Merge branch 'main' of https://www.nakjungit.site/sharedacc520k/WhaleAdventure_VR
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@@ -1,3 +1,4 @@
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|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.InputSystem;
|
using UnityEngine.InputSystem;
|
||||||
@@ -11,12 +12,57 @@ public enum ResultType
|
|||||||
Miss
|
Miss
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public enum FishingControlMode
|
||||||
|
{
|
||||||
|
TimingGauge,
|
||||||
|
SimpleReel
|
||||||
|
}
|
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|
|
||||||
|
[Header("Auto Bind")]
|
||||||
|
[Tooltip("현재 만든 Prefab 구조 기준으로 비어 있는 참조를 자동 연결합니다.")]
|
||||||
|
[SerializeField] private bool autoBindMissingReferences = true;
|
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|
|
||||||
[Header("References")]
|
[Header("References")]
|
||||||
|
[Tooltip("낚시 UI 전체 루트입니다. UI를 자동으로 켜고 끄고 싶을 때만 연결하세요.")]
|
||||||
|
[SerializeField] private GameObject uiRoot;
|
||||||
|
|
||||||
[SerializeField] private FishingGaugeUI ui;
|
[SerializeField] private FishingGaugeUI ui;
|
||||||
[SerializeField] private FishingRewardSystem rewardSystem;
|
[SerializeField] private FishingRewardSystem rewardSystem;
|
||||||
[SerializeField] private FishingHapticManager haptic;
|
[SerializeField] private FishingHapticManager haptic;
|
||||||
[SerializeField] private RotateUI centerIconRotate;
|
[SerializeField] private RotateUI centerIconRotate;
|
||||||
|
|
||||||
|
[Header("Simple Reel Fishing")]
|
||||||
|
[Tooltip("TimingGauge는 기존 원형 타이밍 게이지 방식, SimpleReel은 릴을 감아 줄 길이를 줄이면 성공하는 방식입니다.")]
|
||||||
|
[SerializeField] private FishingControlMode fishingControlMode = FishingControlMode.SimpleReel;
|
||||||
|
|
||||||
|
[Tooltip("낚싯대 / 찌 / 릴 제어 스크립트입니다. SimpleReel 모드에서 줄 길이를 읽습니다.")]
|
||||||
|
[SerializeField] private FishingRodVRController rodController;
|
||||||
|
|
||||||
|
[Tooltip("현재 줄 길이가 이 값 이하가 되면 낚기 성공으로 처리합니다.")]
|
||||||
|
[SerializeField] private float catchCompleteLineLength = 0.7f;
|
||||||
|
|
||||||
|
[Tooltip("릴 낚시 시작 시 줄 길이가 성공 길이보다 너무 짧으면 이 거리만큼 최소 시작 길이를 보정합니다.")]
|
||||||
|
[SerializeField] private float simpleReelMinimumPullDistance = 0.35f;
|
||||||
|
|
||||||
|
[Tooltip("릴 낚기 성공 후 찌를 낚싯대 쪽 대기 위치로 회수합니다.")]
|
||||||
|
[SerializeField] private bool returnBobberAfterSimpleReelCatch = true;
|
||||||
|
|
||||||
|
[Tooltip("SimpleReel 모드에서 기존 타이밍 게이지 UI를 숨기고 진행도/줄 길이 중심으로 표시합니다.")]
|
||||||
|
[SerializeField] private bool hideTimingGaugeInSimpleReelMode = true;
|
||||||
|
|
||||||
|
[Tooltip("SimpleReel 모드에서는 StartFishing이 여러 번 호출됩니다. 켜면 첫 시작 때만 연못 상태를 초기화합니다.")]
|
||||||
|
[SerializeField] private bool resetPondOnlyOnFirstSimpleReelStart = true;
|
||||||
|
|
||||||
|
[Header("XR Controller Input")]
|
||||||
|
[Tooltip("낚시 판정을 실행할 컨트롤러 입력입니다. 예: XRI Right Interaction / Select")]
|
||||||
|
[SerializeField] private InputActionReference submitAction;
|
||||||
|
|
||||||
|
[Tooltip("낚시를 다시 시작할 컨트롤러 입력입니다. 필요 없으면 비워둬도 됩니다.")]
|
||||||
|
[SerializeField] private InputActionReference resetAction;
|
||||||
|
|
||||||
|
[Tooltip("씬에 Input Action Manager가 없거나 액션이 자동 활성화되지 않으면 켜두세요.")]
|
||||||
|
[SerializeField] private bool enableInputActionsManually = true;
|
||||||
|
|
||||||
[Header("Pointer")]
|
[Header("Pointer")]
|
||||||
[SerializeField] private float pointerAngle;
|
[SerializeField] private float pointerAngle;
|
||||||
[SerializeField] private float pointerSpeed = 180f;
|
[SerializeField] private float pointerSpeed = 180f;
|
||||||
@@ -30,29 +76,110 @@ public enum ResultType
|
|||||||
[SerializeField] private float maxZoneSize = 120f;
|
[SerializeField] private float maxZoneSize = 120f;
|
||||||
[SerializeField] private float zoneCenter;
|
[SerializeField] private float zoneCenter;
|
||||||
|
|
||||||
[Header("Rules")]
|
[Header("Catch Rules")]
|
||||||
|
[Tooltip("아이템 1개를 낚기 위해 필요한 성공 횟수입니다.")]
|
||||||
[SerializeField] private int requiredSuccesses = 3;
|
[SerializeField] private int requiredSuccesses = 3;
|
||||||
|
|
||||||
|
[Tooltip("아이템 1개를 낚는 동안 허용되는 실패 횟수입니다. 초과하면 낚싯줄이 끊어진 것으로 처리합니다.")]
|
||||||
[SerializeField] private int allowedFails = 3;
|
[SerializeField] private int allowedFails = 3;
|
||||||
|
|
||||||
|
[Header("Pond Cleanup Rules")]
|
||||||
|
[Tooltip("연못을 맑게 만들기 위해 필요한 쓰레기성 아이템 수입니다. 쓰레기, 병, 봉지가 여기에 포함됩니다.")]
|
||||||
|
[SerializeField] private int requiredCleanupItems = 3;
|
||||||
|
|
||||||
|
[Tooltip("연못이 맑아진 뒤 다음 성공 낚시에서 기억의 조각을 확정으로 낚습니다.")]
|
||||||
|
[SerializeField] private bool guaranteeMemoryPieceAfterCleaned = true;
|
||||||
|
|
||||||
|
[Tooltip("StartFishing을 호출할 때 쓰레기 수거/연못 상태를 초기화합니다.")]
|
||||||
|
[SerializeField] private bool resetPondStateOnStart = true;
|
||||||
|
|
||||||
|
[Tooltip("낚시 세션이 진행 중일 때 StartFishing이 중복 호출되는 것을 막습니다.")]
|
||||||
|
[SerializeField] private bool preventRestartWhileSessionRunning = true;
|
||||||
|
|
||||||
[Header("Round Settings")]
|
[Header("Round Settings")]
|
||||||
[SerializeField] private float nextRoundDelay = 0.35f;
|
[SerializeField] private float nextRoundDelay = 0.35f;
|
||||||
|
[SerializeField] private float nextCatchDelay = 2.0f;
|
||||||
[SerializeField] private bool randomDirectionEachRound = true;
|
[SerializeField] private bool randomDirectionEachRound = true;
|
||||||
|
[SerializeField] private bool resetDifficultyEachCatch = true;
|
||||||
[SerializeField] private bool startOnAwake = true;
|
[SerializeField] private bool startOnAwake = true;
|
||||||
|
|
||||||
|
[Header("Final Result Settings")]
|
||||||
|
[Tooltip("최종 결과를 잠깐 보여준 뒤 uiRoot를 자동으로 끕니다. uiRoot가 비어 있으면 동작하지 않습니다.")]
|
||||||
|
[SerializeField] private bool hideUIRootAfterFinalResult = false;
|
||||||
|
|
||||||
|
[SerializeField] private float finalResultShowTime = 1.5f;
|
||||||
|
|
||||||
[Header("Debug")]
|
[Header("Debug")]
|
||||||
[SerializeField] private bool showDebugLog = true;
|
[SerializeField] private bool showDebugLog = true;
|
||||||
|
|
||||||
private int successCount;
|
private int successCount;
|
||||||
private int failCount;
|
private int failCount;
|
||||||
|
private int cleanupItemCount;
|
||||||
|
private int totalCaughtItems;
|
||||||
|
|
||||||
|
// 임시 낚시 세션 카운트입니다. 나중에 공용 인벤토리와 연결할 때는 저장용으로 쓰지 말고 UI 표시용으로만 쓰세요.
|
||||||
|
private int sessionFishCount;
|
||||||
|
private int sessionTrashCount;
|
||||||
|
private int sessionMemoryPieceCount;
|
||||||
|
private int sessionCompassCount;
|
||||||
|
|
||||||
private bool clockwise = true;
|
private bool clockwise = true;
|
||||||
private bool activeGame;
|
private bool activeGame;
|
||||||
private bool inputLocked;
|
private bool inputLocked;
|
||||||
|
private bool fishingSessionRunning;
|
||||||
|
private bool pondCleaned;
|
||||||
|
private bool memoryPieceCollected;
|
||||||
|
|
||||||
|
private bool simpleReelCatchActive;
|
||||||
|
private bool simpleReelPondInitialized;
|
||||||
|
private float simpleReelStartLineLength;
|
||||||
|
private float simpleReelProgress;
|
||||||
|
|
||||||
|
private bool submitActionWasEnabled;
|
||||||
|
private bool resetActionWasEnabled;
|
||||||
|
|
||||||
private Coroutine nextRoundRoutine;
|
private Coroutine nextRoundRoutine;
|
||||||
|
private Coroutine nextCatchRoutine;
|
||||||
|
private Coroutine finalResultRoutine;
|
||||||
|
|
||||||
|
public bool IsActiveGame => activeGame;
|
||||||
|
public bool IsFishingSessionRunning => fishingSessionRunning;
|
||||||
|
public bool IsPondCleaned => pondCleaned;
|
||||||
|
public bool IsMemoryPieceCollected => memoryPieceCollected;
|
||||||
|
public int SuccessCount => successCount;
|
||||||
|
public int FailCount => failCount;
|
||||||
|
public int CleanupItemCount => cleanupItemCount;
|
||||||
|
public int RequiredCleanupItems => requiredCleanupItems;
|
||||||
|
public int TotalCaughtItems => totalCaughtItems;
|
||||||
|
public int SessionFishCount => sessionFishCount;
|
||||||
|
public int SessionTrashCount => sessionTrashCount;
|
||||||
|
public int SessionMemoryPieceCount => sessionMemoryPieceCount;
|
||||||
|
public int SessionCompassCount => sessionCompassCount;
|
||||||
|
public FishingControlMode ControlMode => fishingControlMode;
|
||||||
|
public bool IsSimpleReelCatchActive => simpleReelCatchActive;
|
||||||
|
public float SimpleReelProgress => simpleReelProgress;
|
||||||
|
|
||||||
|
public event Action<FishingItemType, int> ItemCaught;
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
RegisterInputAction(submitAction, OnSubmitAction, ref submitActionWasEnabled);
|
||||||
|
RegisterInputAction(resetAction, OnResetAction, ref resetActionWasEnabled);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
UnregisterInputAction(submitAction, OnSubmitAction, submitActionWasEnabled);
|
||||||
|
UnregisterInputAction(resetAction, OnResetAction, resetActionWasEnabled);
|
||||||
|
}
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
|
if (autoBindMissingReferences)
|
||||||
|
AutoBindMissingReferences();
|
||||||
|
|
||||||
|
ValidateRuntimeSettings();
|
||||||
|
|
||||||
if (startOnAwake)
|
if (startOnAwake)
|
||||||
{
|
{
|
||||||
StartFishing();
|
StartFishing();
|
||||||
@@ -68,21 +195,158 @@ private void Update()
|
|||||||
if (!activeGame)
|
if (!activeGame)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
if (fishingControlMode == FishingControlMode.SimpleReel)
|
||||||
|
{
|
||||||
|
UpdateSimpleReelCatch();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (inputLocked)
|
if (inputLocked)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
RotatePointer();
|
RotatePointer();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnValidate()
|
||||||
|
{
|
||||||
|
ValidateRuntimeSettings();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
[ContextMenu("Auto Bind Fishing References")]
|
||||||
|
public void AutoBindMissingReferences()
|
||||||
|
{
|
||||||
|
Transform searchRoot = GetSearchRoot();
|
||||||
|
|
||||||
|
if (uiRoot == null)
|
||||||
|
{
|
||||||
|
Transform canvasTransform = FindTransformRecursive(searchRoot, "FishingCanvas");
|
||||||
|
if (canvasTransform != null)
|
||||||
|
uiRoot = canvasTransform.gameObject;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (ui == null)
|
||||||
|
ui = searchRoot != null ? searchRoot.GetComponentInChildren<FishingGaugeUI>(true) : GetComponentInChildren<FishingGaugeUI>(true);
|
||||||
|
|
||||||
|
if (rewardSystem == null)
|
||||||
|
rewardSystem = searchRoot != null ? searchRoot.GetComponentInChildren<FishingRewardSystem>(true) : GetComponentInChildren<FishingRewardSystem>(true);
|
||||||
|
|
||||||
|
if (haptic == null)
|
||||||
|
haptic = searchRoot != null ? searchRoot.GetComponentInChildren<FishingHapticManager>(true) : GetComponentInChildren<FishingHapticManager>(true);
|
||||||
|
|
||||||
|
if (rodController == null)
|
||||||
|
rodController = searchRoot != null ? searchRoot.GetComponentInChildren<FishingRodVRController>(true) : GetComponentInChildren<FishingRodVRController>(true);
|
||||||
|
|
||||||
|
if (centerIconRotate == null)
|
||||||
|
{
|
||||||
|
Transform centerIconTransform = FindTransformRecursive(searchRoot, "CenterIcon");
|
||||||
|
if (centerIconTransform != null)
|
||||||
|
centerIconRotate = centerIconTransform.GetComponent<RotateUI>();
|
||||||
|
|
||||||
|
if (centerIconRotate == null && searchRoot != null)
|
||||||
|
centerIconRotate = searchRoot.GetComponentInChildren<RotateUI>(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private Transform GetSearchRoot()
|
||||||
|
{
|
||||||
|
Transform current = transform;
|
||||||
|
|
||||||
|
while (current.parent != null)
|
||||||
|
current = current.parent;
|
||||||
|
|
||||||
|
return current;
|
||||||
|
}
|
||||||
|
|
||||||
|
private Transform FindTransformRecursive(Transform current, string targetName)
|
||||||
|
{
|
||||||
|
if (current == null || string.IsNullOrEmpty(targetName))
|
||||||
|
return null;
|
||||||
|
|
||||||
|
if (NormalizeName(current.name) == NormalizeName(targetName))
|
||||||
|
return current;
|
||||||
|
|
||||||
|
for (int i = 0; i < current.childCount; i++)
|
||||||
|
{
|
||||||
|
Transform found = FindTransformRecursive(current.GetChild(i), targetName);
|
||||||
|
if (found != null)
|
||||||
|
return found;
|
||||||
|
}
|
||||||
|
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
private string NormalizeName(string value)
|
||||||
|
{
|
||||||
|
return value.Replace(" ", string.Empty)
|
||||||
|
.Replace("_", string.Empty)
|
||||||
|
.Replace("-", string.Empty)
|
||||||
|
.ToLowerInvariant();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void RegisterInputAction(InputActionReference actionReference, System.Action<InputAction.CallbackContext> callback, ref bool wasEnabled)
|
||||||
|
{
|
||||||
|
if (actionReference == null || actionReference.action == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
wasEnabled = actionReference.action.enabled;
|
||||||
|
actionReference.action.performed += callback;
|
||||||
|
|
||||||
|
if (enableInputActionsManually && !wasEnabled)
|
||||||
|
actionReference.action.Enable();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UnregisterInputAction(InputActionReference actionReference, System.Action<InputAction.CallbackContext> callback, bool wasEnabled)
|
||||||
|
{
|
||||||
|
if (actionReference == null || actionReference.action == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
actionReference.action.performed -= callback;
|
||||||
|
|
||||||
|
if (enableInputActionsManually && !wasEnabled)
|
||||||
|
actionReference.action.Disable();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ValidateRuntimeSettings()
|
||||||
|
{
|
||||||
|
requiredSuccesses = Mathf.Max(1, requiredSuccesses);
|
||||||
|
allowedFails = Mathf.Max(1, allowedFails);
|
||||||
|
requiredCleanupItems = Mathf.Max(1, requiredCleanupItems);
|
||||||
|
|
||||||
|
minSpeed = Mathf.Max(1f, minSpeed);
|
||||||
|
maxSpeed = Mathf.Max(minSpeed, maxSpeed);
|
||||||
|
pointerSpeed = Mathf.Clamp(pointerSpeed, minSpeed, maxSpeed);
|
||||||
|
|
||||||
|
minZoneSize = Mathf.Clamp(minZoneSize, 1f, 360f);
|
||||||
|
maxZoneSize = Mathf.Clamp(maxZoneSize, minZoneSize, 360f);
|
||||||
|
startZoneSize = Mathf.Clamp(startZoneSize, minZoneSize, maxZoneSize);
|
||||||
|
zoneSize = Mathf.Clamp(zoneSize, minZoneSize, maxZoneSize);
|
||||||
|
|
||||||
|
nextRoundDelay = Mathf.Max(0f, nextRoundDelay);
|
||||||
|
nextCatchDelay = Mathf.Max(0f, nextCatchDelay);
|
||||||
|
finalResultShowTime = Mathf.Max(0f, finalResultShowTime);
|
||||||
|
catchCompleteLineLength = Mathf.Max(0.05f, catchCompleteLineLength);
|
||||||
|
simpleReelMinimumPullDistance = Mathf.Max(0.01f, simpleReelMinimumPullDistance);
|
||||||
|
|
||||||
|
pointerAngle = Normalize(pointerAngle);
|
||||||
|
zoneCenter = Normalize(zoneCenter);
|
||||||
|
cleanupItemCount = Mathf.Max(0, cleanupItemCount);
|
||||||
|
totalCaughtItems = Mathf.Max(0, totalCaughtItems);
|
||||||
|
}
|
||||||
|
|
||||||
private void InitializeIdleUI()
|
private void InitializeIdleUI()
|
||||||
{
|
{
|
||||||
if (ui != null)
|
if (ui != null)
|
||||||
{
|
{
|
||||||
ui.HideRoundResult();
|
ui.InitializeFishingUI();
|
||||||
ui.HideFinalResult();
|
|
||||||
ui.UpdateCounter(0, requiredSuccesses, 0, allowedFails);
|
ui.UpdateCounter(0, requiredSuccesses, 0, allowedFails);
|
||||||
|
ui.UpdateFishingProgress(cleanupItemCount, requiredCleanupItems, pondCleaned, memoryPieceCollected, totalCaughtItems);
|
||||||
|
ui.UpdateInventoryUI(sessionFishCount, sessionTrashCount, sessionMemoryPieceCount, sessionCompassCount);
|
||||||
ui.SetPointerRotation(0f);
|
ui.SetPointerRotation(0f);
|
||||||
ui.SetZone(0f, startZoneSize);
|
ui.SetZone(0f, startZoneSize);
|
||||||
|
ui.SetSimpleReelUIVisible(false);
|
||||||
|
ui.SetTimingGaugeVisible(fishingControlMode == FishingControlMode.TimingGauge);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (centerIconRotate != null)
|
if (centerIconRotate != null)
|
||||||
@@ -91,30 +355,182 @@ private void InitializeIdleUI()
|
|||||||
|
|
||||||
public void StartFishing()
|
public void StartFishing()
|
||||||
{
|
{
|
||||||
if (nextRoundRoutine != null)
|
StartFishing(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StartFishing(bool forceRestart)
|
||||||
|
{
|
||||||
|
ValidateRuntimeSettings();
|
||||||
|
|
||||||
|
if (preventRestartWhileSessionRunning && fishingSessionRunning && !forceRestart)
|
||||||
{
|
{
|
||||||
StopCoroutine(nextRoundRoutine);
|
if (showDebugLog)
|
||||||
nextRoundRoutine = null;
|
Debug.Log("낚시 세션이 이미 진행 중이라 StartFishing 호출을 무시했습니다.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
StopRunningRoutines();
|
||||||
|
|
||||||
|
if (uiRoot != null)
|
||||||
|
uiRoot.SetActive(true);
|
||||||
|
|
||||||
|
bool shouldResetPondState = forceRestart || resetPondStateOnStart;
|
||||||
|
|
||||||
|
if (fishingControlMode == FishingControlMode.SimpleReel && resetPondOnlyOnFirstSimpleReelStart)
|
||||||
|
shouldResetPondState = forceRestart || (resetPondStateOnStart && !simpleReelPondInitialized);
|
||||||
|
|
||||||
|
if (shouldResetPondState)
|
||||||
|
{
|
||||||
|
ResetPondState();
|
||||||
|
if (fishingControlMode == FishingControlMode.SimpleReel)
|
||||||
|
simpleReelPondInitialized = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
fishingSessionRunning = true;
|
||||||
|
|
||||||
|
if (ui != null)
|
||||||
|
ui.InitializeFishingUI();
|
||||||
|
|
||||||
|
if (fishingControlMode == FishingControlMode.SimpleReel)
|
||||||
|
StartSimpleReelCatch();
|
||||||
|
else
|
||||||
|
StartNewCatchAttempt();
|
||||||
|
|
||||||
|
if (showDebugLog)
|
||||||
|
Debug.Log(fishingControlMode == FishingControlMode.SimpleReel ? "릴 감기 낚시 시작" : "기묘한 낚시터 시작");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StopFishing(bool hideUI = false)
|
||||||
|
{
|
||||||
|
StopRunningRoutines();
|
||||||
|
|
||||||
|
activeGame = false;
|
||||||
|
inputLocked = true;
|
||||||
|
fishingSessionRunning = false;
|
||||||
|
simpleReelCatchActive = false;
|
||||||
|
|
||||||
|
if (centerIconRotate != null)
|
||||||
|
centerIconRotate.StopRotate();
|
||||||
|
|
||||||
|
if (hideUI && uiRoot != null)
|
||||||
|
uiRoot.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ResetFishing()
|
||||||
|
{
|
||||||
|
fishingSessionRunning = false;
|
||||||
|
simpleReelCatchActive = false;
|
||||||
|
simpleReelPondInitialized = false;
|
||||||
|
StartFishing(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ResetPondState()
|
||||||
|
{
|
||||||
|
successCount = 0;
|
||||||
|
failCount = 0;
|
||||||
|
cleanupItemCount = 0;
|
||||||
|
totalCaughtItems = 0;
|
||||||
|
sessionFishCount = 0;
|
||||||
|
sessionTrashCount = 0;
|
||||||
|
sessionMemoryPieceCount = 0;
|
||||||
|
sessionCompassCount = 0;
|
||||||
|
pondCleaned = false;
|
||||||
|
memoryPieceCollected = false;
|
||||||
|
simpleReelCatchActive = false;
|
||||||
|
simpleReelProgress = 0f;
|
||||||
|
simpleReelStartLineLength = 0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void StartSimpleReelCatch()
|
||||||
|
{
|
||||||
|
if (rodController == null && autoBindMissingReferences)
|
||||||
|
AutoBindMissingReferences();
|
||||||
|
|
||||||
|
if (rodController == null)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("[FishingGameManager] SimpleReel 모드에는 FishingRodVRController 참조가 필요합니다.", this);
|
||||||
|
activeGame = false;
|
||||||
|
inputLocked = true;
|
||||||
|
fishingSessionRunning = false;
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
successCount = 0;
|
successCount = 0;
|
||||||
failCount = 0;
|
failCount = 0;
|
||||||
|
|
||||||
pointerAngle = 0f;
|
|
||||||
pointerSpeed = minSpeed;
|
|
||||||
zoneSize = startZoneSize;
|
|
||||||
|
|
||||||
activeGame = true;
|
|
||||||
inputLocked = false;
|
inputLocked = false;
|
||||||
|
activeGame = true;
|
||||||
|
simpleReelCatchActive = true;
|
||||||
|
|
||||||
clockwise = Random.value > 0.5f;
|
float currentLineLength = Mathf.Max(rodController.CurrentLineLength, catchCompleteLineLength + simpleReelMinimumPullDistance);
|
||||||
|
simpleReelStartLineLength = currentLineLength;
|
||||||
|
simpleReelProgress = 0f;
|
||||||
|
|
||||||
|
if (centerIconRotate != null)
|
||||||
|
{
|
||||||
|
centerIconRotate.ResetRotation();
|
||||||
|
centerIconRotate.StopRotate();
|
||||||
|
}
|
||||||
|
|
||||||
if (ui != null)
|
if (ui != null)
|
||||||
{
|
{
|
||||||
ui.HideRoundResult();
|
ui.SetSimpleReelUIVisible(true);
|
||||||
ui.HideFinalResult();
|
if (hideTimingGaugeInSimpleReelMode)
|
||||||
|
ui.SetTimingGaugeVisible(false);
|
||||||
|
ui.UpdateSimpleReelUI(simpleReelProgress, rodController.CurrentLineLength, rodController.IsReeling);
|
||||||
|
ui.ShowPersistentResult("릴을 감아 끌어올려라!");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
UpdateUI();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateSimpleReelCatch()
|
||||||
|
{
|
||||||
|
if (!simpleReelCatchActive || rodController == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
float currentLineLength = rodController.CurrentLineLength;
|
||||||
|
float totalPullDistance = Mathf.Max(0.001f, simpleReelStartLineLength - catchCompleteLineLength);
|
||||||
|
float pulledDistance = simpleReelStartLineLength - currentLineLength;
|
||||||
|
simpleReelProgress = Mathf.Clamp01(pulledDistance / totalPullDistance);
|
||||||
|
|
||||||
|
if (ui != null)
|
||||||
|
ui.UpdateSimpleReelUI(simpleReelProgress, currentLineLength, rodController.IsReeling);
|
||||||
|
|
||||||
|
if (currentLineLength <= catchCompleteLineLength || simpleReelProgress >= 1f)
|
||||||
|
{
|
||||||
|
simpleReelCatchActive = false;
|
||||||
|
inputLocked = true;
|
||||||
|
|
||||||
|
if (haptic != null)
|
||||||
|
haptic.Perfect();
|
||||||
|
|
||||||
|
if (ui != null)
|
||||||
|
{
|
||||||
|
ui.UpdateSimpleReelUI(1f, currentLineLength, false);
|
||||||
|
ui.ShowPersistentResult("낚았다!");
|
||||||
|
}
|
||||||
|
|
||||||
|
CatchItemSuccess();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void StartNewCatchAttempt()
|
||||||
|
{
|
||||||
|
successCount = 0;
|
||||||
|
failCount = 0;
|
||||||
|
inputLocked = false;
|
||||||
|
activeGame = true;
|
||||||
|
|
||||||
|
if (resetDifficultyEachCatch)
|
||||||
|
{
|
||||||
|
pointerAngle = 0f;
|
||||||
|
pointerSpeed = minSpeed;
|
||||||
|
zoneSize = startZoneSize;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (randomDirectionEachRound)
|
||||||
|
clockwise = UnityEngine.Random.value > 0.5f;
|
||||||
|
|
||||||
if (centerIconRotate != null)
|
if (centerIconRotate != null)
|
||||||
{
|
{
|
||||||
centerIconRotate.ResetRotation();
|
centerIconRotate.ResetRotation();
|
||||||
@@ -123,9 +539,27 @@ public void StartFishing()
|
|||||||
|
|
||||||
RandomizeZone();
|
RandomizeZone();
|
||||||
UpdateUI();
|
UpdateUI();
|
||||||
|
}
|
||||||
|
|
||||||
if (showDebugLog)
|
private void StopRunningRoutines()
|
||||||
Debug.Log("낚시 시작");
|
{
|
||||||
|
if (nextRoundRoutine != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(nextRoundRoutine);
|
||||||
|
nextRoundRoutine = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (nextCatchRoutine != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(nextCatchRoutine);
|
||||||
|
nextCatchRoutine = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (finalResultRoutine != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(finalResultRoutine);
|
||||||
|
finalResultRoutine = null;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void RotatePointer()
|
private void RotatePointer()
|
||||||
@@ -141,6 +575,9 @@ private void RotatePointer()
|
|||||||
|
|
||||||
public void SubmitAttempt()
|
public void SubmitAttempt()
|
||||||
{
|
{
|
||||||
|
if (fishingControlMode == FishingControlMode.SimpleReel)
|
||||||
|
return;
|
||||||
|
|
||||||
if (!activeGame)
|
if (!activeGame)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
@@ -149,8 +586,17 @@ public void SubmitAttempt()
|
|||||||
|
|
||||||
inputLocked = true;
|
inputLocked = true;
|
||||||
|
|
||||||
|
if (ui != null)
|
||||||
|
ui.HideControllerGuide();
|
||||||
|
|
||||||
ResultType result = EvaluateResult();
|
ResultType result = EvaluateResult();
|
||||||
|
|
||||||
|
if (ui != null)
|
||||||
|
{
|
||||||
|
ui.ShowResultForType(result);
|
||||||
|
ui.FlashFeedbackForType(result);
|
||||||
|
}
|
||||||
|
|
||||||
switch (result)
|
switch (result)
|
||||||
{
|
{
|
||||||
case ResultType.Perfect:
|
case ResultType.Perfect:
|
||||||
@@ -168,7 +614,7 @@ public void SubmitAttempt()
|
|||||||
|
|
||||||
if (successCount >= requiredSuccesses)
|
if (successCount >= requiredSuccesses)
|
||||||
{
|
{
|
||||||
FishingSuccess();
|
CatchItemSuccess();
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -207,11 +653,8 @@ private void OnPerfect()
|
|||||||
if (haptic != null)
|
if (haptic != null)
|
||||||
haptic.Perfect();
|
haptic.Perfect();
|
||||||
|
|
||||||
if (ui != null)
|
|
||||||
ui.ShowResult("완벽!");
|
|
||||||
|
|
||||||
if (showDebugLog)
|
if (showDebugLog)
|
||||||
Debug.Log("낚시 판정: Perfect");
|
Debug.Log("낚시 판정: Perfect");
|
||||||
|
|
||||||
ClampDifficulty();
|
ClampDifficulty();
|
||||||
UpdateUI();
|
UpdateUI();
|
||||||
@@ -227,11 +670,8 @@ private void OnGood()
|
|||||||
if (haptic != null)
|
if (haptic != null)
|
||||||
haptic.Good();
|
haptic.Good();
|
||||||
|
|
||||||
if (ui != null)
|
|
||||||
ui.ShowResult("성공!");
|
|
||||||
|
|
||||||
if (showDebugLog)
|
if (showDebugLog)
|
||||||
Debug.Log("낚시 판정: Good");
|
Debug.Log("낚시 판정: Good");
|
||||||
|
|
||||||
ClampDifficulty();
|
ClampDifficulty();
|
||||||
UpdateUI();
|
UpdateUI();
|
||||||
@@ -247,11 +687,8 @@ private void OnMiss()
|
|||||||
if (haptic != null)
|
if (haptic != null)
|
||||||
haptic.Miss();
|
haptic.Miss();
|
||||||
|
|
||||||
if (ui != null)
|
|
||||||
ui.ShowResult("실패!");
|
|
||||||
|
|
||||||
if (showDebugLog)
|
if (showDebugLog)
|
||||||
Debug.Log("낚시 판정: Miss");
|
Debug.Log("낚시 판정: Miss");
|
||||||
|
|
||||||
ClampDifficulty();
|
ClampDifficulty();
|
||||||
UpdateUI();
|
UpdateUI();
|
||||||
@@ -262,10 +699,13 @@ private IEnumerator NextRoundRoutine()
|
|||||||
yield return new WaitForSeconds(nextRoundDelay);
|
yield return new WaitForSeconds(nextRoundDelay);
|
||||||
|
|
||||||
if (!activeGame)
|
if (!activeGame)
|
||||||
|
{
|
||||||
|
nextRoundRoutine = null;
|
||||||
yield break;
|
yield break;
|
||||||
|
}
|
||||||
|
|
||||||
if (randomDirectionEachRound)
|
if (randomDirectionEachRound)
|
||||||
clockwise = Random.value > 0.5f;
|
clockwise = UnityEngine.Random.value > 0.5f;
|
||||||
|
|
||||||
RandomizeZone();
|
RandomizeZone();
|
||||||
UpdateUI();
|
UpdateUI();
|
||||||
@@ -274,6 +714,133 @@ private IEnumerator NextRoundRoutine()
|
|||||||
nextRoundRoutine = null;
|
nextRoundRoutine = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void CatchItemSuccess()
|
||||||
|
{
|
||||||
|
activeGame = false;
|
||||||
|
inputLocked = true;
|
||||||
|
|
||||||
|
if (centerIconRotate != null)
|
||||||
|
centerIconRotate.StopRotate();
|
||||||
|
|
||||||
|
bool forceMemoryPiece = pondCleaned && guaranteeMemoryPieceAfterCleaned && !memoryPieceCollected;
|
||||||
|
|
||||||
|
FishingRewardSystem.CatchResult catchResult;
|
||||||
|
|
||||||
|
if (rewardSystem != null)
|
||||||
|
catchResult = rewardSystem.RollCatch(pondCleaned, forceMemoryPiece);
|
||||||
|
else
|
||||||
|
catchResult = new FishingRewardSystem.CatchResult(FishingItemType.Fish, "생선", false, false);
|
||||||
|
|
||||||
|
ApplyCatchResult(catchResult);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ApplyCatchResult(FishingRewardSystem.CatchResult catchResult)
|
||||||
|
{
|
||||||
|
totalCaughtItems++;
|
||||||
|
|
||||||
|
AddToSessionCounts(catchResult.ItemType);
|
||||||
|
ItemCaught?.Invoke(catchResult.ItemType, 1);
|
||||||
|
|
||||||
|
bool pondJustCleaned = false;
|
||||||
|
string extraHint = string.Empty;
|
||||||
|
|
||||||
|
if (catchResult.CountsAsCleanupItem)
|
||||||
|
{
|
||||||
|
cleanupItemCount = Mathf.Min(cleanupItemCount + 1, requiredCleanupItems);
|
||||||
|
extraHint = $"연못 정화 {cleanupItemCount}/{requiredCleanupItems}";
|
||||||
|
|
||||||
|
if (!pondCleaned && cleanupItemCount >= requiredCleanupItems)
|
||||||
|
{
|
||||||
|
pondCleaned = true;
|
||||||
|
pondJustCleaned = true;
|
||||||
|
extraHint = "연못이 맑아졌다. 기억의 조각이 모습을 드러낸다.";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (catchResult.IsMemoryPiece)
|
||||||
|
{
|
||||||
|
memoryPieceCollected = true;
|
||||||
|
extraHint = "잃어버린 기억의 일부다.";
|
||||||
|
}
|
||||||
|
|
||||||
|
UpdateUI();
|
||||||
|
|
||||||
|
if (ui != null)
|
||||||
|
{
|
||||||
|
ui.HighlightSlotForItem(catchResult.ItemType);
|
||||||
|
|
||||||
|
if (!catchResult.IsMemoryPiece)
|
||||||
|
ui.ShowCaughtItem(catchResult.ItemType, catchResult.DisplayName, catchResult.CountsAsCleanupItem, extraHint);
|
||||||
|
|
||||||
|
if (pondJustCleaned)
|
||||||
|
ui.ShowNotice("연못이 맑아졌다!\n기억의 조각이 모습을 드러냈다!");
|
||||||
|
|
||||||
|
// 기억의 조각 획득은 FinalResultPanel에서 크게 보여줍니다.
|
||||||
|
// NoticePanel까지 동시에 띄우면 ShowFinalResult에서 바로 숨겨져 연출이 겹칠 수 있습니다.
|
||||||
|
}
|
||||||
|
|
||||||
|
if (showDebugLog)
|
||||||
|
Debug.Log($"{catchResult.DisplayName}을(를) 낚았다!");
|
||||||
|
|
||||||
|
if (catchResult.IsMemoryPiece)
|
||||||
|
{
|
||||||
|
FishingSuccess();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (fishingControlMode == FishingControlMode.SimpleReel)
|
||||||
|
{
|
||||||
|
fishingSessionRunning = false;
|
||||||
|
simpleReelCatchActive = false;
|
||||||
|
|
||||||
|
if (returnBobberAfterSimpleReelCatch && rodController != null)
|
||||||
|
rodController.ReturnBobberToRest();
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
nextCatchRoutine = StartCoroutine(NextCatchRoutine());
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator NextCatchRoutine()
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(nextCatchDelay);
|
||||||
|
|
||||||
|
if (memoryPieceCollected)
|
||||||
|
{
|
||||||
|
nextCatchRoutine = null;
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
|
||||||
|
StartNewCatchAttempt();
|
||||||
|
nextCatchRoutine = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void AddToSessionCounts(FishingItemType itemType)
|
||||||
|
{
|
||||||
|
switch (itemType)
|
||||||
|
{
|
||||||
|
case FishingItemType.Fish:
|
||||||
|
sessionFishCount++;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case FishingItemType.Trash:
|
||||||
|
case FishingItemType.Bottle:
|
||||||
|
case FishingItemType.PlasticBag:
|
||||||
|
sessionTrashCount++;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case FishingItemType.MemoryPiece:
|
||||||
|
sessionMemoryPieceCount++;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case FishingItemType.OldCompass:
|
||||||
|
sessionCompassCount++;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private void ClampDifficulty()
|
private void ClampDifficulty()
|
||||||
{
|
{
|
||||||
zoneSize = Mathf.Clamp(zoneSize, minZoneSize, maxZoneSize);
|
zoneSize = Mathf.Clamp(zoneSize, minZoneSize, maxZoneSize);
|
||||||
@@ -282,7 +849,7 @@ private void ClampDifficulty()
|
|||||||
|
|
||||||
private void RandomizeZone()
|
private void RandomizeZone()
|
||||||
{
|
{
|
||||||
zoneCenter = Random.Range(0f, 360f);
|
zoneCenter = UnityEngine.Random.Range(0f, 360f);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UpdateUI()
|
private void UpdateUI()
|
||||||
@@ -290,46 +857,88 @@ private void UpdateUI()
|
|||||||
if (ui == null)
|
if (ui == null)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
if (fishingControlMode == FishingControlMode.SimpleReel)
|
||||||
|
{
|
||||||
|
ui.SetSimpleReelUIVisible(activeGame || simpleReelCatchActive);
|
||||||
|
if (hideTimingGaugeInSimpleReelMode)
|
||||||
|
ui.SetTimingGaugeVisible(false);
|
||||||
|
|
||||||
|
ui.UpdateFishingProgress(cleanupItemCount, requiredCleanupItems, pondCleaned, memoryPieceCollected, totalCaughtItems);
|
||||||
|
ui.UpdateInventoryUI(sessionFishCount, sessionTrashCount, sessionMemoryPieceCount, sessionCompassCount);
|
||||||
|
|
||||||
|
float currentLineLength = rodController != null ? rodController.CurrentLineLength : 0f;
|
||||||
|
bool isReeling = rodController != null && rodController.IsReeling;
|
||||||
|
ui.UpdateSimpleReelUI(simpleReelProgress, currentLineLength, isReeling);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
ui.SetSimpleReelUIVisible(false);
|
||||||
|
ui.SetTimingGaugeVisible(true);
|
||||||
ui.SetZone(zoneCenter, zoneSize);
|
ui.SetZone(zoneCenter, zoneSize);
|
||||||
ui.UpdateCounter(successCount, requiredSuccesses, failCount, allowedFails);
|
ui.UpdateCounter(successCount, requiredSuccesses, failCount, allowedFails);
|
||||||
|
ui.UpdateFishingProgress(cleanupItemCount, requiredCleanupItems, pondCleaned, memoryPieceCollected, totalCaughtItems);
|
||||||
|
ui.UpdateInventoryUI(sessionFishCount, sessionTrashCount, sessionMemoryPieceCount, sessionCompassCount);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void FishingSuccess()
|
private void FishingSuccess()
|
||||||
{
|
{
|
||||||
activeGame = false;
|
activeGame = false;
|
||||||
inputLocked = true;
|
inputLocked = true;
|
||||||
|
fishingSessionRunning = false;
|
||||||
|
simpleReelCatchActive = false;
|
||||||
|
|
||||||
if (centerIconRotate != null)
|
if (centerIconRotate != null)
|
||||||
centerIconRotate.StopRotate();
|
centerIconRotate.StopRotate();
|
||||||
|
|
||||||
if (ui != null)
|
UpdateUI();
|
||||||
ui.ShowFinalResult("낚시 성공!");
|
|
||||||
|
|
||||||
if (rewardSystem != null)
|
if (ui != null)
|
||||||
rewardSystem.GiveReward();
|
ui.ShowFinalResult("기억의 조각 획득!\n기묘한 낚시터 클리어!");
|
||||||
|
|
||||||
if (showDebugLog)
|
if (showDebugLog)
|
||||||
Debug.Log("낚시 최종 성공");
|
Debug.Log("기묘한 낚시터 클리어");
|
||||||
|
|
||||||
|
BeginFinalResultRoutineIfNeeded();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void FishingFail()
|
private void FishingFail()
|
||||||
{
|
{
|
||||||
activeGame = false;
|
activeGame = false;
|
||||||
inputLocked = true;
|
inputLocked = true;
|
||||||
|
fishingSessionRunning = false;
|
||||||
|
simpleReelCatchActive = false;
|
||||||
|
|
||||||
if (centerIconRotate != null)
|
if (centerIconRotate != null)
|
||||||
centerIconRotate.StopRotate();
|
centerIconRotate.StopRotate();
|
||||||
|
|
||||||
if (ui != null)
|
if (ui != null)
|
||||||
ui.ShowFinalResult("낚시 실패!");
|
ui.ShowFinalResult("낚싯줄이 끊어졌다!\n다시 천천히 낚아보자.");
|
||||||
|
|
||||||
if (showDebugLog)
|
if (showDebugLog)
|
||||||
Debug.Log("낚시 최종 실패");
|
Debug.Log("낚시 실패: 낚싯줄 끊어짐");
|
||||||
|
|
||||||
|
BeginFinalResultRoutineIfNeeded();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ResetFishing()
|
private void BeginFinalResultRoutineIfNeeded()
|
||||||
{
|
{
|
||||||
StartFishing();
|
if (!hideUIRootAfterFinalResult || uiRoot == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (finalResultRoutine != null)
|
||||||
|
StopCoroutine(finalResultRoutine);
|
||||||
|
|
||||||
|
finalResultRoutine = StartCoroutine(HideUIRootAfterFinalResultRoutine());
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator HideUIRootAfterFinalResultRoutine()
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(finalResultShowTime);
|
||||||
|
|
||||||
|
if (uiRoot != null)
|
||||||
|
uiRoot.SetActive(false);
|
||||||
|
|
||||||
|
finalResultRoutine = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
private float Normalize(float angle)
|
private float Normalize(float angle)
|
||||||
@@ -342,17 +951,13 @@ private float Normalize(float angle)
|
|||||||
return angle;
|
return angle;
|
||||||
}
|
}
|
||||||
|
|
||||||
// XR Input Action의 Select / Trigger 버튼에 연결
|
private void OnSubmitAction(InputAction.CallbackContext context)
|
||||||
public void OnSubmit(InputValue value)
|
|
||||||
{
|
{
|
||||||
if (value.isPressed)
|
SubmitAttempt();
|
||||||
SubmitAttempt();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Reset 버튼에 연결 가능
|
private void OnResetAction(InputAction.CallbackContext context)
|
||||||
public void OnReset(InputValue value)
|
|
||||||
{
|
{
|
||||||
if (value.isPressed)
|
ResetFishing();
|
||||||
ResetFishing();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -8,6 +8,7 @@ public class FishingHapticManager : MonoBehaviour
|
|||||||
|
|
||||||
[Header("Haptic Settings")]
|
[Header("Haptic Settings")]
|
||||||
[SerializeField] private bool useHaptic = true;
|
[SerializeField] private bool useHaptic = true;
|
||||||
|
[SerializeField] private bool showHapticDebugLog = false;
|
||||||
|
|
||||||
[SerializeField] private float perfectAmplitude = 1f;
|
[SerializeField] private float perfectAmplitude = 1f;
|
||||||
[SerializeField] private float perfectDuration = 0.2f;
|
[SerializeField] private float perfectDuration = 0.2f;
|
||||||
@@ -18,6 +19,19 @@ public class FishingHapticManager : MonoBehaviour
|
|||||||
[SerializeField] private float missAmplitude = 0.2f;
|
[SerializeField] private float missAmplitude = 0.2f;
|
||||||
[SerializeField] private float missDuration = 0.05f;
|
[SerializeField] private float missDuration = 0.05f;
|
||||||
|
|
||||||
|
public XRNode TargetHand => targetHand;
|
||||||
|
|
||||||
|
private void OnValidate()
|
||||||
|
{
|
||||||
|
perfectAmplitude = Mathf.Clamp01(perfectAmplitude);
|
||||||
|
goodAmplitude = Mathf.Clamp01(goodAmplitude);
|
||||||
|
missAmplitude = Mathf.Clamp01(missAmplitude);
|
||||||
|
|
||||||
|
perfectDuration = Mathf.Max(0f, perfectDuration);
|
||||||
|
goodDuration = Mathf.Max(0f, goodDuration);
|
||||||
|
missDuration = Mathf.Max(0f, missDuration);
|
||||||
|
}
|
||||||
|
|
||||||
private void SendHaptic(float amplitude, float duration)
|
private void SendHaptic(float amplitude, float duration)
|
||||||
{
|
{
|
||||||
if (!useHaptic)
|
if (!useHaptic)
|
||||||
@@ -26,15 +40,46 @@ private void SendHaptic(float amplitude, float duration)
|
|||||||
InputDevice device = InputDevices.GetDeviceAtXRNode(targetHand);
|
InputDevice device = InputDevices.GetDeviceAtXRNode(targetHand);
|
||||||
|
|
||||||
if (!device.isValid)
|
if (!device.isValid)
|
||||||
return;
|
|
||||||
|
|
||||||
if (device.TryGetHapticCapabilities(out HapticCapabilities capabilities))
|
|
||||||
{
|
{
|
||||||
if (!capabilities.supportsImpulse)
|
LogHapticWarning("Haptic device not found.");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
device.SendHapticImpulse(0u, Mathf.Clamp01(amplitude), duration);
|
if (!device.TryGetHapticCapabilities(out HapticCapabilities capabilities))
|
||||||
|
{
|
||||||
|
LogHapticWarning("Haptic capabilities not available.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!capabilities.supportsImpulse)
|
||||||
|
{
|
||||||
|
LogHapticWarning("Haptic impulse is not supported on this device.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (capabilities.numChannels < 1)
|
||||||
|
{
|
||||||
|
LogHapticWarning("Haptic channel count is zero.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
device.SendHapticImpulse(0u, Mathf.Clamp01(amplitude), Mathf.Max(0f, duration));
|
||||||
|
}
|
||||||
|
|
||||||
|
private void LogHapticWarning(string message)
|
||||||
|
{
|
||||||
|
if (showHapticDebugLog)
|
||||||
|
Debug.LogWarning($"[FishingHapticManager] {message}", this);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetTargetHand(XRNode hand)
|
||||||
|
{
|
||||||
|
targetHand = hand;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetUseHaptic(bool value)
|
||||||
|
{
|
||||||
|
useHaptic = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Perfect()
|
public void Perfect()
|
||||||
@@ -51,4 +96,4 @@ public void Miss()
|
|||||||
{
|
{
|
||||||
SendHaptic(missAmplitude, missDuration);
|
SendHaptic(missAmplitude, missDuration);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
178
Assets/My project/Fishing Scripts/UI/FishingInventory.cs
Normal file
178
Assets/My project/Fishing Scripts/UI/FishingInventory.cs
Normal file
@@ -0,0 +1,178 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class FishingInventory : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Item Counts")]
|
||||||
|
[SerializeField] private int fishCount;
|
||||||
|
[SerializeField] private int rottenFishCount;
|
||||||
|
[SerializeField] private int trashCount;
|
||||||
|
[SerializeField] private int bottleCount;
|
||||||
|
[SerializeField] private int plasticBagCount;
|
||||||
|
[SerializeField] private int jellyfishPowderCount;
|
||||||
|
[SerializeField] private int oldCompassCount;
|
||||||
|
[SerializeField] private int memoryPieceCount;
|
||||||
|
|
||||||
|
public int FishCount => fishCount;
|
||||||
|
public int RottenFishCount => rottenFishCount;
|
||||||
|
public int TrashCount => trashCount;
|
||||||
|
public int BottleCount => bottleCount;
|
||||||
|
public int PlasticBagCount => plasticBagCount;
|
||||||
|
public int JellyfishPowderCount => jellyfishPowderCount;
|
||||||
|
public int OldCompassCount => oldCompassCount;
|
||||||
|
public int MemoryPieceCount => memoryPieceCount;
|
||||||
|
|
||||||
|
private void OnValidate()
|
||||||
|
{
|
||||||
|
ClampCounts();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ClampCounts()
|
||||||
|
{
|
||||||
|
fishCount = Mathf.Max(0, fishCount);
|
||||||
|
rottenFishCount = Mathf.Max(0, rottenFishCount);
|
||||||
|
trashCount = Mathf.Max(0, trashCount);
|
||||||
|
bottleCount = Mathf.Max(0, bottleCount);
|
||||||
|
plasticBagCount = Mathf.Max(0, plasticBagCount);
|
||||||
|
jellyfishPowderCount = Mathf.Max(0, jellyfishPowderCount);
|
||||||
|
oldCompassCount = Mathf.Max(0, oldCompassCount);
|
||||||
|
memoryPieceCount = Mathf.Max(0, memoryPieceCount);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AddItem(FishingItemType itemType, int amount = 1)
|
||||||
|
{
|
||||||
|
if (itemType == FishingItemType.None || amount <= 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
switch (itemType)
|
||||||
|
{
|
||||||
|
case FishingItemType.Fish:
|
||||||
|
fishCount += amount;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case FishingItemType.RottenFish:
|
||||||
|
rottenFishCount += amount;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case FishingItemType.Trash:
|
||||||
|
trashCount += amount;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case FishingItemType.Bottle:
|
||||||
|
bottleCount += amount;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case FishingItemType.PlasticBag:
|
||||||
|
plasticBagCount += amount;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case FishingItemType.JellyfishPowder:
|
||||||
|
jellyfishPowderCount += amount;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case FishingItemType.OldCompass:
|
||||||
|
oldCompassCount += amount;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case FishingItemType.MemoryPiece:
|
||||||
|
memoryPieceCount += amount;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool HasItem(FishingItemType itemType, int amount = 1)
|
||||||
|
{
|
||||||
|
if (itemType == FishingItemType.None || amount <= 0)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
return GetItemCount(itemType) >= amount;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool ConsumeItem(FishingItemType itemType, int amount = 1)
|
||||||
|
{
|
||||||
|
if (!HasItem(itemType, amount))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
switch (itemType)
|
||||||
|
{
|
||||||
|
case FishingItemType.Fish:
|
||||||
|
fishCount -= amount;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case FishingItemType.RottenFish:
|
||||||
|
rottenFishCount -= amount;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case FishingItemType.Trash:
|
||||||
|
trashCount -= amount;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case FishingItemType.Bottle:
|
||||||
|
bottleCount -= amount;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case FishingItemType.PlasticBag:
|
||||||
|
plasticBagCount -= amount;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case FishingItemType.JellyfishPowder:
|
||||||
|
jellyfishPowderCount -= amount;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case FishingItemType.OldCompass:
|
||||||
|
oldCompassCount -= amount;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case FishingItemType.MemoryPiece:
|
||||||
|
memoryPieceCount -= amount;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public int GetItemCount(FishingItemType itemType)
|
||||||
|
{
|
||||||
|
switch (itemType)
|
||||||
|
{
|
||||||
|
case FishingItemType.Fish:
|
||||||
|
return fishCount;
|
||||||
|
|
||||||
|
case FishingItemType.RottenFish:
|
||||||
|
return rottenFishCount;
|
||||||
|
|
||||||
|
case FishingItemType.Trash:
|
||||||
|
return trashCount;
|
||||||
|
|
||||||
|
case FishingItemType.Bottle:
|
||||||
|
return bottleCount;
|
||||||
|
|
||||||
|
case FishingItemType.PlasticBag:
|
||||||
|
return plasticBagCount;
|
||||||
|
|
||||||
|
case FishingItemType.JellyfishPowder:
|
||||||
|
return jellyfishPowderCount;
|
||||||
|
|
||||||
|
case FishingItemType.OldCompass:
|
||||||
|
return oldCompassCount;
|
||||||
|
|
||||||
|
case FishingItemType.MemoryPiece:
|
||||||
|
return memoryPieceCount;
|
||||||
|
|
||||||
|
case FishingItemType.None:
|
||||||
|
default:
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ResetInventory()
|
||||||
|
{
|
||||||
|
fishCount = 0;
|
||||||
|
rottenFishCount = 0;
|
||||||
|
trashCount = 0;
|
||||||
|
bottleCount = 0;
|
||||||
|
plasticBagCount = 0;
|
||||||
|
jellyfishPowderCount = 0;
|
||||||
|
oldCompassCount = 0;
|
||||||
|
memoryPieceCount = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: df5f5119d6ecc8746a4ee16c9f1b50cd
|
||||||
12
Assets/My project/Fishing Scripts/UI/FishingItemType.cs
Normal file
12
Assets/My project/Fishing Scripts/UI/FishingItemType.cs
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
public enum FishingItemType
|
||||||
|
{
|
||||||
|
None,
|
||||||
|
Fish,
|
||||||
|
RottenFish,
|
||||||
|
Trash,
|
||||||
|
Bottle,
|
||||||
|
PlasticBag,
|
||||||
|
JellyfishPowder,
|
||||||
|
OldCompass,
|
||||||
|
MemoryPiece
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6365b670fd7854c4bb6024c911f30c5c
|
||||||
@@ -1,53 +1,255 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class FishingRewardSystem : MonoBehaviour
|
public class FishingRewardSystem : MonoBehaviour
|
||||||
{
|
{
|
||||||
public enum RewardType
|
[Serializable]
|
||||||
|
public class LootEntry
|
||||||
{
|
{
|
||||||
Normal,
|
public FishingItemType itemType = FishingItemType.Fish;
|
||||||
Rare
|
public string displayName = "생선";
|
||||||
|
[Min(0f)] public float weight = 1f;
|
||||||
|
|
||||||
|
public LootEntry(FishingItemType itemType, string displayName, float weight)
|
||||||
|
{
|
||||||
|
this.itemType = itemType;
|
||||||
|
this.displayName = displayName;
|
||||||
|
this.weight = Mathf.Max(0f, weight);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
[Header("Reward Chance")]
|
public struct CatchResult
|
||||||
[Range(0f, 100f)]
|
|
||||||
[SerializeField] private float rareChance = 10f;
|
|
||||||
|
|
||||||
[Header("Reward Count")]
|
|
||||||
[SerializeField] private int normalMemory;
|
|
||||||
[SerializeField] private int rareMemory;
|
|
||||||
|
|
||||||
public int NormalMemory => normalMemory;
|
|
||||||
public int RareMemory => rareMemory;
|
|
||||||
|
|
||||||
public RewardType GiveReward()
|
|
||||||
{
|
{
|
||||||
if (Random.value < rareChance / 100f)
|
public FishingItemType ItemType;
|
||||||
return GiveRareMemory();
|
public string DisplayName;
|
||||||
|
public bool CountsAsCleanupItem;
|
||||||
|
public bool IsMemoryPiece;
|
||||||
|
|
||||||
return GiveNormalMemory();
|
public CatchResult(FishingItemType itemType, string displayName, bool countsAsCleanupItem, bool isMemoryPiece)
|
||||||
|
{
|
||||||
|
ItemType = itemType;
|
||||||
|
DisplayName = displayName;
|
||||||
|
CountsAsCleanupItem = countsAsCleanupItem;
|
||||||
|
IsMemoryPiece = isMemoryPiece;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private RewardType GiveNormalMemory()
|
[Header("Loot Table - Dirty Pond")]
|
||||||
|
[Tooltip("연못이 정화되기 전 낚이는 아이템 목록입니다. 기억의 조각은 이 테이블에 있어도 자동 제외됩니다.")]
|
||||||
|
[SerializeField] private List<LootEntry> dirtyPondLootTable = new List<LootEntry>();
|
||||||
|
|
||||||
|
[Header("Loot Table - Clean Pond")]
|
||||||
|
[Tooltip("연못이 정화된 뒤 낚이는 아이템 목록입니다. 기억의 조각을 포함할 수 있습니다.")]
|
||||||
|
[SerializeField] private List<LootEntry> cleanPondLootTable = new List<LootEntry>();
|
||||||
|
|
||||||
|
[Header("Debug")]
|
||||||
|
[SerializeField] private bool showDebugLog = true;
|
||||||
|
|
||||||
|
public IReadOnlyList<LootEntry> DirtyPondLootTable => dirtyPondLootTable;
|
||||||
|
public IReadOnlyList<LootEntry> CleanPondLootTable => cleanPondLootTable;
|
||||||
|
|
||||||
|
private void Reset()
|
||||||
{
|
{
|
||||||
normalMemory++;
|
SetDefaultLootTables();
|
||||||
|
|
||||||
Debug.Log("ÀÏ¹Ý ±â¾ï +1");
|
|
||||||
|
|
||||||
return RewardType.Normal;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private RewardType GiveRareMemory()
|
private void Awake()
|
||||||
{
|
{
|
||||||
rareMemory++;
|
EnsureLootTables();
|
||||||
|
|
||||||
Debug.Log("Èñ±Í ±â¾ï +1");
|
|
||||||
|
|
||||||
return RewardType.Rare;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ResetRewardCount()
|
private void OnValidate()
|
||||||
{
|
{
|
||||||
normalMemory = 0;
|
EnsureLootTables();
|
||||||
rareMemory = 0;
|
ClampLootTable(dirtyPondLootTable);
|
||||||
|
ClampLootTable(cleanPondLootTable);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
private void EnsureLootTables()
|
||||||
|
{
|
||||||
|
if (dirtyPondLootTable == null)
|
||||||
|
dirtyPondLootTable = new List<LootEntry>();
|
||||||
|
|
||||||
|
if (cleanPondLootTable == null)
|
||||||
|
cleanPondLootTable = new List<LootEntry>();
|
||||||
|
|
||||||
|
if (dirtyPondLootTable.Count == 0)
|
||||||
|
SetDefaultDirtyLootTable();
|
||||||
|
|
||||||
|
if (cleanPondLootTable.Count == 0)
|
||||||
|
SetDefaultCleanLootTable();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetDefaultLootTables()
|
||||||
|
{
|
||||||
|
SetDefaultDirtyLootTable();
|
||||||
|
SetDefaultCleanLootTable();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetDefaultDirtyLootTable()
|
||||||
|
{
|
||||||
|
dirtyPondLootTable = new List<LootEntry>
|
||||||
|
{
|
||||||
|
new LootEntry(FishingItemType.Fish, "생선", 25f),
|
||||||
|
new LootEntry(FishingItemType.RottenFish, "상한 생선", 8f),
|
||||||
|
new LootEntry(FishingItemType.Trash, "쓰레기", 28f),
|
||||||
|
new LootEntry(FishingItemType.Bottle, "병", 18f),
|
||||||
|
new LootEntry(FishingItemType.PlasticBag, "봉지", 18f),
|
||||||
|
new LootEntry(FishingItemType.JellyfishPowder, "해파리 가루", 6f),
|
||||||
|
new LootEntry(FishingItemType.OldCompass, "낡은 나침반", 4f)
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetDefaultCleanLootTable()
|
||||||
|
{
|
||||||
|
cleanPondLootTable = new List<LootEntry>
|
||||||
|
{
|
||||||
|
new LootEntry(FishingItemType.MemoryPiece, "기억의 조각", 30f),
|
||||||
|
new LootEntry(FishingItemType.Fish, "생선", 30f),
|
||||||
|
new LootEntry(FishingItemType.OldCompass, "낡은 나침반", 15f),
|
||||||
|
new LootEntry(FishingItemType.JellyfishPowder, "해파리 가루", 15f),
|
||||||
|
new LootEntry(FishingItemType.RottenFish, "상한 생선", 4f)
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ClampLootTable(List<LootEntry> table)
|
||||||
|
{
|
||||||
|
if (table == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
for (int i = 0; i < table.Count; i++)
|
||||||
|
{
|
||||||
|
if (table[i] == null)
|
||||||
|
{
|
||||||
|
table[i] = new LootEntry(FishingItemType.Fish, "생선", 1f);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
table[i].weight = Mathf.Max(0f, table[i].weight);
|
||||||
|
|
||||||
|
if (string.IsNullOrWhiteSpace(table[i].displayName))
|
||||||
|
table[i].displayName = GetDefaultDisplayName(table[i].itemType);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public CatchResult RollCatch(bool pondCleaned, bool forceMemoryPiece)
|
||||||
|
{
|
||||||
|
if (forceMemoryPiece)
|
||||||
|
return CreateCatchResult(FishingItemType.MemoryPiece, GetDefaultDisplayName(FishingItemType.MemoryPiece));
|
||||||
|
|
||||||
|
List<LootEntry> table = pondCleaned ? cleanPondLootTable : dirtyPondLootTable;
|
||||||
|
LootEntry selectedEntry = RollFromTable(table, pondCleaned);
|
||||||
|
|
||||||
|
if (selectedEntry == null)
|
||||||
|
return CreateCatchResult(FishingItemType.Fish, GetDefaultDisplayName(FishingItemType.Fish));
|
||||||
|
|
||||||
|
return CreateCatchResult(selectedEntry.itemType, selectedEntry.displayName);
|
||||||
|
}
|
||||||
|
|
||||||
|
private LootEntry RollFromTable(List<LootEntry> table, bool pondCleaned)
|
||||||
|
{
|
||||||
|
if (table == null || table.Count == 0)
|
||||||
|
return null;
|
||||||
|
|
||||||
|
float totalWeight = 0f;
|
||||||
|
|
||||||
|
for (int i = 0; i < table.Count; i++)
|
||||||
|
{
|
||||||
|
LootEntry entry = table[i];
|
||||||
|
|
||||||
|
if (!IsRollableEntry(entry, pondCleaned))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
totalWeight += entry.weight;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (totalWeight <= 0f)
|
||||||
|
return null;
|
||||||
|
|
||||||
|
float roll = UnityEngine.Random.Range(0f, totalWeight);
|
||||||
|
float current = 0f;
|
||||||
|
|
||||||
|
for (int i = 0; i < table.Count; i++)
|
||||||
|
{
|
||||||
|
LootEntry entry = table[i];
|
||||||
|
|
||||||
|
if (!IsRollableEntry(entry, pondCleaned))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
current += entry.weight;
|
||||||
|
|
||||||
|
if (roll <= current)
|
||||||
|
return entry;
|
||||||
|
}
|
||||||
|
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool IsRollableEntry(LootEntry entry, bool pondCleaned)
|
||||||
|
{
|
||||||
|
if (entry == null)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
if (entry.weight <= 0f)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
if (!pondCleaned && entry.itemType == FishingItemType.MemoryPiece)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
return entry.itemType != FishingItemType.None;
|
||||||
|
}
|
||||||
|
|
||||||
|
private CatchResult CreateCatchResult(FishingItemType itemType, string displayName)
|
||||||
|
{
|
||||||
|
string finalDisplayName = string.IsNullOrWhiteSpace(displayName) ? GetDefaultDisplayName(itemType) : displayName;
|
||||||
|
bool countsAsCleanupItem = IsCleanupItem(itemType);
|
||||||
|
bool isMemoryPiece = itemType == FishingItemType.MemoryPiece;
|
||||||
|
|
||||||
|
if (showDebugLog)
|
||||||
|
Debug.Log($"낚시 획득: {finalDisplayName}");
|
||||||
|
|
||||||
|
return new CatchResult(itemType, finalDisplayName, countsAsCleanupItem, isMemoryPiece);
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool IsCleanupItem(FishingItemType itemType)
|
||||||
|
{
|
||||||
|
return itemType == FishingItemType.Trash ||
|
||||||
|
itemType == FishingItemType.Bottle ||
|
||||||
|
itemType == FishingItemType.PlasticBag;
|
||||||
|
}
|
||||||
|
|
||||||
|
public string GetDefaultDisplayName(FishingItemType itemType)
|
||||||
|
{
|
||||||
|
switch (itemType)
|
||||||
|
{
|
||||||
|
case FishingItemType.Fish:
|
||||||
|
return "생선";
|
||||||
|
|
||||||
|
case FishingItemType.RottenFish:
|
||||||
|
return "상한 생선";
|
||||||
|
|
||||||
|
case FishingItemType.Trash:
|
||||||
|
return "쓰레기";
|
||||||
|
|
||||||
|
case FishingItemType.Bottle:
|
||||||
|
return "병";
|
||||||
|
|
||||||
|
case FishingItemType.PlasticBag:
|
||||||
|
return "봉지";
|
||||||
|
|
||||||
|
case FishingItemType.JellyfishPowder:
|
||||||
|
return "해파리 가루";
|
||||||
|
|
||||||
|
case FishingItemType.OldCompass:
|
||||||
|
return "낡은 나침반";
|
||||||
|
|
||||||
|
case FishingItemType.MemoryPiece:
|
||||||
|
return "기억의 조각";
|
||||||
|
|
||||||
|
case FishingItemType.None:
|
||||||
|
default:
|
||||||
|
return "없음";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
1537
Assets/My project/Fishing Scripts/UI/FishingRodVRController.cs
Normal file
1537
Assets/My project/Fishing Scripts/UI/FishingRodVRController.cs
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f8b17139274961d4d9b190b0bb7d6e8e
|
||||||
361
Assets/My project/Fishing Scripts/UI/FishingUIEffects.cs
Normal file
361
Assets/My project/Fishing Scripts/UI/FishingUIEffects.cs
Normal file
@@ -0,0 +1,361 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class FishingUIEffects : MonoBehaviour
|
||||||
|
{
|
||||||
|
private readonly Dictionary<Object, Coroutine> runningEffects = new Dictionary<Object, Coroutine>();
|
||||||
|
private readonly Dictionary<Transform, Vector3> originalScales = new Dictionary<Transform, Vector3>();
|
||||||
|
private readonly Dictionary<RectTransform, Vector2> originalAnchoredPositions = new Dictionary<RectTransform, Vector2>();
|
||||||
|
|
||||||
|
public CanvasGroup EnsureCanvasGroup(GameObject target)
|
||||||
|
{
|
||||||
|
if (target == null)
|
||||||
|
return null;
|
||||||
|
|
||||||
|
CanvasGroup group = target.GetComponent<CanvasGroup>();
|
||||||
|
if (group == null)
|
||||||
|
group = target.AddComponent<CanvasGroup>();
|
||||||
|
|
||||||
|
return group;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetCanvasGroupInstant(GameObject target, CanvasGroup group, bool visible)
|
||||||
|
{
|
||||||
|
if (target == null && group == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (target != null)
|
||||||
|
target.SetActive(visible);
|
||||||
|
|
||||||
|
if (group != null)
|
||||||
|
{
|
||||||
|
group.alpha = visible ? 1f : 0f;
|
||||||
|
group.interactable = visible;
|
||||||
|
group.blocksRaycasts = visible;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void FadeCanvasGroup(GameObject target, CanvasGroup group, bool visible, float duration)
|
||||||
|
{
|
||||||
|
if (target == null && group == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (group == null && target != null)
|
||||||
|
group = EnsureCanvasGroup(target);
|
||||||
|
|
||||||
|
if (group == null)
|
||||||
|
{
|
||||||
|
if (target != null)
|
||||||
|
target.SetActive(visible);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
StopManaged(group);
|
||||||
|
runningEffects[group] = StartCoroutine(FadeCanvasGroupRoutine(target, group, visible, Mathf.Max(0f, duration)));
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator FadeCanvasGroupRoutine(GameObject target, CanvasGroup group, bool visible, float duration)
|
||||||
|
{
|
||||||
|
if (target != null && visible)
|
||||||
|
target.SetActive(true);
|
||||||
|
|
||||||
|
group.interactable = visible;
|
||||||
|
group.blocksRaycasts = visible;
|
||||||
|
|
||||||
|
float startAlpha = group.alpha;
|
||||||
|
float endAlpha = visible ? 1f : 0f;
|
||||||
|
|
||||||
|
if (duration <= 0f)
|
||||||
|
{
|
||||||
|
group.alpha = endAlpha;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float timer = 0f;
|
||||||
|
while (timer < duration)
|
||||||
|
{
|
||||||
|
timer += Time.deltaTime;
|
||||||
|
float t = Mathf.Clamp01(timer / duration);
|
||||||
|
t = EaseOutCubic(t);
|
||||||
|
group.alpha = Mathf.Lerp(startAlpha, endAlpha, t);
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
group.alpha = endAlpha;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (target != null && !visible)
|
||||||
|
target.SetActive(false);
|
||||||
|
|
||||||
|
runningEffects.Remove(group);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Pop(Transform target, float peakScale = 1.12f, float duration = 0.18f)
|
||||||
|
{
|
||||||
|
if (target == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
StopManaged(target);
|
||||||
|
runningEffects[target] = StartCoroutine(PopRoutine(target, Mathf.Max(1f, peakScale), Mathf.Max(0.01f, duration)));
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator PopRoutine(Transform target, float peakScale, float duration)
|
||||||
|
{
|
||||||
|
if (!originalScales.TryGetValue(target, out Vector3 originalScale))
|
||||||
|
{
|
||||||
|
originalScale = target.localScale;
|
||||||
|
originalScales[target] = originalScale;
|
||||||
|
}
|
||||||
|
|
||||||
|
float half = duration * 0.5f;
|
||||||
|
float timer = 0f;
|
||||||
|
|
||||||
|
while (timer < half)
|
||||||
|
{
|
||||||
|
timer += Time.deltaTime;
|
||||||
|
float t = Mathf.Clamp01(timer / half);
|
||||||
|
target.localScale = Vector3.Lerp(originalScale, originalScale * peakScale, EaseOutCubic(t));
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
timer = 0f;
|
||||||
|
Vector3 peak = originalScale * peakScale;
|
||||||
|
|
||||||
|
while (timer < half)
|
||||||
|
{
|
||||||
|
timer += Time.deltaTime;
|
||||||
|
float t = Mathf.Clamp01(timer / half);
|
||||||
|
target.localScale = Vector3.Lerp(peak, originalScale, EaseOutCubic(t));
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
target.localScale = originalScale;
|
||||||
|
runningEffects.Remove(target);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Shake(RectTransform target, float strength = 12f, float duration = 0.18f)
|
||||||
|
{
|
||||||
|
if (target == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
StopManaged(target);
|
||||||
|
runningEffects[target] = StartCoroutine(ShakeRoutine(target, Mathf.Max(0f, strength), Mathf.Max(0.01f, duration)));
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator ShakeRoutine(RectTransform target, float strength, float duration)
|
||||||
|
{
|
||||||
|
if (!originalAnchoredPositions.TryGetValue(target, out Vector2 originalPosition))
|
||||||
|
{
|
||||||
|
originalPosition = target.anchoredPosition;
|
||||||
|
originalAnchoredPositions[target] = originalPosition;
|
||||||
|
}
|
||||||
|
|
||||||
|
float timer = 0f;
|
||||||
|
while (timer < duration)
|
||||||
|
{
|
||||||
|
timer += Time.deltaTime;
|
||||||
|
float t = Mathf.Clamp01(timer / duration);
|
||||||
|
float power = Mathf.Lerp(strength, 0f, t);
|
||||||
|
Vector2 offset = UnityEngine.Random.insideUnitCircle * power;
|
||||||
|
target.anchoredPosition = originalPosition + offset;
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
target.anchoredPosition = originalPosition;
|
||||||
|
runningEffects.Remove(target);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Flash(Image image, Color color, float maxAlpha = 0.28f, float duration = 0.16f)
|
||||||
|
{
|
||||||
|
if (image == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
StopManaged(image);
|
||||||
|
runningEffects[image] = StartCoroutine(FlashRoutine(image, color, Mathf.Clamp01(maxAlpha), Mathf.Max(0.01f, duration)));
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator FlashRoutine(Image image, Color color, float maxAlpha, float duration)
|
||||||
|
{
|
||||||
|
image.gameObject.SetActive(true);
|
||||||
|
image.raycastTarget = false;
|
||||||
|
|
||||||
|
float timer = 0f;
|
||||||
|
while (timer < duration)
|
||||||
|
{
|
||||||
|
timer += Time.deltaTime;
|
||||||
|
float t = Mathf.Clamp01(timer / duration);
|
||||||
|
Color current = color;
|
||||||
|
current.a = Mathf.Lerp(maxAlpha, 0f, EaseOutCubic(t));
|
||||||
|
image.color = current;
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
Color clear = color;
|
||||||
|
clear.a = 0f;
|
||||||
|
image.color = clear;
|
||||||
|
image.gameObject.SetActive(false);
|
||||||
|
runningEffects.Remove(image);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void FillImage(Image image, float targetFill, float duration)
|
||||||
|
{
|
||||||
|
if (image == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
targetFill = Mathf.Clamp01(targetFill);
|
||||||
|
|
||||||
|
StopManaged(image);
|
||||||
|
runningEffects[image] = StartCoroutine(FillImageRoutine(image, targetFill, Mathf.Max(0f, duration)));
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator FillImageRoutine(Image image, float targetFill, float duration)
|
||||||
|
{
|
||||||
|
float startFill = image.fillAmount;
|
||||||
|
|
||||||
|
if (duration <= 0f)
|
||||||
|
{
|
||||||
|
image.fillAmount = targetFill;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float timer = 0f;
|
||||||
|
while (timer < duration)
|
||||||
|
{
|
||||||
|
timer += Time.deltaTime;
|
||||||
|
float t = Mathf.Clamp01(timer / duration);
|
||||||
|
image.fillAmount = Mathf.Lerp(startFill, targetFill, EaseOutCubic(t));
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
image.fillAmount = targetFill;
|
||||||
|
}
|
||||||
|
|
||||||
|
runningEffects.Remove(image);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void HighlightSlot(Image background, Image icon, Transform slotRoot, Color highlightColor, float duration, float popScale)
|
||||||
|
{
|
||||||
|
Object key = background != null ? background : icon != null ? icon : slotRoot;
|
||||||
|
if (key == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
StopManaged(key);
|
||||||
|
runningEffects[key] = StartCoroutine(HighlightSlotRoutine(background, icon, slotRoot, highlightColor, Mathf.Max(0.01f, duration), Mathf.Max(1f, popScale), key));
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator HighlightSlotRoutine(Image background, Image icon, Transform slotRoot, Color highlightColor, float duration, float popScale, Object key)
|
||||||
|
{
|
||||||
|
Color? originalBackground = null;
|
||||||
|
Color? originalIcon = null;
|
||||||
|
Vector3 originalScale = Vector3.one;
|
||||||
|
|
||||||
|
if (background != null)
|
||||||
|
{
|
||||||
|
originalBackground = background.color;
|
||||||
|
Color c = Color.Lerp(background.color, highlightColor, 0.65f);
|
||||||
|
c.a = 1f;
|
||||||
|
background.color = c;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (icon != null)
|
||||||
|
{
|
||||||
|
originalIcon = icon.color;
|
||||||
|
Color c = icon.color;
|
||||||
|
c.a = 1f;
|
||||||
|
icon.color = c;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (slotRoot != null)
|
||||||
|
{
|
||||||
|
if (!originalScales.TryGetValue(slotRoot, out originalScale))
|
||||||
|
{
|
||||||
|
originalScale = slotRoot.localScale;
|
||||||
|
originalScales[slotRoot] = originalScale;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
float half = duration * 0.5f;
|
||||||
|
float timer = 0f;
|
||||||
|
while (timer < half)
|
||||||
|
{
|
||||||
|
timer += Time.deltaTime;
|
||||||
|
float t = Mathf.Clamp01(timer / half);
|
||||||
|
if (slotRoot != null)
|
||||||
|
slotRoot.localScale = Vector3.Lerp(originalScale, originalScale * popScale, EaseOutCubic(t));
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
timer = 0f;
|
||||||
|
Vector3 peak = originalScale * popScale;
|
||||||
|
while (timer < half)
|
||||||
|
{
|
||||||
|
timer += Time.deltaTime;
|
||||||
|
float t = Mathf.Clamp01(timer / half);
|
||||||
|
|
||||||
|
if (slotRoot != null)
|
||||||
|
slotRoot.localScale = Vector3.Lerp(peak, originalScale, EaseOutCubic(t));
|
||||||
|
|
||||||
|
if (background != null && originalBackground.HasValue)
|
||||||
|
background.color = Color.Lerp(background.color, originalBackground.Value, t);
|
||||||
|
|
||||||
|
if (icon != null && originalIcon.HasValue)
|
||||||
|
icon.color = Color.Lerp(icon.color, originalIcon.Value, t);
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (slotRoot != null)
|
||||||
|
slotRoot.localScale = originalScale;
|
||||||
|
|
||||||
|
if (background != null && originalBackground.HasValue)
|
||||||
|
background.color = originalBackground.Value;
|
||||||
|
|
||||||
|
if (icon != null && originalIcon.HasValue)
|
||||||
|
icon.color = originalIcon.Value;
|
||||||
|
|
||||||
|
runningEffects.Remove(key);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StopAllEffects()
|
||||||
|
{
|
||||||
|
foreach (Coroutine coroutine in runningEffects.Values)
|
||||||
|
{
|
||||||
|
if (coroutine != null)
|
||||||
|
StopCoroutine(coroutine);
|
||||||
|
}
|
||||||
|
|
||||||
|
runningEffects.Clear();
|
||||||
|
|
||||||
|
foreach (KeyValuePair<Transform, Vector3> pair in originalScales)
|
||||||
|
{
|
||||||
|
if (pair.Key != null)
|
||||||
|
pair.Key.localScale = pair.Value;
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (KeyValuePair<RectTransform, Vector2> pair in originalAnchoredPositions)
|
||||||
|
{
|
||||||
|
if (pair.Key != null)
|
||||||
|
pair.Key.anchoredPosition = pair.Value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void StopManaged(Object key)
|
||||||
|
{
|
||||||
|
if (key == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (runningEffects.TryGetValue(key, out Coroutine coroutine) && coroutine != null)
|
||||||
|
StopCoroutine(coroutine);
|
||||||
|
|
||||||
|
runningEffects.Remove(key);
|
||||||
|
}
|
||||||
|
|
||||||
|
private float EaseOutCubic(float t)
|
||||||
|
{
|
||||||
|
t = Mathf.Clamp01(t);
|
||||||
|
t = 1f - Mathf.Pow(1f - t, 3f);
|
||||||
|
return t;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b9b3bfbbd08e39e42b891728dcad3a9c
|
||||||
@@ -5,15 +5,22 @@ public class RotateUI : MonoBehaviour
|
|||||||
[Header("Rotation Settings")]
|
[Header("Rotation Settings")]
|
||||||
[SerializeField] private float rotateSpeed = 30f;
|
[SerializeField] private float rotateSpeed = 30f;
|
||||||
[SerializeField] private bool clockwise = true;
|
[SerializeField] private bool clockwise = true;
|
||||||
[SerializeField] private bool playOnStart = true;
|
[SerializeField] private bool playOnStart = false;
|
||||||
|
|
||||||
private bool isRotating;
|
private bool isRotating;
|
||||||
|
|
||||||
|
public bool IsRotating => isRotating;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
isRotating = playOnStart;
|
isRotating = playOnStart;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnValidate()
|
||||||
|
{
|
||||||
|
rotateSpeed = Mathf.Max(0f, rotateSpeed);
|
||||||
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
if (!isRotating)
|
if (!isRotating)
|
||||||
@@ -39,8 +46,13 @@ public void SetClockwise(bool value)
|
|||||||
clockwise = value;
|
clockwise = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void SetRotateSpeed(float value)
|
||||||
|
{
|
||||||
|
rotateSpeed = Mathf.Max(0f, value);
|
||||||
|
}
|
||||||
|
|
||||||
public void ResetRotation()
|
public void ResetRotation()
|
||||||
{
|
{
|
||||||
transform.localEulerAngles = Vector3.zero;
|
transform.localEulerAngles = Vector3.zero;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Binary file not shown.
@@ -0,0 +1,117 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e36e14e60fc40cf41bfd445f80e62535
|
||||||
|
TextureImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 13
|
||||||
|
mipmaps:
|
||||||
|
mipMapMode: 0
|
||||||
|
enableMipMap: 0
|
||||||
|
sRGBTexture: 1
|
||||||
|
linearTexture: 0
|
||||||
|
fadeOut: 0
|
||||||
|
borderMipMap: 0
|
||||||
|
mipMapsPreserveCoverage: 0
|
||||||
|
alphaTestReferenceValue: 0.5
|
||||||
|
mipMapFadeDistanceStart: 1
|
||||||
|
mipMapFadeDistanceEnd: 3
|
||||||
|
bumpmap:
|
||||||
|
convertToNormalMap: 0
|
||||||
|
externalNormalMap: 0
|
||||||
|
heightScale: 0.25
|
||||||
|
normalMapFilter: 0
|
||||||
|
flipGreenChannel: 0
|
||||||
|
isReadable: 0
|
||||||
|
streamingMipmaps: 0
|
||||||
|
streamingMipmapsPriority: 0
|
||||||
|
vTOnly: 0
|
||||||
|
ignoreMipmapLimit: 0
|
||||||
|
grayScaleToAlpha: 0
|
||||||
|
generateCubemap: 6
|
||||||
|
cubemapConvolution: 0
|
||||||
|
seamlessCubemap: 0
|
||||||
|
textureFormat: 1
|
||||||
|
maxTextureSize: 2048
|
||||||
|
textureSettings:
|
||||||
|
serializedVersion: 2
|
||||||
|
filterMode: 1
|
||||||
|
aniso: 1
|
||||||
|
mipBias: 0
|
||||||
|
wrapU: 1
|
||||||
|
wrapV: 1
|
||||||
|
wrapW: 0
|
||||||
|
nPOTScale: 0
|
||||||
|
lightmap: 0
|
||||||
|
compressionQuality: 50
|
||||||
|
spriteMode: 1
|
||||||
|
spriteExtrude: 1
|
||||||
|
spriteMeshType: 1
|
||||||
|
alignment: 0
|
||||||
|
spritePivot: {x: 0.5, y: 0.5}
|
||||||
|
spritePixelsToUnits: 100
|
||||||
|
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
spriteGenerateFallbackPhysicsShape: 1
|
||||||
|
alphaUsage: 1
|
||||||
|
alphaIsTransparency: 1
|
||||||
|
spriteTessellationDetail: -1
|
||||||
|
textureType: 8
|
||||||
|
textureShape: 1
|
||||||
|
singleChannelComponent: 0
|
||||||
|
flipbookRows: 1
|
||||||
|
flipbookColumns: 1
|
||||||
|
maxTextureSizeSet: 0
|
||||||
|
compressionQualitySet: 0
|
||||||
|
textureFormatSet: 0
|
||||||
|
ignorePngGamma: 0
|
||||||
|
applyGammaDecoding: 0
|
||||||
|
swizzle: 50462976
|
||||||
|
cookieLightType: 0
|
||||||
|
platformSettings:
|
||||||
|
- serializedVersion: 4
|
||||||
|
buildTarget: DefaultTexturePlatform
|
||||||
|
maxTextureSize: 2048
|
||||||
|
resizeAlgorithm: 0
|
||||||
|
textureFormat: -1
|
||||||
|
textureCompression: 1
|
||||||
|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
||||||
|
allowsAlphaSplitting: 0
|
||||||
|
overridden: 0
|
||||||
|
ignorePlatformSupport: 0
|
||||||
|
androidETC2FallbackOverride: 0
|
||||||
|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||||
|
- serializedVersion: 4
|
||||||
|
buildTarget: Standalone
|
||||||
|
maxTextureSize: 2048
|
||||||
|
resizeAlgorithm: 0
|
||||||
|
textureFormat: -1
|
||||||
|
textureCompression: 1
|
||||||
|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
||||||
|
allowsAlphaSplitting: 0
|
||||||
|
overridden: 0
|
||||||
|
ignorePlatformSupport: 0
|
||||||
|
androidETC2FallbackOverride: 0
|
||||||
|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||||
|
spriteSheet:
|
||||||
|
serializedVersion: 2
|
||||||
|
sprites: []
|
||||||
|
outline: []
|
||||||
|
customData:
|
||||||
|
physicsShape: []
|
||||||
|
bones: []
|
||||||
|
spriteID: 5e97eb03825dee720800000000000000
|
||||||
|
internalID: 0
|
||||||
|
vertices: []
|
||||||
|
indices:
|
||||||
|
edges: []
|
||||||
|
weights: []
|
||||||
|
secondaryTextures: []
|
||||||
|
spriteCustomMetadata:
|
||||||
|
entries: []
|
||||||
|
nameFileIdTable: {}
|
||||||
|
mipmapLimitGroupName:
|
||||||
|
pSDRemoveMatte: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
Binary file not shown.
@@ -0,0 +1,117 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9b1669e795bdb7b4c88e4376a98347d9
|
||||||
|
TextureImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 13
|
||||||
|
mipmaps:
|
||||||
|
mipMapMode: 0
|
||||||
|
enableMipMap: 0
|
||||||
|
sRGBTexture: 1
|
||||||
|
linearTexture: 0
|
||||||
|
fadeOut: 0
|
||||||
|
borderMipMap: 0
|
||||||
|
mipMapsPreserveCoverage: 0
|
||||||
|
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BIN
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Reference in New Issue
Block a user