블랙잭 카드 및 이동 기능 수정
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230
Assets/02_Scripts/Blackjack/HookWalkToTable.cs
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230
Assets/02_Scripts/Blackjack/HookWalkToTable.cs
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using UnityEngine;
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using UnityEngine.AI;
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using UnityEngine.InputSystem;
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public class HookWalkToTable : MonoBehaviour
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{
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[Header("Path Points")]
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public Transform tableFrontPoint;
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public Transform chairFrontPoint;
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[Header("Sit Point")]
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public Transform sitPoint;
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[Header("Move Setting")]
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public float arriveBuffer = 0.15f;
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[Header("Animator")]
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public Animator animator;
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public string walkBoolName = "isWalking";
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public string sitTriggerName = "sitTrigger";
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[Header("Collision")]
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public bool disableCollidersWhenSitting = true;
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public Collider[] hookColliders;
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[Header("Test")]
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public Key testStartKey = Key.T;
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private NavMeshAgent agent;
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private int step = 0;
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private bool isMoving = false;
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private bool hasArrived = false;
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private bool isSitting = false;
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private Vector3 currentDestination;
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void Start()
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{
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agent = GetComponent<NavMeshAgent>();
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if (agent != null)
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{
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agent.isStopped = true;
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agent.ResetPath();
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agent.stoppingDistance = 0.05f;
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agent.autoBraking = true;
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}
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if (animator != null)
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{
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animator.SetBool(walkBoolName, false);
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}
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// Inspector에 Collider를 안 넣어도 자동으로 후크 자식 콜라이더들을 찾아줌
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if (hookColliders == null || hookColliders.Length == 0)
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{
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hookColliders = GetComponentsInChildren<Collider>();
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}
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}
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void Update()
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{
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// 테스트용: T 누르면 출발
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if (Keyboard.current != null && Keyboard.current[testStartKey].wasPressedThisFrame)
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{
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StartWalking();
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}
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if (!isMoving || agent == null)
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{
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return;
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}
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if (agent.pathPending)
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{
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return;
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}
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float distance = Vector3.Distance(transform.position, currentDestination);
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if (distance <= agent.stoppingDistance + arriveBuffer)
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{
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GoNextStep();
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}
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}
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public void StartWalking()
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{
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if (agent == null)
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{
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Debug.LogWarning("NavMeshAgent is missing.");
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return;
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}
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if (tableFrontPoint == null || chairFrontPoint == null)
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{
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Debug.LogWarning("TableFrontPoint or ChairFrontPoint is missing.");
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return;
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}
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if (isMoving || hasArrived || isSitting)
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{
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return;
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}
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step = 0;
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hasArrived = false;
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isMoving = true;
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if (animator != null)
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{
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animator.SetBool(walkBoolName, true);
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}
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agent.enabled = true;
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agent.isStopped = false;
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MoveTo(tableFrontPoint);
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Debug.Log("Hook starts walking to table front point.");
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}
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void MoveTo(Transform target)
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{
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NavMeshHit hit;
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if (NavMesh.SamplePosition(target.position, out hit, 1.5f, NavMesh.AllAreas))
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{
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currentDestination = hit.position;
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agent.SetDestination(currentDestination);
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Debug.Log("Destination set: " + target.name);
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}
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else
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{
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Debug.LogWarning("Target is not near NavMesh: " + target.name);
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StopWalking();
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}
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}
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void GoNextStep()
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{
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step++;
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if (step == 1)
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{
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MoveTo(chairFrontPoint);
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Debug.Log("Hook moves to chair front point.");
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}
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else
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{
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ArriveAndSit();
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}
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}
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void ArriveAndSit()
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{
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isMoving = false;
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hasArrived = true;
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isSitting = true;
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// 1. NavMeshAgent 먼저 끄기
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if (agent != null)
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{
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agent.isStopped = true;
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agent.ResetPath();
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agent.enabled = false;
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}
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// 2. 후크 몸 Collider 끄기
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// 의자/테이블 콜라이더에 밀려서 위로 올라가는 문제 방지
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if (disableCollidersWhenSitting)
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{
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DisableHookColliders();
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}
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// 3. 실제 앉을 위치로 강제 이동
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if (sitPoint != null)
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{
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transform.position = sitPoint.position;
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transform.rotation = sitPoint.rotation;
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}
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else if (chairFrontPoint != null)
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{
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transform.rotation = chairFrontPoint.rotation;
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}
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// 4. 앉는 애니메이션 실행
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if (animator != null)
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{
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animator.SetBool(walkBoolName, false);
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animator.SetTrigger(sitTriggerName);
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}
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Debug.Log("Hook moved to sit point and started sitting.");
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}
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void DisableHookColliders()
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{
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if (hookColliders == null || hookColliders.Length == 0)
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{
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return;
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}
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foreach (Collider col in hookColliders)
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{
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if (col != null)
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{
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col.enabled = false;
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}
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}
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}
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void StopWalking()
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{
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isMoving = false;
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if (agent != null && agent.enabled)
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{
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agent.isStopped = true;
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agent.ResetPath();
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}
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if (animator != null)
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{
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animator.SetBool(walkBoolName, false);
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}
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}
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}
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