제페토룸2

This commit is contained in:
2026-06-26 12:57:14 +09:00
parent 2c81a66c18
commit 29f21a130e
26 changed files with 998 additions and 39 deletions

View File

@@ -1,3 +1,5 @@
using System;
using System.Threading;
using Unity.XR.CoreUtils;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit.Locomotion.Movement;
@@ -7,6 +9,15 @@ public class PlayerController : MonoBehaviour, ISceneInitializable
[Header("점프 설정")]
[SerializeField] private float _jumpHeight = 1.2f;
[Header("시야 가림 렌더러")]
[SerializeField] private Renderer SightBlockingRenderer;
[SerializeField] private float _fadeSightDuration = 1f; // 시야 가림 페이드에 걸리는 시간(초)
private static readonly int BaseColorId = Shader.PropertyToID("_BaseColor");
private static readonly int ColorId = Shader.PropertyToID("_Color");
private Material _sightMaterial;
private CancellationTokenSource _fadeSightCts;
private Vector3 _playerVelocity;
private CharacterController _controller;
private ContinuousMoveProvider _moveProvider;
@@ -86,6 +97,58 @@ public void StandUp()
if (_moveProvider != null) _moveProvider.enabled = true; // 이동 잠금 해제
}
// 호출되면 시야 가림 렌더러의 _BaseColor 알파를 현재 값에서 1까지 서서히 올린다(시야 가림).
public void FadeSight() => StartSightFade(1f);
// 호출되면 알파를 현재 값에서 0까지 서서히 내린다(시야 회복).
public void ClearSight() => StartSightFade(0f);
private void StartSightFade(float targetAlpha)
{
if (SightBlockingRenderer == null)
{
Debug.LogWarning("[PlayerController] SightBlockingRenderer가 비어 있습니다.");
return;
}
// .material 인스턴스를 써서 공유 머티리얼 에셋이 변형되지 않게 한다.
if (_sightMaterial == null)
_sightMaterial = SightBlockingRenderer.material;
// 진행 중이던 페이드가 있으면 취소하고 새로 시작
_fadeSightCts?.Cancel();
_fadeSightCts?.Dispose();
_fadeSightCts = new CancellationTokenSource();
_ = SightFadeAsync(targetAlpha, _fadeSightCts.Token);
}
private async Awaitable SightFadeAsync(float targetAlpha, CancellationToken token)
{
int propId = _sightMaterial.HasProperty(BaseColorId) ? BaseColorId
: _sightMaterial.HasProperty(ColorId) ? ColorId
: BaseColorId;
Color color = _sightMaterial.GetColor(propId);
float startAlpha = color.a;
float t = 0f;
try
{
while (t < _fadeSightDuration)
{
t += Time.deltaTime;
color.a = Mathf.Lerp(startAlpha, targetAlpha, t / _fadeSightDuration);
_sightMaterial.SetColor(propId, color);
await Awaitable.NextFrameAsync(token);
}
color.a = targetAlpha;
_sightMaterial.SetColor(propId, color);
}
catch (OperationCanceledException) { }
}
private void Update()
{
// 바닥 체크 및 Y축 속도 초기화
@@ -98,4 +161,10 @@ private void Update()
_playerVelocity.y += gravityValue * Time.deltaTime;
_controller.Move(_playerVelocity * Time.deltaTime);
}
private void OnDestroy()
{
_fadeSightCts?.Cancel();
_fadeSightCts?.Dispose();
}
}