Merge branch 'main' of https://www.nakjungit.site/sharedacc520k/WhaleAdventure_VR
This commit is contained in:
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Assets/01_Scenes/WhaleAdventure_VR/Rooms/Gepto second.unity
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@@ -34,6 +34,42 @@ public void SetZone(Zone zone)
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public void OnSceneLoaded()
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{
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ResolveZoneAtSpawn();
|
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}
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//씬 로드 직후, 플레이어가 서 있는 위치에서 ZoneTrigger를 직접 조회해 구역을 확정한다.
|
||||
//None을 깔고 OnTriggerEnter를 기다리는 방식의 BGM 글리치/누락(스폰 즉시 트리거 안인 경우)을 피하기 위함.
|
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private void ResolveZoneAtSpawn()
|
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{
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Zone resolved = Zone.None;
|
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|
||||
var player = GameObject.FindGameObjectWithTag("Player");
|
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if (player != null)
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{
|
||||
//콜라이더는 Awake/OnEnable에서 이미 물리씬에 등록되므로 첫 물리 스텝 전에도 즉시 조회 가능
|
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Collider[] hits = Physics.OverlapSphere(
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player.transform.position, 0.1f, ~0, QueryTriggerInteraction.Collide);
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foreach (var hit in hits)
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{
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if (hit.TryGetComponent<ZoneTrigger>(out var trigger))
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{
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resolved = trigger.Zone;
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break;
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}
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}
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}
|
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|
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SetZone(resolved); //이전 구역과 같으면 dedup되어 BGM이 끊김 없이 이어진다
|
||||
}
|
||||
|
||||
//게임 종료 (에디터에서는 플레이 모드 중지, 빌드에서는 앱 종료)
|
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public void QuitGame()
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{
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#endif
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}
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}
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@@ -1,3 +1,5 @@
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using System;
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||||
using System.Threading;
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using Unity.XR.CoreUtils;
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using UnityEngine;
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using UnityEngine.XR.Interaction.Toolkit.Locomotion.Movement;
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@@ -7,6 +9,15 @@ public class PlayerController : MonoBehaviour, ISceneInitializable
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[Header("점프 설정")]
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[SerializeField] private float _jumpHeight = 1.2f;
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[Header("시야 가림 렌더러")]
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[SerializeField] private Renderer SightBlockingRenderer;
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[SerializeField] private float _fadeSightDuration = 1f; // 시야 가림 페이드에 걸리는 시간(초)
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private static readonly int BaseColorId = Shader.PropertyToID("_BaseColor");
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private static readonly int ColorId = Shader.PropertyToID("_Color");
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private Material _sightMaterial;
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private CancellationTokenSource _fadeSightCts;
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private Vector3 _playerVelocity;
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private CharacterController _controller;
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private ContinuousMoveProvider _moveProvider;
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@@ -86,6 +97,70 @@ public void StandUp()
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if (_moveProvider != null) _moveProvider.enabled = true; // 이동 잠금 해제
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}
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// 호출되면 시야 가림 렌더러의 _BaseColor 알파를 현재 값에서 1까지 서서히 올린다(시야 가림).
|
||||
public void FadeSight() => StartSightFade(1f);
|
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// 호출되면 알파를 현재 값에서 0까지 서서히 내린다(시야 회복).
|
||||
public void ClearSight() => StartSightFade(0f);
|
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private void StartSightFade(float targetAlpha)
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{
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if (SightBlockingRenderer == null)
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{
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Debug.LogWarning("[PlayerController] SightBlockingRenderer가 비어 있습니다.");
|
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return;
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}
|
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// .material 인스턴스를 써서 공유 머티리얼 에셋이 변형되지 않게 한다.
|
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if (_sightMaterial == null)
|
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_sightMaterial = SightBlockingRenderer.material;
|
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|
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// 진행 중이던 페이드가 있으면 취소하고 새로 시작
|
||||
_fadeSightCts?.Cancel();
|
||||
_fadeSightCts?.Dispose();
|
||||
_fadeSightCts = new CancellationTokenSource();
|
||||
|
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_ = SightFadeAsync(targetAlpha, _fadeSightCts.Token);
|
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}
|
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|
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private async Awaitable SightFadeAsync(float targetAlpha, CancellationToken token)
|
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{
|
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int propId = _sightMaterial.HasProperty(BaseColorId) ? BaseColorId
|
||||
: _sightMaterial.HasProperty(ColorId) ? ColorId
|
||||
: BaseColorId;
|
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|
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Color color = _sightMaterial.GetColor(propId);
|
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float startAlpha = color.a;
|
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float t = 0f;
|
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try
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{
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while (t < _fadeSightDuration)
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{
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t += Time.deltaTime;
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color.a = Mathf.Lerp(startAlpha, targetAlpha, t / _fadeSightDuration);
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_sightMaterial.SetColor(propId, color);
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await Awaitable.NextFrameAsync(token);
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}
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color.a = targetAlpha;
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_sightMaterial.SetColor(propId, color);
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catch (OperationCanceledException) { }
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}
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// GameManager를 통해 게임을 종료한다. (UI 버튼·타임라인 시그널 등에서 호출)
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public void QuitGame()
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{
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if (GameManager.Instance == null)
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{
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Debug.LogWarning("[PlayerController] GameManager.Instance가 없습니다. 게임을 종료할 수 없습니다.");
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return;
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}
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GameManager.Instance.QuitGame();
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}
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private void Update()
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{
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// 바닥 체크 및 Y축 속도 초기화
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@@ -98,4 +173,10 @@ private void Update()
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_playerVelocity.y += gravityValue * Time.deltaTime;
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_controller.Move(_playerVelocity * Time.deltaTime);
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}
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private void OnDestroy()
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{
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_fadeSightCts?.Cancel();
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_fadeSightCts?.Dispose();
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}
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}
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@@ -7,6 +7,9 @@ public class ZoneTrigger : MonoBehaviour
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[SerializeField] private Zone _zone; //이 영역이 나타내는 구역
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[SerializeField] private string _playerTag = "Player"; //플레이어로 인식할 태그
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//스폰 위치 판정 등에서 외부가 이 트리거의 구역을 읽을 수 있도록 노출
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public Zone Zone => _zone;
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private void Reset()
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{
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||||
//이 컴포넌트를 붙이면 콜라이더를 자동으로 트리거로 설정
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user