2026-06-19 UI, UI로직

This commit is contained in:
skrwns304@gmail.com
2026-06-19 14:27:40 +09:00
parent b751a9ed66
commit b1e85a5b89
549 changed files with 18058 additions and 20 deletions

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using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerMovement : MonoBehaviour
{
[Header("Movement")]
[SerializeField] private float speed = 3f;
[Header("VR Camera Reference")]
[Tooltip("XR Origin > Camera Offset > Main Camera를 넣으세요.")]
[SerializeField] private Transform cameraTransform;
[Header("Move Input Actions")]
[Tooltip("Dynamic Move Provider가 쓰는 Left Move Input과 같은 액션을 넣으세요.")]
[SerializeField] private InputActionReference leftMoveAction;
[Tooltip("Dynamic Move Provider가 쓰는 Right Move Input과 같은 액션을 넣으세요.")]
[SerializeField] private InputActionReference rightMoveAction;
[Header("Reverse Control")]
[SerializeField] private bool isReversed = false;
[Header("External Move Provider")]
[Tooltip("XR Origin > Locomotion > Move에 있는 Dynamic Move Provider 컴포넌트를 넣으세요.")]
[SerializeField] private Behaviour dynamicMoveProvider;
public bool IsReversed => isReversed;
public Vector2 CurrentInput { get; private set; }
public Vector2 CurrentOutput { get; private set; }
private CharacterController characterController;
private void Awake()
{
characterController = GetComponent<CharacterController>();
ApplyMoveMode();
}
private void OnEnable()
{
EnableAction(leftMoveAction);
EnableAction(rightMoveAction);
ApplyMoveMode();
}
private void Update()
{
CurrentInput = ReadMoveInput();
CurrentOutput = isReversed ? -CurrentInput : CurrentInput;
// 일반 상태에서는 Dynamic Move Provider가 이동하므로 이 스크립트는 이동하지 않음
if (!isReversed)
return;
Move(CurrentOutput);
}
private void Move(Vector2 input)
{
if (cameraTransform == null)
return;
if (input.sqrMagnitude < 0.0001f)
return;
Vector3 forward = cameraTransform.forward;
Vector3 right = cameraTransform.right;
forward.y = 0f;
right.y = 0f;
forward.Normalize();
right.Normalize();
Vector3 moveDirection =
right * input.x +
forward * input.y;
Vector3 movement = moveDirection * speed * Time.deltaTime;
if (characterController != null && characterController.enabled)
{
characterController.Move(movement);
}
else
{
transform.position += movement;
}
}
private Vector2 ReadMoveInput()
{
Vector2 leftInput = ReadAction(leftMoveAction);
Vector2 rightInput = ReadAction(rightMoveAction);
if (leftInput.sqrMagnitude >= rightInput.sqrMagnitude)
return leftInput;
return rightInput;
}
private Vector2 ReadAction(InputActionReference actionReference)
{
if (actionReference == null || actionReference.action == null)
return Vector2.zero;
return actionReference.action.ReadValue<Vector2>();
}
private void EnableAction(InputActionReference actionReference)
{
if (actionReference == null || actionReference.action == null)
return;
if (!actionReference.action.enabled)
actionReference.action.Enable();
}
public void SetReversed(bool value)
{
isReversed = value;
ApplyMoveMode();
}
public void ToggleReversed()
{
isReversed = !isReversed;
ApplyMoveMode();
}
private void ApplyMoveMode()
{
if (dynamicMoveProvider != null)
{
dynamicMoveProvider.enabled = !isReversed;
}
}
}

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guid: 4c27449d394caa54ba30bd19636066a8

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using UnityEngine;
public class ShellController : MonoBehaviour
{
[Header("Shell Parts")]
[Tooltip("¿­¸®°í ´ÝÈ÷´Â À­Á¶°³ Transform")]
[SerializeField] private Transform upperShell;
[Header("Timing")]
[SerializeField] private float openDuration = 1.5f;
[SerializeField] private float closedDuration = 1.5f;
[Header("Animation")]
[SerializeField] private float closedAngle = 0f;
[SerializeField] private float openAngle = -65f;
[SerializeField] private float rotateSpeed = 8f;
[Header("Start State")]
[SerializeField] private bool startOpen = false;
public bool IsOpen { get; private set; }
public float StateTimer01 { get; private set; }
private float timer;
private void Start()
{
IsOpen = startOpen;
timer = 0f;
UpdateShellVisual(true);
}
private void Update()
{
UpdateShellState();
UpdateShellVisual(false);
}
private void UpdateShellState()
{
timer += Time.deltaTime;
float currentDuration = IsOpen ? openDuration : closedDuration;
if (currentDuration <= 0f)
currentDuration = 0.1f;
StateTimer01 = Mathf.Clamp01(timer / currentDuration);
if (timer >= currentDuration)
{
IsOpen = !IsOpen;
timer = 0f;
StateTimer01 = 0f;
}
}
private void UpdateShellVisual(bool instant)
{
if (upperShell == null)
return;
float targetAngle = IsOpen ? openAngle : closedAngle;
Quaternion targetRotation = Quaternion.Euler(targetAngle, 0f, 0f);
if (instant)
{
upperShell.localRotation = targetRotation;
}
else
{
upperShell.localRotation = Quaternion.Lerp(
upperShell.localRotation,
targetRotation,
Time.deltaTime * rotateSpeed
);
}
}
public void ResetShell()
{
IsOpen = startOpen;
timer = 0f;
StateTimer01 = 0f;
UpdateShellVisual(true);
}
}

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using UnityEngine;
using UnityEngine.Events;
using UnityEngine.InputSystem;
public class ShellGameManager : MonoBehaviour
{
[Header("References")]
[SerializeField] private PlayerMovement player;
[SerializeField] private UIManager ui;
[SerializeField] private ShellController shellController;
[Header("Shell Target")]
[Tooltip("조개 전체 Transform 또는 보상 위치 Transform을 넣으세요.")]
[SerializeField] private Transform shell;
[Header("Reward Settings")]
[SerializeField] private float collectDistance = 1.5f;
[SerializeField] private bool failWhenClosed = true;
[Header("VR Distance Option")]
[Tooltip("VR에서는 플레이어 머리 높이 때문에 Y축 거리를 무시하는 것이 안정적입니다.")]
[SerializeField] private bool ignoreHeight = true;
[Header("Input Actions")]
[Tooltip("오른손 Trigger 또는 XRI RightHand Interaction / Activate 액션을 연결하세요.")]
[SerializeField] private InputActionReference collectAction;
[Tooltip("선택 사항입니다. 리셋 버튼 액션을 연결하고 싶을 때 사용합니다.")]
[SerializeField] private InputActionReference resetAction;
[Header("Events")]
[SerializeField] private UnityEvent onSuccess;
[SerializeField] private UnityEvent onFail;
[Header("Debug")]
[SerializeField] private bool showDebugLog = true;
private bool gameFinished;
private void OnEnable()
{
if (showDebugLog)
Debug.Log("[ShellGameManager] OnEnable 실행됨");
RegisterInputActions();
}
private void OnDisable()
{
if (showDebugLog)
Debug.Log("[ShellGameManager] OnDisable 실행됨");
UnregisterInputActions();
}
private void Start()
{
if (showDebugLog)
Debug.Log("[ShellGameManager] Start 실행됨 / ResetGame 호출");
ResetGame();
}
private void Update()
{
UpdateUI();
}
private void RegisterInputActions()
{
if (collectAction == null)
{
Debug.LogWarning("[ShellGameManager] Collect Action이 연결되지 않았습니다.");
}
else if (collectAction.action == null)
{
Debug.LogWarning("[ShellGameManager] Collect Action 안의 action이 null입니다.");
}
else
{
collectAction.action.performed += OnCollectPerformed;
collectAction.action.Enable();
if (showDebugLog)
{
Debug.Log(
$"[ShellGameManager] Collect Action 등록 완료: {collectAction.action.name} / Enabled: {collectAction.action.enabled}"
);
}
}
if (resetAction != null && resetAction.action != null)
{
resetAction.action.performed += OnResetPerformed;
resetAction.action.Enable();
if (showDebugLog)
{
Debug.Log(
$"[ShellGameManager] Reset Action 등록 완료: {resetAction.action.name} / Enabled: {resetAction.action.enabled}"
);
}
}
}
private void UnregisterInputActions()
{
if (collectAction != null && collectAction.action != null)
{
collectAction.action.performed -= OnCollectPerformed;
if (showDebugLog)
Debug.Log("[ShellGameManager] Collect Action 등록 해제");
}
if (resetAction != null && resetAction.action != null)
{
resetAction.action.performed -= OnResetPerformed;
if (showDebugLog)
Debug.Log("[ShellGameManager] Reset Action 등록 해제");
}
}
private void UpdateUI()
{
if (ui == null)
return;
if (player != null)
{
ui.SetControl(player.IsReversed);
ui.SetMovementDebug(player.CurrentInput, player.CurrentOutput);
}
if (shellController != null)
{
ui.SetShellState(shellController.IsOpen);
ui.SetShellTimer(shellController.StateTimer01, shellController.IsOpen);
}
if (!gameFinished)
UpdatePromptUI();
}
private void UpdatePromptUI()
{
if (ui == null || player == null || shell == null || shellController == null)
return;
float distance = GetDistance(player.transform.position, shell.position);
if (distance > collectDistance)
{
ui.SetPromptFarFromShell();
}
else
{
ui.SetPromptNearShell(shellController.IsOpen);
}
}
public void TryCollectReward()
{
Debug.Log("[ShellGameManager] TryCollectReward 실행됨");
if (gameFinished)
{
Debug.Log("[ShellGameManager] 이미 게임이 끝난 상태라 입력을 무시합니다.");
return;
}
if (player == null)
{
Debug.LogWarning("[ShellGameManager] Player 참조가 비어 있습니다.");
return;
}
if (shell == null)
{
Debug.LogWarning("[ShellGameManager] Shell Transform 참조가 비어 있습니다.");
return;
}
if (shellController == null)
{
Debug.LogWarning("[ShellGameManager] ShellController 참조가 비어 있습니다.");
return;
}
float distance = GetDistance(player.transform.position, shell.position);
Debug.Log(
$"[ShellGameManager] 판정 정보 / 거리: {distance:F2} / 성공 가능 거리: {collectDistance:F2} / 조개 열림: {shellController.IsOpen} / FailWhenClosed: {failWhenClosed}"
);
if (distance > collectDistance)
{
if (ui != null)
ui.SetPromptFarFromShell();
Debug.Log("[ShellGameManager] 조개와 너무 멀어서 보상을 획득할 수 없습니다.");
return;
}
if (shellController.IsOpen)
{
Debug.Log("[ShellGameManager] 성공 조건 만족: 조개 근처 + 조개 열림");
Success();
}
else
{
if (failWhenClosed)
{
Debug.Log("[ShellGameManager] 실패 조건 만족: 조개 근처 + 조개 닫힘");
Fail();
}
else
{
if (ui != null)
ui.SetPromptNearShell(false);
Debug.Log("[ShellGameManager] 조개가 닫혀 있어서 아직 획득할 수 없습니다. FailWhenClosed가 꺼져 있습니다.");
}
}
}
private float GetDistance(Vector3 a, Vector3 b)
{
if (ignoreHeight)
{
a.y = 0f;
b.y = 0f;
}
return Vector3.Distance(a, b);
}
private void Success()
{
gameFinished = true;
if (ui != null)
{
ui.ShowReward(true);
Debug.Log("[ShellGameManager] UIManager.ShowReward(true) 호출됨");
}
else
{
Debug.LogWarning("[ShellGameManager] UI 참조가 비어 있어서 성공 UI를 표시할 수 없습니다.");
}
onSuccess?.Invoke();
Debug.Log("[ShellGameManager] SUCCESS! 조개가 열린 타이밍에 보상을 획득했습니다.");
}
private void Fail()
{
gameFinished = true;
if (ui != null)
{
ui.ShowReward(false);
Debug.Log("[ShellGameManager] UIManager.ShowReward(false) 호출됨");
}
else
{
Debug.LogWarning("[ShellGameManager] UI 참조가 비어 있어서 실패 UI를 표시할 수 없습니다.");
}
onFail?.Invoke();
Debug.Log("[ShellGameManager] FAIL! 조개가 닫힌 타이밍에 시도했습니다.");
}
public void ResetGame()
{
gameFinished = false;
if (ui != null)
{
ui.HideReward();
ui.SetPromptDefault();
if (showDebugLog)
Debug.Log("[ShellGameManager] UI 초기화 완료");
}
else
{
Debug.LogWarning("[ShellGameManager] UI 참조가 비어 있습니다.");
}
if (shellController != null)
{
shellController.ResetShell();
if (showDebugLog)
Debug.Log("[ShellGameManager] ShellController.ResetShell 호출됨");
}
else
{
Debug.LogWarning("[ShellGameManager] ShellController 참조가 비어 있습니다.");
}
if (showDebugLog)
Debug.Log("[ShellGameManager] ResetGame 완료");
}
private void OnCollectPerformed(InputAction.CallbackContext context)
{
Debug.Log(
$"[ShellGameManager] Collect Action 입력됨 / Action: {context.action.name} / Control: {context.control?.path} / Phase: {context.phase}"
);
TryCollectReward();
}
private void OnResetPerformed(InputAction.CallbackContext context)
{
Debug.Log(
$"[ShellGameManager] Reset Action 입력됨 / Action: {context.action.name} / Control: {context.control?.path} / Phase: {context.phase}"
);
ResetGame();
}
// PlayerInput Send Messages 방식을 쓸 때도 호환되게 남겨둔 함수입니다.
public void OnCollect(InputValue value)
{
Debug.Log("[ShellGameManager] OnCollect(InputValue) 호출됨");
if (value.isPressed)
{
Debug.Log("[ShellGameManager] OnCollect 입력 Pressed 상태");
TryCollectReward();
}
else
{
Debug.Log("[ShellGameManager] OnCollect 입력이 Pressed 상태가 아님");
}
}
public void OnReset(InputValue value)
{
Debug.Log("[ShellGameManager] OnReset(InputValue) 호출됨");
if (value.isPressed)
{
Debug.Log("[ShellGameManager] OnReset 입력 Pressed 상태");
ResetGame();
}
}
}

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using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class UIManager : MonoBehaviour
{
[Header("Follow Camera UI")]
[SerializeField] private bool followCamera = true;
[Tooltip("XR Origin > Camera Offset > Main Camera를 넣으세요.")]
[SerializeField] private Transform cameraTarget;
[Tooltip("따라다닐 UI 전체 Root입니다. 비워두면 이 UIManager가 붙은 오브젝트를 움직입니다.")]
[SerializeField] private Transform followRoot;
[Tooltip("카메라 앞 몇 m 위치에 UI를 둘지 정합니다.")]
[SerializeField] private float followDistance = 1.3f;
[Tooltip("카메라 높이 기준 위/아래 위치 보정값입니다. 양수면 위로, 음수면 아래로 갑니다.")]
[SerializeField] private float heightOffset = 0.1f;
[Tooltip("카메라 기준 좌우 위치 보정값입니다.")]
[SerializeField] private float sideOffset = 0f;
[Tooltip("켜면 UI가 부드럽게 따라옵니다.")]
[SerializeField] private bool smoothFollow = true;
[SerializeField] private float followSpeed = 8f;
[Tooltip("켜면 회전도 부드럽게 따라옵니다.")]
[SerializeField] private bool smoothRotation = true;
[SerializeField] private float rotationSpeed = 8f;
[Tooltip("켜면 카메라의 위아래 기울기는 무시하고 좌우 방향만 따라갑니다.")]
[SerializeField] private bool useFlatForward = true;
[Tooltip("글자가 뒤집혀 보이면 켜세요.")]
[SerializeField] private bool flipRotation = false;
[Header("Timing UI")]
[SerializeField] private Image timingBarFill;
[Header("Control UI")]
[SerializeField] private TextMeshProUGUI controlText;
[Header("Prompt UI")]
[Tooltip("CompletePromptText 또는 CollectPromptText를 연결하세요.")]
[SerializeField] private TextMeshProUGUI promptText;
[Header("Shell UI")]
[SerializeField] private TextMeshProUGUI shellStateText;
[Header("Movement Arrows")]
[SerializeField] private Image upArrow;
[SerializeField] private Image downArrow;
[SerializeField] private Image leftArrow;
[SerializeField] private Image rightArrow;
[SerializeField] private Color activeColor = Color.white;
[SerializeField] private Color inactiveColor = new Color(1f, 1f, 1f, 0.2f);
[Header("Reward Panel")]
[SerializeField] private GameObject rewardPanel;
[SerializeField] private TextMeshProUGUI rewardText;
[SerializeField] private TextMeshProUGUI resultSubText;
[Header("Text Colors")]
[SerializeField] private Color normalColor = Color.white;
[SerializeField] private Color reversedColor = new Color(1f, 0.25f, 0.25f);
[SerializeField] private Color openColor = new Color(0.3f, 1f, 0.65f);
[SerializeField] private Color closedColor = new Color(1f, 0.25f, 0.25f);
private void Awake()
{
if (followRoot == null)
followRoot = transform;
if (cameraTarget == null && Camera.main != null)
cameraTarget = Camera.main.transform;
HideReward();
ResetArrows();
SetControl(true);
SetShellState(false);
SetShellTimer(0f, false);
SetPromptDefault();
}
private void LateUpdate()
{
FollowCamera();
}
public void SetControl(bool reversed)
{
if (controlText == null)
return;
if (reversed)
{
controlText.text = "조작 반전 중";
controlText.color = reversedColor;
}
else
{
controlText.text = "일반 조작";
controlText.color = normalColor;
}
}
public void SetPromptDefault()
{
if (promptText == null)
return;
promptText.text = "조개가 열렸을 때 트리거를 누르세요";
promptText.color = normalColor;
}
public void SetPromptFarFromShell()
{
if (promptText == null)
return;
promptText.text = "조개 가까이 이동하세요";
promptText.color = normalColor;
}
public void SetPromptNearShell(bool isOpen)
{
if (promptText == null)
return;
if (isOpen)
{
promptText.text = "지금 트리거를 누르세요!";
promptText.color = openColor;
}
else
{
promptText.text = "조개가 열릴 때까지 기다리세요";
promptText.color = closedColor;
}
}
public void SetShellTimer(float value01, bool isOpen)
{
if (timingBarFill == null)
return;
timingBarFill.fillAmount = Mathf.Clamp01(value01);
timingBarFill.color = isOpen ? openColor : closedColor;
}
public void SetShellState(bool isOpen)
{
if (shellStateText == null)
return;
if (isOpen)
{
shellStateText.text = "조개 상태: 열림";
shellStateText.color = openColor;
}
else
{
shellStateText.text = "조개 상태: 닫힘";
shellStateText.color = closedColor;
}
}
public void SetMovementDebug(Vector2 input, Vector2 output)
{
UpdateArrows(output);
}
private void UpdateArrows(Vector2 output)
{
ResetArrows();
if (output.y > 0.1f && upArrow != null)
upArrow.color = activeColor;
if (output.y < -0.1f && downArrow != null)
downArrow.color = activeColor;
if (output.x < -0.1f && leftArrow != null)
leftArrow.color = activeColor;
if (output.x > 0.1f && rightArrow != null)
rightArrow.color = activeColor;
}
private void ResetArrows()
{
if (upArrow != null)
upArrow.color = inactiveColor;
if (downArrow != null)
downArrow.color = inactiveColor;
if (leftArrow != null)
leftArrow.color = inactiveColor;
if (rightArrow != null)
rightArrow.color = inactiveColor;
}
public void ShowReward(bool success)
{
if (rewardPanel != null)
{
rewardPanel.SetActive(true);
rewardPanel.transform.SetAsLastSibling();
}
else
{
Debug.LogWarning("[UIManager] RewardPanel이 연결되지 않았습니다.");
}
if (rewardText != null)
{
rewardText.gameObject.SetActive(true);
rewardText.text = success ? "성공!" : "실패!";
rewardText.color = success ? openColor : closedColor;
}
else
{
Debug.LogWarning("[UIManager] RewardText가 연결되지 않았습니다.");
}
if (resultSubText != null)
{
resultSubText.gameObject.SetActive(true);
resultSubText.text = success ? "기억 조각을 획득했습니다" : "조개가 닫혀 있었습니다";
resultSubText.color = normalColor;
}
else
{
Debug.LogWarning("[UIManager] ResultSubText가 연결되지 않았습니다.");
}
}
public void HideReward()
{
if (rewardPanel != null)
rewardPanel.SetActive(false);
}
private void FollowCamera()
{
if (!followCamera)
return;
if (followRoot == null)
return;
if (cameraTarget == null)
{
if (Camera.main != null)
cameraTarget = Camera.main.transform;
else
return;
}
Vector3 forward = cameraTarget.forward;
Vector3 right = cameraTarget.right;
if (useFlatForward)
{
forward.y = 0f;
right.y = 0f;
if (forward.sqrMagnitude < 0.001f)
{
forward = cameraTarget.parent != null
? cameraTarget.parent.forward
: Vector3.forward;
forward.y = 0f;
}
if (right.sqrMagnitude < 0.001f)
{
right = cameraTarget.parent != null
? cameraTarget.parent.right
: Vector3.right;
right.y = 0f;
}
}
forward.Normalize();
right.Normalize();
Vector3 targetPosition =
cameraTarget.position +
forward * followDistance +
right * sideOffset;
targetPosition.y = cameraTarget.position.y + heightOffset;
Quaternion targetRotation = Quaternion.LookRotation(forward, Vector3.up);
if (flipRotation)
{
targetRotation *= Quaternion.Euler(0f, 180f, 0f);
}
if (smoothFollow)
{
followRoot.position = Vector3.Lerp(
followRoot.position,
targetPosition,
Time.deltaTime * followSpeed
);
}
else
{
followRoot.position = targetPosition;
}
if (smoothRotation)
{
followRoot.rotation = Quaternion.Slerp(
followRoot.rotation,
targetRotation,
Time.deltaTime * rotationSpeed
);
}
else
{
followRoot.rotation = targetRotation;
}
}
}

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