Merge branch 'main' of https://www.nakjungit.site/sharedacc520k/WhaleAdventure_VR
This commit is contained in:
@@ -9,11 +9,13 @@ public class HookWalkToTable : MonoBehaviour
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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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[Header("Sit / Stand Point")]
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public Transform sitPoint;
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public Transform standPoint;
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[Header("Move Setting")]
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public float arriveBuffer = 0.15f;
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public float navMeshSampleDistance = 1.5f;
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[Header("Animator")]
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public Animator animator;
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@@ -21,8 +23,16 @@ public class HookWalkToTable : MonoBehaviour
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public string sitTriggerName = "sitTrigger";
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public string standTriggerName = "standTrigger";
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[Header("Force Stand Animation")]
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public bool forcePlayStandState = true;
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public string standStateName = "Sit To Stand 0";
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[Header("Stand Up Setting")]
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public float standUpDuration = 1.5f;
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public bool disableAgentAfterStandUp = true;
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[Header("After Match")]
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public bool blockWalkingAfterStandUp = true;
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[Header("Collision")]
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public bool disableCollidersWhenSitting = true;
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@@ -37,16 +47,21 @@ public class HookWalkToTable : MonoBehaviour
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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 bool isStandingUp = false;
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private bool hasStoodUpAfterMatch = false;
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private Vector3 currentDestination;
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void Start()
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private void Start()
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{
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agent = GetComponent<NavMeshAgent>();
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if (animator == null)
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{
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animator = GetComponentInChildren<Animator>();
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}
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if (agent != null)
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{
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agent.isStopped = true;
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@@ -57,32 +72,37 @@ void Start()
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if (animator != null)
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{
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animator.applyRootMotion = false;
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animator.SetBool(walkBoolName, false);
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animator.ResetTrigger(sitTriggerName);
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animator.ResetTrigger(standTriggerName);
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}
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else
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{
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Debug.LogWarning("Hook Animator is missing.");
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}
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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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Debug.Log("HookWalkToTable ready.");
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}
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void Update()
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private void Update()
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{
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// 테스트용: T 누르면 테이블로 이동 후 앉기
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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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// 테스트용: Y 누르면 일어나기
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if (Keyboard.current != null && Keyboard.current[testStandUpKey].wasPressedThisFrame)
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{
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StandUp();
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}
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if (!isMoving || agent == null)
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if (!isMoving || agent == null || !agent.enabled)
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{
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return;
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}
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@@ -102,6 +122,12 @@ void Update()
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public void StartWalking()
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{
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if (blockWalkingAfterStandUp && hasStoodUpAfterMatch)
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{
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Debug.Log("Hook already stood up after match. StartWalking ignored.");
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return;
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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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@@ -116,23 +142,28 @@ public void StartWalking()
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if (isMoving || isSitting || isStandingUp)
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{
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Debug.Log("Hook cannot start walking now.");
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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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EnableHookColliders();
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if (animator != null)
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{
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animator.applyRootMotion = false;
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animator.ResetTrigger(sitTriggerName);
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animator.ResetTrigger(standTriggerName);
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animator.SetBool(walkBoolName, true);
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}
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agent.enabled = true;
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if (!agent.enabled)
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{
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agent.enabled = true;
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}
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agent.isStopped = false;
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MoveTo(tableFrontPoint);
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@@ -140,11 +171,18 @@ public void StartWalking()
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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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private void MoveTo(Transform target)
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{
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if (target == null)
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{
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Debug.LogWarning("Move target is null.");
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StopWalking();
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return;
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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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if (NavMesh.SamplePosition(target.position, out hit, navMeshSampleDistance, NavMesh.AllAreas))
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{
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currentDestination = hit.position;
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agent.SetDestination(currentDestination);
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@@ -158,7 +196,7 @@ void MoveTo(Transform target)
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}
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}
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void GoNextStep()
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private void GoNextStep()
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{
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step++;
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@@ -173,44 +211,41 @@ void GoNextStep()
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}
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}
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void ArriveAndSit()
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private 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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isStandingUp = false;
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// 1. 이동 중지
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if (agent != null)
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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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agent.enabled = false;
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}
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// 2. 앉아 있는 동안 후크 콜라이더 끄기
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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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transform.SetPositionAndRotation(sitPoint.position, 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.applyRootMotion = false;
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animator.SetBool(walkBoolName, false);
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animator.ResetTrigger(standTriggerName);
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animator.ResetTrigger(sitTriggerName);
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Debug.Log("Sit trigger call: " + sitTriggerName);
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animator.SetTrigger(sitTriggerName);
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}
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@@ -219,31 +254,61 @@ void ArriveAndSit()
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public void StandUp()
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{
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if (!isSitting || isStandingUp)
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if (isStandingUp)
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{
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Debug.Log("Hook is already standing up.");
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return;
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}
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if (!isSitting)
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{
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Debug.LogWarning("Hook is not sitting. StandUp ignored.");
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return;
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}
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StartCoroutine(StandUpRoutine());
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}
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IEnumerator StandUpRoutine()
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private IEnumerator StandUpRoutine()
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{
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isStandingUp = true;
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isSitting = false;
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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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agent.enabled = false;
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}
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if (animator != null)
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{
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animator.applyRootMotion = false;
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animator.SetBool(walkBoolName, false);
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animator.ResetTrigger(sitTriggerName);
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animator.ResetTrigger(standTriggerName);
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Debug.Log("Stand trigger call: " + standTriggerName);
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animator.SetTrigger(standTriggerName);
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if (forcePlayStandState && !string.IsNullOrEmpty(standStateName))
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{
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animator.CrossFadeInFixedTime(standStateName, 0.08f, 0);
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Debug.Log("Force play stand state: " + standStateName);
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}
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}
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Debug.Log("Hook started stand up animation.");
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yield return new WaitForSeconds(standUpDuration);
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if (standPoint != null)
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{
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transform.SetPositionAndRotation(standPoint.position, standPoint.rotation);
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}
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if (enableCollidersAfterStandUp)
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{
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EnableHookColliders();
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@@ -251,18 +316,51 @@ IEnumerator StandUpRoutine()
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if (agent != null)
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{
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agent.enabled = true;
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agent.isStopped = true;
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agent.ResetPath();
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if (disableAgentAfterStandUp)
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{
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agent.enabled = false;
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}
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else
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{
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if (!agent.enabled)
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{
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agent.enabled = true;
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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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}
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hasArrived = false;
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hasStoodUpAfterMatch = true;
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isStandingUp = false;
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Debug.Log("Hook stood up.");
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}
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void DisableHookColliders()
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public void ResetHookAfterMatchBlock()
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{
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hasStoodUpAfterMatch = false;
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Debug.Log("Hook StartWalking block reset.");
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}
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private 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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private void DisableHookColliders()
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{
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if (hookColliders == null || hookColliders.Length == 0)
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{
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@@ -278,7 +376,7 @@ void DisableHookColliders()
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}
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}
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void EnableHookColliders()
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private void EnableHookColliders()
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{
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if (hookColliders == null || hookColliders.Length == 0)
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{
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@@ -293,20 +391,4 @@ void EnableHookColliders()
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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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@@ -94,16 +94,39 @@ public void SetZoneActive(DialogRegion zone, bool active)
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public void SetClearDialogParameter()
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{
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string sceneName1 = "블랙잭";
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string sceneCode1 = "blackjack";
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string sceneName2 = "캣룸";
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string sceneCode2 = "CatsRoom";
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//DialogVariables.Set("SpaceSceneName1", RandomSceneRouteManager.Instance.GetNextSceneName1());
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//DialogVariables.Set("SpaceSceneCode1", RandomSceneRouteManager.Instance.GetNextSceneCode1());
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//DialogVariables.Set("SpaceSceneName2", RandomSceneRouteManager.Instance.GetNextSceneName2());
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//DialogVariables.Set("SpaceSceneCode2", RandomSceneRouteManager.Instance.GetNextSceneCode2());
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if (RandomSceneRouteManager.Instance != null)
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||||
{
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RandomSceneRouteManager.Instance.PrepareNextSceneChoices();
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//테스트용
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DialogVariables.Set("SpaceSceneName1", "블랙잭");
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DialogVariables.Set("SpaceSceneCode1", "blackjack");
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DialogVariables.Set("SpaceSceneName2", "미로방");
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DialogVariables.Set("SpaceSceneCode2", "MazeRoom");
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sceneName1 = RandomSceneRouteManager.Instance.GetNextSceneName1();
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sceneCode1 = RandomSceneRouteManager.Instance.GetNextSceneCode1();
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sceneName2 = RandomSceneRouteManager.Instance.GetNextSceneName2();
|
||||
sceneCode2 = RandomSceneRouteManager.Instance.GetNextSceneCode2();
|
||||
}
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||||
else
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||||
{
|
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Debug.LogWarning("RandomSceneRouteManager가 없어서 테스트용 선택지를 사용합니다.");
|
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}
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||||
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DialogVariables.Set("SpaceSceneName1", sceneName1);
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DialogVariables.Set("SpaceSceneCode1", sceneCode1);
|
||||
DialogVariables.Set("SpaceSceneName2", sceneName2);
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DialogVariables.Set("SpaceSceneCode2", sceneCode2);
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||||
if (_clearGate != null)
|
||||
{
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||||
_clearGate.SetDoorChoices(sceneCode1, sceneCode2);
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||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("GameClear에 RoomClearGateController가 연결되지 않았습니다.");
|
||||
}
|
||||
|
||||
Debug.Log($"선택지 세팅 완료: {sceneName1}/{sceneCode1}, {sceneName2}/{sceneCode2}");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,55 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class GateOpenZone : MonoBehaviour
|
||||
{
|
||||
[Header("게이트 오픈 관리자")]
|
||||
[SerializeField] private RoomClearGateController roomClearGateController;
|
||||
|
||||
[Header("Player Check")]
|
||||
[SerializeField] private string playerTag = "Player";
|
||||
|
||||
private bool used = false;
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (used)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!IsPlayer(other))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (roomClearGateController == null)
|
||||
{
|
||||
Debug.LogWarning("RoomClearGateController가 연결되지 않았습니다.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!roomClearGateController.IsRoomCleared)
|
||||
{
|
||||
Debug.Log("아직 방 클리어 전입니다. 게이트를 열지 않습니다.");
|
||||
return;
|
||||
}
|
||||
|
||||
used = true;
|
||||
roomClearGateController.OpenClearGate();
|
||||
}
|
||||
|
||||
private bool IsPlayer(Collider other)
|
||||
{
|
||||
if (other.CompareTag(playerTag))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (other.transform.root.CompareTag(playerTag))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6986d649e7cfba74881058e544e2f727
|
||||
@@ -15,6 +15,11 @@ public class RandomSceneRouteManager : MonoBehaviour
|
||||
private readonly HashSet<string> visitedScenes = new HashSet<string>();
|
||||
private bool finalSceneUsed = false;
|
||||
|
||||
private string nextSceneCode1 = "";
|
||||
private string nextSceneCode2 = "";
|
||||
private string nextSceneName1 = "";
|
||||
private string nextSceneName2 = "";
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
@@ -28,10 +33,9 @@ private void Awake()
|
||||
}
|
||||
}
|
||||
|
||||
public string GetNextSceneName()
|
||||
public void PrepareNextSceneChoices()
|
||||
{
|
||||
string currentSceneName = SceneManager.GetActiveScene().name;
|
||||
|
||||
Debug.Log("현재 씬 이름: " + currentSceneName);
|
||||
|
||||
if (IsRoomScene(currentSceneName))
|
||||
@@ -63,28 +67,131 @@ public string GetNextSceneName()
|
||||
candidates.Add(cleanSceneName);
|
||||
}
|
||||
|
||||
if (candidates.Count > 0)
|
||||
Shuffle(candidates);
|
||||
|
||||
nextSceneCode1 = "";
|
||||
nextSceneCode2 = "";
|
||||
nextSceneName1 = "";
|
||||
nextSceneName2 = "";
|
||||
|
||||
if (candidates.Count >= 1)
|
||||
{
|
||||
int randomIndex = Random.Range(0, candidates.Count);
|
||||
string selectedSceneName = candidates[randomIndex];
|
||||
|
||||
visitedScenes.Add(selectedSceneName);
|
||||
|
||||
Debug.Log("랜덤으로 선택된 다음 씬: " + selectedSceneName);
|
||||
return selectedSceneName;
|
||||
nextSceneCode1 = candidates[0];
|
||||
nextSceneName1 = GetDisplayName(nextSceneCode1);
|
||||
}
|
||||
|
||||
if (!finalSceneUsed && !string.IsNullOrWhiteSpace(finalSceneName))
|
||||
if (candidates.Count >= 2)
|
||||
{
|
||||
nextSceneCode2 = candidates[1];
|
||||
nextSceneName2 = GetDisplayName(nextSceneCode2);
|
||||
}
|
||||
else if (candidates.Count == 1 && !finalSceneUsed && !string.IsNullOrWhiteSpace(finalSceneName))
|
||||
{
|
||||
nextSceneCode2 = finalSceneName.Trim();
|
||||
nextSceneName2 = GetDisplayName(nextSceneCode2);
|
||||
}
|
||||
|
||||
if (candidates.Count == 0)
|
||||
{
|
||||
if (!finalSceneUsed && !string.IsNullOrWhiteSpace(finalSceneName))
|
||||
{
|
||||
nextSceneCode1 = finalSceneName.Trim();
|
||||
nextSceneName1 = GetDisplayName(nextSceneCode1);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("이동 가능한 다음 씬이 없습니다.");
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log("선택지 1: " + nextSceneName1 + " / " + nextSceneCode1);
|
||||
Debug.Log("선택지 2: " + nextSceneName2 + " / " + nextSceneCode2);
|
||||
}
|
||||
|
||||
public string GetNextSceneName1()
|
||||
{
|
||||
return nextSceneName1;
|
||||
}
|
||||
|
||||
public string GetNextSceneCode1()
|
||||
{
|
||||
return nextSceneCode1;
|
||||
}
|
||||
|
||||
public string GetNextSceneName2()
|
||||
{
|
||||
return nextSceneName2;
|
||||
}
|
||||
|
||||
public string GetNextSceneCode2()
|
||||
{
|
||||
return nextSceneCode2;
|
||||
}
|
||||
|
||||
public string GetNextSceneName()
|
||||
{
|
||||
PrepareNextSceneChoices();
|
||||
|
||||
if (!string.IsNullOrEmpty(nextSceneCode1))
|
||||
{
|
||||
return nextSceneCode1;
|
||||
}
|
||||
|
||||
return string.Empty;
|
||||
}
|
||||
|
||||
public void MarkSceneVisited(string sceneName)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(sceneName))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
string cleanSceneName = sceneName.Trim();
|
||||
|
||||
if (cleanSceneName == finalSceneName)
|
||||
{
|
||||
finalSceneUsed = true;
|
||||
|
||||
string cleanFinalSceneName = finalSceneName.Trim();
|
||||
Debug.Log("모든 방 방문 완료. 마지막 씬으로 이동: " + cleanFinalSceneName);
|
||||
return cleanFinalSceneName;
|
||||
}
|
||||
|
||||
Debug.LogWarning("이동 가능한 다음 씬이 없습니다.");
|
||||
return string.Empty;
|
||||
if (IsRoomScene(cleanSceneName))
|
||||
{
|
||||
visitedScenes.Add(cleanSceneName);
|
||||
}
|
||||
|
||||
Debug.Log("방문 처리된 씬: " + cleanSceneName);
|
||||
}
|
||||
|
||||
private void Shuffle(List<string> list)
|
||||
{
|
||||
for (int i = 0; i < list.Count; i++)
|
||||
{
|
||||
int randomIndex = Random.Range(i, list.Count);
|
||||
string temp = list[i];
|
||||
list[i] = list[randomIndex];
|
||||
list[randomIndex] = temp;
|
||||
}
|
||||
}
|
||||
|
||||
private string GetDisplayName(string sceneName)
|
||||
{
|
||||
switch (sceneName)
|
||||
{
|
||||
case "blackjack":
|
||||
return "블랙잭";
|
||||
|
||||
case "CatsRoom":
|
||||
return "캣룸";
|
||||
|
||||
case "MazeRoom":
|
||||
return "미로방";
|
||||
|
||||
case "Cave_Test_2":
|
||||
return "동굴방";
|
||||
|
||||
default:
|
||||
return sceneName;
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsRoomScene(string sceneName)
|
||||
@@ -129,6 +236,12 @@ public void ResetRoute()
|
||||
{
|
||||
visitedScenes.Clear();
|
||||
finalSceneUsed = false;
|
||||
|
||||
nextSceneCode1 = "";
|
||||
nextSceneCode2 = "";
|
||||
nextSceneName1 = "";
|
||||
nextSceneName2 = "";
|
||||
|
||||
Debug.Log("랜덤 방 방문 기록 초기화");
|
||||
}
|
||||
}
|
||||
@@ -2,28 +2,86 @@
|
||||
|
||||
public class RoomClearGateController : MonoBehaviour
|
||||
{
|
||||
[Header("<EFBFBD><EFBFBD> Ŭ<><C5AC><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ")]
|
||||
[Header("룸 클리어 후 열릴 게이트")]
|
||||
[SerializeField] private RoomExitGate exitGate;
|
||||
|
||||
[Header("Option")]
|
||||
[SerializeField] private bool requireRoomClearedBeforeOpen = true;
|
||||
|
||||
private bool isRoomCleared = false;
|
||||
private bool gateOpened = false;
|
||||
|
||||
public bool IsRoomCleared => isRoomCleared;
|
||||
private string selectedSceneCode = "";
|
||||
|
||||
// 랜덤 선택지 1, 2에 들어갈 씬 코드
|
||||
private string choiceSceneCode1 = "";
|
||||
private string choiceSceneCode2 = "";
|
||||
|
||||
public bool IsRoomCleared => isRoomCleared;
|
||||
public string SelectedSceneCode => selectedSceneCode;
|
||||
public bool HasSelectedScene => !string.IsNullOrEmpty(selectedSceneCode);
|
||||
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>¸<EFBFBD> <20><> ȣ<><C8A3>
|
||||
// <20><> <20>Լ<EFBFBD><D4BC><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20>ٷ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʰ<EFBFBD>, "<22><> Ŭ<><C5AC><EFBFBD><EFBFBD> <20>Ϸ<EFBFBD>" <20><><EFBFBD>¸<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
public void MarkRoomCleared()
|
||||
{
|
||||
isRoomCleared = true;
|
||||
Debug.Log("<EFBFBD><EFBFBD> Ŭ<><C5AC><EFBFBD><EFBFBD> <20>Ϸ<EFBFBD>. <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EEB0A1> <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>.");
|
||||
Debug.Log("방 클리어 완료. 이제 선택지에서 다음 방을 고를 수 있습니다.");
|
||||
}
|
||||
|
||||
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EEB0AC> <20><> ȣ<><C8A3>
|
||||
// GameClear에서 랜덤으로 뽑은 선택지 코드를 여기에 저장
|
||||
public void SetDoorChoices(string code1, string code2)
|
||||
{
|
||||
choiceSceneCode1 = code1;
|
||||
choiceSceneCode2 = code2;
|
||||
|
||||
Debug.Log("문 선택지 1 코드: " + choiceSceneCode1);
|
||||
Debug.Log("문 선택지 2 코드: " + choiceSceneCode2);
|
||||
}
|
||||
|
||||
// 대화 선택지 1번에서 호출
|
||||
public void OpenDoorChoice1()
|
||||
{
|
||||
OpenDoor(choiceSceneCode1);
|
||||
}
|
||||
|
||||
// 대화 선택지 2번에서 호출
|
||||
public void OpenDoorChoice2()
|
||||
{
|
||||
OpenDoor(choiceSceneCode2);
|
||||
}
|
||||
|
||||
// 실제 문 열기
|
||||
public void OpenDoor(string code)
|
||||
{
|
||||
if (string.IsNullOrEmpty(code))
|
||||
{
|
||||
Debug.LogWarning("선택된 씬 코드가 비어있습니다.");
|
||||
return;
|
||||
}
|
||||
|
||||
selectedSceneCode = code;
|
||||
|
||||
Debug.Log("선택된 다음 씬 코드: " + selectedSceneCode);
|
||||
|
||||
if (exitGate != null)
|
||||
{
|
||||
exitGate.SetNextSceneName(selectedSceneCode);
|
||||
}
|
||||
|
||||
OpenClearGate();
|
||||
}
|
||||
|
||||
// 문 열기 실행
|
||||
public void OpenClearGate()
|
||||
{
|
||||
if (!isRoomCleared)
|
||||
if (requireRoomClearedBeforeOpen && !isRoomCleared)
|
||||
{
|
||||
Debug.Log("<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> Ŭ<><C5AC><EFBFBD><EFBFBD> <20><><EFBFBD>̶<EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>.");
|
||||
Debug.Log("아직 방 클리어 전이라 게이트를 열 수 없습니다.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!HasSelectedScene)
|
||||
{
|
||||
Debug.Log("아직 다음 방을 선택하지 않아서 게이트를 열지 않습니다.");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -37,11 +95,11 @@ public void OpenClearGate()
|
||||
if (exitGate != null)
|
||||
{
|
||||
exitGate.OpenGate();
|
||||
Debug.Log("<EFBFBD><EFBFBD> Ŭ<><C5AC><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>");
|
||||
Debug.Log("클리어 게이트 열림. 선택된 다음 씬: " + selectedSceneCode);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Exit Gate<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʾҽ<CABE><D2BD>ϴ<EFBFBD>.");
|
||||
Debug.LogWarning("Exit Gate가 연결되지 않았습니다.");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -49,11 +107,8 @@ public void ResetClearState()
|
||||
{
|
||||
isRoomCleared = false;
|
||||
gateOpened = false;
|
||||
selectedSceneCode = "";
|
||||
choiceSceneCode1 = "";
|
||||
choiceSceneCode2 = "";
|
||||
}
|
||||
|
||||
public void OpenDoor(string code)
|
||||
{
|
||||
Debug.Log($"다음씬코드 : {code}");
|
||||
}
|
||||
|
||||
}
|
||||
@@ -34,10 +34,13 @@ public class RoomExitGate : MonoBehaviour
|
||||
[SerializeField] private string playerTag = "Player";
|
||||
|
||||
[Header("Scene Move")]
|
||||
[SerializeField] private bool useRandomScene = true;
|
||||
[SerializeField] private bool useRandomScene = false;
|
||||
[SerializeField] private string fallbackSceneName;
|
||||
[SerializeField] private float sceneMoveDelay = 0.2f;
|
||||
|
||||
[Header("Selected Scene")]
|
||||
[SerializeField] private string selectedSceneName;
|
||||
|
||||
[Header("Start Setting")]
|
||||
[SerializeField] private bool hideGateOnStart = true;
|
||||
[SerializeField] private bool hidePortalOnStart = true;
|
||||
@@ -114,6 +117,12 @@ private void PrepareStartState()
|
||||
}
|
||||
}
|
||||
|
||||
public void SetNextSceneName(string sceneName)
|
||||
{
|
||||
selectedSceneName = sceneName;
|
||||
Debug.Log("게이트 다음 씬 설정: " + selectedSceneName);
|
||||
}
|
||||
|
||||
public void OpenGate()
|
||||
{
|
||||
if (isOpened || isOpening)
|
||||
@@ -277,6 +286,11 @@ private IEnumerator EnterGateRoutine()
|
||||
|
||||
private string GetNextSceneName()
|
||||
{
|
||||
if (!string.IsNullOrEmpty(selectedSceneName))
|
||||
{
|
||||
return selectedSceneName;
|
||||
}
|
||||
|
||||
if (useRandomScene && RandomSceneRouteManager.Instance != null)
|
||||
{
|
||||
return RandomSceneRouteManager.Instance.GetNextSceneName();
|
||||
@@ -322,5 +336,7 @@ public void CloseGateImmediately()
|
||||
{
|
||||
gateVisualRoot.SetActive(false);
|
||||
}
|
||||
|
||||
selectedSceneName = "";
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user