<int> Show(CharacterData speaker,string choiceQuestion, List<DialogChoice> choices)
{
if (choices == null || choices.Count == 0) return 0;
_speakerTransform = speaker != null ? CharacterVoiceObject.Find(speaker)?.transform : null;
ChoiceQuestion.text = choiceQuestion;
ClearRows();
for (int i = 0; i < choices.Count; i++)
{
var row = Instantiate(_rowPrefab, _rowContainer);
row.Bind(i, choices[i].ChoiceText);
row.OnClicked += HandleClicked;
_rows.Add(row);
}
_root.SetActive(true);
_completion = new AwaitableCompletionSource<int>();
int result;
try
{
result = await _completion.Awaitable;
}
finally
{
_completion = null;
Hide();
}
return result;
}
private void HandleClicked(int index)
{
_completion?.TrySetResult(index);
}
private void Hide()
{
ChoiceQuestion.text = "";
ClearRows();
if (_root != null) _root.SetActive(false);
_speakerTransform = null;
}
private void ClearRows()
{
foreach (var row in _rows)
{
if (row == null) continue;
row.OnClicked -= HandleClicked;
Destroy(row.gameObject);
}
_rows.Clear();
}
private void LateUpdate()
{
if (_root == null || !_root.activeSelf) return;
if (_speakerTransform == null || Camera.main == null) return;
var camTr = Camera.main.transform;
// 화자에서 플레이어 카메라로 향하는 수평 방향 (yaw만)
Vector3 toCam = camTr.position - _speakerTransform.position;
toCam.y = 0f;
if (toCam.sqrMagnitude < 0.0001f) return;
Vector3 dir = toCam.normalized;
Vector3 chestWorld = _speakerTransform.position + Vector3.up * _chestHeight;
_root.transform.position = chestWorld + dir * _forwardOffset;
// 빌보드 — 캔버스의 -Z(읽는 면)가 카메라를 향하도록 +Z를 카메라 반대로
_root.transform.rotation = Quaternion.LookRotation(-dir);
}
}
}