게이트 완성

This commit is contained in:
dldydtn9755-crypto
2026-06-24 20:10:43 +09:00
parent adf6ab29d3
commit a84e394b50
8 changed files with 223 additions and 107 deletions

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@@ -94,16 +94,39 @@ public void SetZoneActive(DialogRegion zone, bool active)
public void SetClearDialogParameter()
{
string sceneName1 = "블랙잭";
string sceneCode1 = "blackjack";
string sceneName2 = "캣룸";
string sceneCode2 = "CatsRoom";
//DialogVariables.Set("SpaceSceneName1", RandomSceneRouteManager.Instance.GetNextSceneName1());
//DialogVariables.Set("SpaceSceneCode1", RandomSceneRouteManager.Instance.GetNextSceneCode1());
//DialogVariables.Set("SpaceSceneName2", RandomSceneRouteManager.Instance.GetNextSceneName2());
//DialogVariables.Set("SpaceSceneCode2", RandomSceneRouteManager.Instance.GetNextSceneCode2());
if (RandomSceneRouteManager.Instance != null)
{
RandomSceneRouteManager.Instance.PrepareNextSceneChoices();
//테스트용
DialogVariables.Set("SpaceSceneName1", "블랙잭");
DialogVariables.Set("SpaceSceneCode1", "blackjack");
DialogVariables.Set("SpaceSceneName2", "미로방");
DialogVariables.Set("SpaceSceneCode2", "MazeRoom");
sceneName1 = RandomSceneRouteManager.Instance.GetNextSceneName1();
sceneCode1 = RandomSceneRouteManager.Instance.GetNextSceneCode1();
sceneName2 = RandomSceneRouteManager.Instance.GetNextSceneName2();
sceneCode2 = RandomSceneRouteManager.Instance.GetNextSceneCode2();
}
else
{
Debug.LogWarning("RandomSceneRouteManager가 없어서 테스트용 선택지를 사용합니다.");
}
DialogVariables.Set("SpaceSceneName1", sceneName1);
DialogVariables.Set("SpaceSceneCode1", sceneCode1);
DialogVariables.Set("SpaceSceneName2", sceneName2);
DialogVariables.Set("SpaceSceneCode2", sceneCode2);
if (_clearGate != null)
{
_clearGate.SetDoorChoices(sceneCode1, sceneCode2);
}
else
{
Debug.LogWarning("GameClear에 RoomClearGateController가 연결되지 않았습니다.");
}
Debug.Log($"선택지 세팅 완료: {sceneName1}/{sceneCode1}, {sceneName2}/{sceneCode2}");
}
}

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@@ -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;
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 6986d649e7cfba74881058e544e2f727

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@@ -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");
}
}

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@@ -10,8 +10,13 @@ public class RoomClearGateController : MonoBehaviour
private bool isRoomCleared = false;
private bool gateOpened = false;
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);
@@ -22,7 +27,50 @@ public void MarkRoomCleared()
Debug.Log("방 클리어 완료. 이제 선택지에서 다음 방을 고를 수 있습니다.");
}
// 기존 트리거가 이걸 호출해도, 선택 전이면 문 안 열리게 막음
// 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 (requireRoomClearedBeforeOpen && !isRoomCleared)
@@ -55,23 +103,12 @@ public void OpenClearGate()
}
}
public void OpenDoor(string code)
{
selectedSceneCode = code;
Debug.Log("선택된 다음 씬 코드: " + selectedSceneCode);
if (exitGate != null)
{
exitGate.SetNextSceneName(selectedSceneCode);
}
OpenClearGate();
}
public void ResetClearState()
{
isRoomCleared = false;
gateOpened = false;
selectedSceneCode = "";
choiceSceneCode1 = "";
choiceSceneCode2 = "";
}
}

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@@ -137,20 +137,20 @@ MonoBehaviour:
type: {class: 'Constant`1[[WhaleAdventure.Dialog.GraphTool.Editor.DialogText, Assembly-CSharp-Editor]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
m_Value:
Value: "\uBE14\uB799\uC7AD"
Value: '{SpaceSceneName1}'
- rid: 1895995099136655531
type: {class: 'Constant`1[[System.String, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
m_Value: blackjack
m_Value: 1
- rid: 1895995099136655532
type: {class: 'Constant`1[[WhaleAdventure.Dialog.GraphTool.Editor.DialogText, Assembly-CSharp-Editor]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
m_Value:
Value: "\uCEA3\uB8F8\n"
Value: '{SpaceSceneName2}'
- rid: 1895995099136655533
type: {class: 'Constant`1[[System.String, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
m_Value: CatsRoom
m_Value: 2
- rid: 1895995099136655534
type: {class: UserNodeModelImp, ns: Unity.GraphToolkit.Editor.Implementation, asm: Unity.GraphToolkit.Editor}
data:
@@ -244,7 +244,7 @@ MonoBehaviour:
- rid: 1895995099136655537
type: {class: 'Constant`1[[System.String, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
m_Value: OPEN_DOOR_BLACKJACK
m_Value: OPEN_DOOR_CHOICE_1
- rid: 1895995099136655538
type: {class: 'Constant`1[[CharacterData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -342,7 +342,7 @@ MonoBehaviour:
- rid: 1895995099136655560
type: {class: 'Constant`1[[System.String, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
m_Value: OPEN_DOOR_CatsRoom
m_Value: OPEN_DOOR_CHOICE_2
- rid: 1895995099136655561
type: {class: 'Constant`1[[CharacterData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:

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