This commit is contained in:
dldydtn9755-crypto
2026-06-26 14:28:47 +09:00
212 changed files with 14188 additions and 14 deletions

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@@ -34,6 +34,42 @@ public void SetZone(Zone zone)
public void OnSceneLoaded()
{
ResolveZoneAtSpawn();
}
//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.
private void ResolveZoneAtSpawn()
{
Zone resolved = Zone.None;
var player = GameObject.FindGameObjectWithTag("Player");
if (player != null)
{
//콜라이더는 Awake/OnEnable에서 이미 물리씬에 등록되므로 첫 물리 스텝 전에도 즉시 조회 가능
Collider[] hits = Physics.OverlapSphere(
player.transform.position, 0.1f, ~0, QueryTriggerInteraction.Collide);
foreach (var hit in hits)
{
if (hit.TryGetComponent<ZoneTrigger>(out var trigger))
{
resolved = trigger.Zone;
break;
}
}
}
SetZone(resolved); //이전 구역과 같으면 dedup되어 BGM이 끊김 없이 이어진다
}
//게임 종료 (에디터에서는 플레이 모드 중지, 빌드에서는 앱 종료)
public void QuitGame()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
}

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@@ -1,3 +1,5 @@
using System;
using System.Threading;
using Unity.XR.CoreUtils;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit.Locomotion.Movement;
@@ -7,6 +9,15 @@ public class PlayerController : MonoBehaviour, ISceneInitializable
[Header("점프 설정")]
[SerializeField] private float _jumpHeight = 1.2f;
[Header("시야 가림 렌더러")]
[SerializeField] private Renderer SightBlockingRenderer;
[SerializeField] private float _fadeSightDuration = 1f; // 시야 가림 페이드에 걸리는 시간(초)
private static readonly int BaseColorId = Shader.PropertyToID("_BaseColor");
private static readonly int ColorId = Shader.PropertyToID("_Color");
private Material _sightMaterial;
private CancellationTokenSource _fadeSightCts;
private Vector3 _playerVelocity;
private CharacterController _controller;
private ContinuousMoveProvider _moveProvider;
@@ -86,6 +97,70 @@ public void StandUp()
if (_moveProvider != null) _moveProvider.enabled = true; // 이동 잠금 해제
}
// 호출되면 시야 가림 렌더러의 _BaseColor 알파를 현재 값에서 1까지 서서히 올린다(시야 가림).
public void FadeSight() => StartSightFade(1f);
// 호출되면 알파를 현재 값에서 0까지 서서히 내린다(시야 회복).
public void ClearSight() => StartSightFade(0f);
private void StartSightFade(float targetAlpha)
{
if (SightBlockingRenderer == null)
{
Debug.LogWarning("[PlayerController] SightBlockingRenderer가 비어 있습니다.");
return;
}
// .material 인스턴스를 써서 공유 머티리얼 에셋이 변형되지 않게 한다.
if (_sightMaterial == null)
_sightMaterial = SightBlockingRenderer.material;
// 진행 중이던 페이드가 있으면 취소하고 새로 시작
_fadeSightCts?.Cancel();
_fadeSightCts?.Dispose();
_fadeSightCts = new CancellationTokenSource();
_ = SightFadeAsync(targetAlpha, _fadeSightCts.Token);
}
private async Awaitable SightFadeAsync(float targetAlpha, CancellationToken token)
{
int propId = _sightMaterial.HasProperty(BaseColorId) ? BaseColorId
: _sightMaterial.HasProperty(ColorId) ? ColorId
: BaseColorId;
Color color = _sightMaterial.GetColor(propId);
float startAlpha = color.a;
float t = 0f;
try
{
while (t < _fadeSightDuration)
{
t += Time.deltaTime;
color.a = Mathf.Lerp(startAlpha, targetAlpha, t / _fadeSightDuration);
_sightMaterial.SetColor(propId, color);
await Awaitable.NextFrameAsync(token);
}
color.a = targetAlpha;
_sightMaterial.SetColor(propId, color);
}
catch (OperationCanceledException) { }
}
// GameManager를 통해 게임을 종료한다. (UI 버튼·타임라인 시그널 등에서 호출)
public void QuitGame()
{
if (GameManager.Instance == null)
{
Debug.LogWarning("[PlayerController] GameManager.Instance가 없습니다. 게임을 종료할 수 없습니다.");
return;
}
GameManager.Instance.QuitGame();
}
private void Update()
{
// 바닥 체크 및 Y축 속도 초기화
@@ -98,4 +173,10 @@ private void Update()
_playerVelocity.y += gravityValue * Time.deltaTime;
_controller.Move(_playerVelocity * Time.deltaTime);
}
private void OnDestroy()
{
_fadeSightCts?.Cancel();
_fadeSightCts?.Dispose();
}
}

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@@ -7,6 +7,9 @@ public class ZoneTrigger : MonoBehaviour
[SerializeField] private Zone _zone; //이 영역이 나타내는 구역
[SerializeField] private string _playerTag = "Player"; //플레이어로 인식할 태그
//스폰 위치 판정 등에서 외부가 이 트리거의 구역을 읽을 수 있도록 노출
public Zone Zone => _zone;
private void Reset()
{
//이 컴포넌트를 붙이면 콜라이더를 자동으로 트리거로 설정

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