124 lines
4.0 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|