2026-06-19 UI, UI로직
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8
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8
Assets/My project/maze Scripts/Prefab.meta
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Assets/My project/maze Scripts/Prefab.meta
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fileFormatVersion: 2
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Assets/My project/maze Scripts/Prefab/Footprint Left.prefab
LFS
Normal file
BIN
Assets/My project/maze Scripts/Prefab/Footprint Left.prefab
LFS
Normal file
Binary file not shown.
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Assets/My project/maze Scripts/Prefab/Footprint Right.prefab
LFS
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BIN
Assets/My project/maze Scripts/Prefab/Footprint Right.prefab
LFS
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Assets/My project/maze Scripts/Ui.meta
Normal file
8
Assets/My project/maze Scripts/Ui.meta
Normal file
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fileFormatVersion: 2
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173
Assets/My project/maze Scripts/Ui/FootprintHintManager.cs
Normal file
173
Assets/My project/maze Scripts/Ui/FootprintHintManager.cs
Normal file
@@ -0,0 +1,173 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class FootprintHintManager : MonoBehaviour
|
||||
{
|
||||
[Header("VR Player Reference")]
|
||||
[Tooltip("XR Origin의 Main Camera Transform을 넣는 것을 추천합니다.")]
|
||||
[SerializeField] private Transform playerTarget;
|
||||
|
||||
[Header("Footprint Prefabs")]
|
||||
[SerializeField] private GameObject leftFootPrefab;
|
||||
[SerializeField] private GameObject rightFootPrefab;
|
||||
|
||||
[Header("Footprint Settings")]
|
||||
[SerializeField] private int footprintCount = 6;
|
||||
[SerializeField] private float spacing = 0.45f;
|
||||
[SerializeField] private float sideOffset = 0.13f;
|
||||
[SerializeField] private float showTime = 2f;
|
||||
[SerializeField] private bool startWithLeftFoot = true;
|
||||
|
||||
[Header("Ground Settings")]
|
||||
[SerializeField] private bool useGroundRaycast = true;
|
||||
[SerializeField] private LayerMask groundMask = ~0;
|
||||
[SerializeField] private float raycastHeight = 2f;
|
||||
[SerializeField] private float raycastDistance = 5f;
|
||||
[SerializeField] private float groundOffset = 0.03f;
|
||||
[SerializeField] private float fallbackGroundY = 0f;
|
||||
|
||||
private readonly List<GameObject> spawnedFootprints = new List<GameObject>();
|
||||
private Coroutine footprintRoutine;
|
||||
|
||||
public void ShowFootprints(MazeDirection direction)
|
||||
{
|
||||
if (footprintRoutine != null)
|
||||
StopCoroutine(footprintRoutine);
|
||||
|
||||
footprintRoutine = StartCoroutine(ShowFootprintRoutine(direction));
|
||||
}
|
||||
|
||||
private IEnumerator ShowFootprintRoutine(MazeDirection direction)
|
||||
{
|
||||
ClearFootprints();
|
||||
|
||||
if (playerTarget == null)
|
||||
{
|
||||
Debug.LogWarning("FootprintHintManager: Player Target is missing.");
|
||||
footprintRoutine = null;
|
||||
yield break;
|
||||
}
|
||||
|
||||
if (leftFootPrefab == null || rightFootPrefab == null)
|
||||
{
|
||||
Debug.LogWarning("FootprintHintManager: Left Foot Prefab or Right Foot Prefab is missing.");
|
||||
footprintRoutine = null;
|
||||
yield break;
|
||||
}
|
||||
|
||||
Vector3 moveDirection = GetWorldDirection(direction);
|
||||
|
||||
if (moveDirection == Vector3.zero)
|
||||
{
|
||||
footprintRoutine = null;
|
||||
yield break;
|
||||
}
|
||||
|
||||
Vector3 sideDirection = Vector3.Cross(Vector3.up, moveDirection).normalized;
|
||||
|
||||
for (int i = 0; i < footprintCount; i++)
|
||||
{
|
||||
bool isLeftFoot = startWithLeftFoot ? i % 2 == 0 : i % 2 != 0;
|
||||
|
||||
GameObject prefabToUse = isLeftFoot ? leftFootPrefab : rightFootPrefab;
|
||||
|
||||
float forwardDistance = spacing * (i + 1);
|
||||
float leftRightOffset = isLeftFoot ? -sideOffset : sideOffset;
|
||||
|
||||
Vector3 spawnPosition =
|
||||
playerTarget.position +
|
||||
moveDirection * forwardDistance +
|
||||
sideDirection * leftRightOffset;
|
||||
|
||||
Quaternion spawnRotation = Quaternion.LookRotation(moveDirection, Vector3.up);
|
||||
|
||||
PlaceOnGround(ref spawnPosition, ref spawnRotation, moveDirection);
|
||||
|
||||
GameObject footprint = Instantiate(
|
||||
prefabToUse,
|
||||
spawnPosition,
|
||||
spawnRotation
|
||||
);
|
||||
|
||||
spawnedFootprints.Add(footprint);
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(showTime);
|
||||
|
||||
ClearFootprints();
|
||||
footprintRoutine = null;
|
||||
}
|
||||
|
||||
private Vector3 GetWorldDirection(MazeDirection direction)
|
||||
{
|
||||
Vector3 forward = playerTarget.forward;
|
||||
Vector3 right = playerTarget.right;
|
||||
|
||||
forward.y = 0f;
|
||||
right.y = 0f;
|
||||
|
||||
forward.Normalize();
|
||||
right.Normalize();
|
||||
|
||||
switch (direction)
|
||||
{
|
||||
case MazeDirection.Forward:
|
||||
return forward;
|
||||
|
||||
case MazeDirection.Backward:
|
||||
return -forward;
|
||||
|
||||
case MazeDirection.Left:
|
||||
return -right;
|
||||
|
||||
case MazeDirection.Right:
|
||||
return right;
|
||||
|
||||
case MazeDirection.None:
|
||||
default:
|
||||
return Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
||||
private void PlaceOnGround(
|
||||
ref Vector3 position,
|
||||
ref Quaternion rotation,
|
||||
Vector3 moveDirection
|
||||
)
|
||||
{
|
||||
if (!useGroundRaycast)
|
||||
{
|
||||
position.y = fallbackGroundY + groundOffset;
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 rayStart = position + Vector3.up * raycastHeight;
|
||||
|
||||
if (Physics.Raycast(rayStart, Vector3.down, out RaycastHit hit, raycastDistance, groundMask))
|
||||
{
|
||||
position = hit.point + hit.normal * groundOffset;
|
||||
|
||||
Vector3 projectedForward =
|
||||
Vector3.ProjectOnPlane(moveDirection, hit.normal).normalized;
|
||||
|
||||
if (projectedForward.sqrMagnitude > 0.001f)
|
||||
rotation = Quaternion.LookRotation(projectedForward, hit.normal);
|
||||
}
|
||||
else
|
||||
{
|
||||
position.y = fallbackGroundY + groundOffset;
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearFootprints()
|
||||
{
|
||||
foreach (GameObject footprint in spawnedFootprints)
|
||||
{
|
||||
if (footprint != null)
|
||||
Destroy(footprint);
|
||||
}
|
||||
|
||||
spawnedFootprints.Clear();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ea80bc964f8932649a840b3fd8cbf34f
|
||||
8
Assets/My project/maze Scripts/Ui/MazeDirection.cs
Normal file
8
Assets/My project/maze Scripts/Ui/MazeDirection.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
public enum MazeDirection
|
||||
{
|
||||
None,
|
||||
Forward,
|
||||
Backward,
|
||||
Left,
|
||||
Right
|
||||
}
|
||||
2
Assets/My project/maze Scripts/Ui/MazeDirection.cs.meta
Normal file
2
Assets/My project/maze Scripts/Ui/MazeDirection.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4dbf81c4c8135684d934e97d4158abae
|
||||
167
Assets/My project/maze Scripts/Ui/MazeGameManager.cs
Normal file
167
Assets/My project/maze Scripts/Ui/MazeGameManager.cs
Normal file
@@ -0,0 +1,167 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class MazeGameManager : MonoBehaviour
|
||||
{
|
||||
[Header("VR Player Reference")]
|
||||
[Tooltip("XR Origin 또는 Main Camera Transform을 넣으세요.")]
|
||||
[SerializeField] private Transform playerTarget;
|
||||
|
||||
[Header("Managers")]
|
||||
[SerializeField] private MazeUIManager mazeUI;
|
||||
[SerializeField] private FootprintHintManager footprintHint;
|
||||
|
||||
[Header("Goal")]
|
||||
[SerializeField] private Transform goal;
|
||||
[SerializeField] private float goalDistance = 1.5f;
|
||||
|
||||
[Header("Checkpoints")]
|
||||
[SerializeField] private Transform[] checkpoints;
|
||||
[SerializeField] private float checkpointDistance = 1.5f;
|
||||
|
||||
[Header("Checkpoint Directions")]
|
||||
[Tooltip("각 체크포인트에 도착했을 때 보여줄 발자국 방향입니다.")]
|
||||
[SerializeField] private MazeDirection[] checkpointDirections;
|
||||
|
||||
[Header("VR Distance Option")]
|
||||
[Tooltip("VR에서는 머리 높이가 달라지므로 보통 Y축 높이는 무시하는 것이 좋습니다.")]
|
||||
[SerializeField] private bool ignoreHeight = true;
|
||||
|
||||
private bool[] reached;
|
||||
private bool isCompleted;
|
||||
private bool isFailed;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
InitializeCheckpoints();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
ResetMaze();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (isCompleted || isFailed)
|
||||
return;
|
||||
|
||||
if (playerTarget == null)
|
||||
return;
|
||||
|
||||
CheckCheckpoints();
|
||||
CheckGoal();
|
||||
}
|
||||
|
||||
private void InitializeCheckpoints()
|
||||
{
|
||||
int count = checkpoints != null ? checkpoints.Length : 0;
|
||||
reached = new bool[count];
|
||||
}
|
||||
|
||||
private void CheckCheckpoints()
|
||||
{
|
||||
if (checkpoints == null || checkpoints.Length == 0)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < checkpoints.Length; i++)
|
||||
{
|
||||
if (reached[i])
|
||||
continue;
|
||||
|
||||
if (checkpoints[i] == null)
|
||||
continue;
|
||||
|
||||
float distance = GetDistance(playerTarget.position, checkpoints[i].position);
|
||||
|
||||
if (distance <= checkpointDistance)
|
||||
{
|
||||
reached[i] = true;
|
||||
|
||||
MazeDirection direction = GetCheckpointDirection(i);
|
||||
|
||||
if (footprintHint != null)
|
||||
footprintHint.ShowFootprints(direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void CheckGoal()
|
||||
{
|
||||
if (goal == null)
|
||||
return;
|
||||
|
||||
float distance = GetDistance(playerTarget.position, goal.position);
|
||||
|
||||
if (distance <= goalDistance)
|
||||
Complete();
|
||||
}
|
||||
|
||||
private float GetDistance(Vector3 a, Vector3 b)
|
||||
{
|
||||
if (ignoreHeight)
|
||||
{
|
||||
a.y = 0f;
|
||||
b.y = 0f;
|
||||
}
|
||||
|
||||
return Vector3.Distance(a, b);
|
||||
}
|
||||
|
||||
private MazeDirection GetCheckpointDirection(int index)
|
||||
{
|
||||
if (checkpointDirections != null &&
|
||||
index >= 0 &&
|
||||
index < checkpointDirections.Length)
|
||||
{
|
||||
return checkpointDirections[index];
|
||||
}
|
||||
|
||||
return MazeDirection.None;
|
||||
}
|
||||
|
||||
private void Complete()
|
||||
{
|
||||
if (isCompleted || isFailed)
|
||||
return;
|
||||
|
||||
isCompleted = true;
|
||||
|
||||
if (footprintHint != null)
|
||||
footprintHint.ClearFootprints();
|
||||
|
||||
if (mazeUI != null)
|
||||
mazeUI.ShowSuccess();
|
||||
}
|
||||
|
||||
public void Fail()
|
||||
{
|
||||
if (isCompleted || isFailed)
|
||||
return;
|
||||
|
||||
isFailed = true;
|
||||
|
||||
if (footprintHint != null)
|
||||
footprintHint.ClearFootprints();
|
||||
|
||||
if (mazeUI != null)
|
||||
mazeUI.ShowFail();
|
||||
}
|
||||
|
||||
public void ResetMaze()
|
||||
{
|
||||
isCompleted = false;
|
||||
isFailed = false;
|
||||
|
||||
if (reached == null || reached.Length != (checkpoints != null ? checkpoints.Length : 0))
|
||||
InitializeCheckpoints();
|
||||
|
||||
for (int i = 0; i < reached.Length; i++)
|
||||
reached[i] = false;
|
||||
|
||||
if (footprintHint != null)
|
||||
footprintHint.ClearFootprints();
|
||||
|
||||
if (mazeUI != null)
|
||||
mazeUI.HideReward();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b9aa32259300fd84f88c69548784c009
|
||||
42
Assets/My project/maze Scripts/Ui/MazeUIManager.cs
Normal file
42
Assets/My project/maze Scripts/Ui/MazeUIManager.cs
Normal file
@@ -0,0 +1,42 @@
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class MazeUIManager : MonoBehaviour
|
||||
{
|
||||
[Header("Result UI")]
|
||||
[SerializeField] private GameObject rewardPanel;
|
||||
[SerializeField] private TextMeshProUGUI rewardText;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
HideReward();
|
||||
}
|
||||
|
||||
public void ShowSuccess()
|
||||
{
|
||||
ShowResult("SUCCESS!", Color.green);
|
||||
}
|
||||
|
||||
public void ShowFail()
|
||||
{
|
||||
ShowResult("FAIL!", Color.red);
|
||||
}
|
||||
|
||||
private void ShowResult(string message, Color color)
|
||||
{
|
||||
if (rewardPanel != null)
|
||||
rewardPanel.SetActive(true);
|
||||
|
||||
if (rewardText != null)
|
||||
{
|
||||
rewardText.text = message;
|
||||
rewardText.color = color;
|
||||
}
|
||||
}
|
||||
|
||||
public void HideReward()
|
||||
{
|
||||
if (rewardPanel != null)
|
||||
rewardPanel.SetActive(false);
|
||||
}
|
||||
}
|
||||
2
Assets/My project/maze Scripts/Ui/MazeUIManager.cs.meta
Normal file
2
Assets/My project/maze Scripts/Ui/MazeUIManager.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a006d8153489a634697983539bc6d7f5
|
||||
Reference in New Issue
Block a user