블랙잭 끝

This commit is contained in:
dldydtn9755-crypto
2026-06-24 18:22:05 +09:00
parent 59bf6f0555
commit ce73209621
25 changed files with 2344 additions and 207 deletions

Binary file not shown.

View File

@@ -9,11 +9,13 @@ public class HookWalkToTable : MonoBehaviour
public Transform tableFrontPoint; public Transform tableFrontPoint;
public Transform chairFrontPoint; public Transform chairFrontPoint;
[Header("Sit Point")] [Header("Sit / Stand Point")]
public Transform sitPoint; public Transform sitPoint;
public Transform standPoint;
[Header("Move Setting")] [Header("Move Setting")]
public float arriveBuffer = 0.15f; public float arriveBuffer = 0.15f;
public float navMeshSampleDistance = 1.5f;
[Header("Animator")] [Header("Animator")]
public Animator animator; public Animator animator;
@@ -21,8 +23,16 @@ public class HookWalkToTable : MonoBehaviour
public string sitTriggerName = "sitTrigger"; public string sitTriggerName = "sitTrigger";
public string standTriggerName = "standTrigger"; public string standTriggerName = "standTrigger";
[Header("Force Stand Animation")]
public bool forcePlayStandState = true;
public string standStateName = "Sit To Stand 0";
[Header("Stand Up Setting")] [Header("Stand Up Setting")]
public float standUpDuration = 1.5f; public float standUpDuration = 1.5f;
public bool disableAgentAfterStandUp = true;
[Header("After Match")]
public bool blockWalkingAfterStandUp = true;
[Header("Collision")] [Header("Collision")]
public bool disableCollidersWhenSitting = true; public bool disableCollidersWhenSitting = true;
@@ -37,16 +47,21 @@ public class HookWalkToTable : MonoBehaviour
private int step = 0; private int step = 0;
private bool isMoving = false; private bool isMoving = false;
private bool hasArrived = false;
private bool isSitting = false; private bool isSitting = false;
private bool isStandingUp = false; private bool isStandingUp = false;
private bool hasStoodUpAfterMatch = false;
private Vector3 currentDestination; private Vector3 currentDestination;
void Start() private void Start()
{ {
agent = GetComponent<NavMeshAgent>(); agent = GetComponent<NavMeshAgent>();
if (animator == null)
{
animator = GetComponentInChildren<Animator>();
}
if (agent != null) if (agent != null)
{ {
agent.isStopped = true; agent.isStopped = true;
@@ -57,32 +72,37 @@ void Start()
if (animator != null) if (animator != null)
{ {
animator.applyRootMotion = false;
animator.SetBool(walkBoolName, false); animator.SetBool(walkBoolName, false);
animator.ResetTrigger(sitTriggerName); animator.ResetTrigger(sitTriggerName);
animator.ResetTrigger(standTriggerName); animator.ResetTrigger(standTriggerName);
} }
else
{
Debug.LogWarning("Hook Animator is missing.");
}
if (hookColliders == null || hookColliders.Length == 0) if (hookColliders == null || hookColliders.Length == 0)
{ {
hookColliders = GetComponentsInChildren<Collider>(); hookColliders = GetComponentsInChildren<Collider>();
} }
Debug.Log("HookWalkToTable ready.");
} }
void Update() private void Update()
{ {
// 테스트용: T 누르면 테이블로 이동 후 앉기
if (Keyboard.current != null && Keyboard.current[testStartKey].wasPressedThisFrame) if (Keyboard.current != null && Keyboard.current[testStartKey].wasPressedThisFrame)
{ {
StartWalking(); StartWalking();
} }
// 테스트용: Y 누르면 일어나기
if (Keyboard.current != null && Keyboard.current[testStandUpKey].wasPressedThisFrame) if (Keyboard.current != null && Keyboard.current[testStandUpKey].wasPressedThisFrame)
{ {
StandUp(); StandUp();
} }
if (!isMoving || agent == null) if (!isMoving || agent == null || !agent.enabled)
{ {
return; return;
} }
@@ -102,6 +122,12 @@ void Update()
public void StartWalking() public void StartWalking()
{ {
if (blockWalkingAfterStandUp && hasStoodUpAfterMatch)
{
Debug.Log("Hook already stood up after match. StartWalking ignored.");
return;
}
if (agent == null) if (agent == null)
{ {
Debug.LogWarning("NavMeshAgent is missing."); Debug.LogWarning("NavMeshAgent is missing.");
@@ -116,23 +142,28 @@ public void StartWalking()
if (isMoving || isSitting || isStandingUp) if (isMoving || isSitting || isStandingUp)
{ {
Debug.Log("Hook cannot start walking now.");
return; return;
} }
step = 0; step = 0;
hasArrived = false;
isMoving = true; isMoving = true;
EnableHookColliders(); EnableHookColliders();
if (animator != null) if (animator != null)
{ {
animator.applyRootMotion = false;
animator.ResetTrigger(sitTriggerName); animator.ResetTrigger(sitTriggerName);
animator.ResetTrigger(standTriggerName); animator.ResetTrigger(standTriggerName);
animator.SetBool(walkBoolName, true); animator.SetBool(walkBoolName, true);
} }
agent.enabled = true; if (!agent.enabled)
{
agent.enabled = true;
}
agent.isStopped = false; agent.isStopped = false;
MoveTo(tableFrontPoint); MoveTo(tableFrontPoint);
@@ -140,11 +171,18 @@ public void StartWalking()
Debug.Log("Hook starts walking to table front point."); Debug.Log("Hook starts walking to table front point.");
} }
void MoveTo(Transform target) private void MoveTo(Transform target)
{ {
if (target == null)
{
Debug.LogWarning("Move target is null.");
StopWalking();
return;
}
NavMeshHit hit; NavMeshHit hit;
if (NavMesh.SamplePosition(target.position, out hit, 1.5f, NavMesh.AllAreas)) if (NavMesh.SamplePosition(target.position, out hit, navMeshSampleDistance, NavMesh.AllAreas))
{ {
currentDestination = hit.position; currentDestination = hit.position;
agent.SetDestination(currentDestination); agent.SetDestination(currentDestination);
@@ -158,7 +196,7 @@ void MoveTo(Transform target)
} }
} }
void GoNextStep() private void GoNextStep()
{ {
step++; step++;
@@ -173,44 +211,41 @@ void GoNextStep()
} }
} }
void ArriveAndSit() private void ArriveAndSit()
{ {
isMoving = false; isMoving = false;
hasArrived = true;
isSitting = true; isSitting = true;
isStandingUp = false; isStandingUp = false;
// 1. 이동 중지 if (agent != null && agent.enabled)
if (agent != null)
{ {
agent.isStopped = true; agent.isStopped = true;
agent.ResetPath(); agent.ResetPath();
agent.enabled = false; agent.enabled = false;
} }
// 2. 앉아 있는 동안 후크 콜라이더 끄기
if (disableCollidersWhenSitting) if (disableCollidersWhenSitting)
{ {
DisableHookColliders(); DisableHookColliders();
} }
// 3. 실제 앉을 위치로 강제 이동
if (sitPoint != null) if (sitPoint != null)
{ {
transform.position = sitPoint.position; transform.SetPositionAndRotation(sitPoint.position, sitPoint.rotation);
transform.rotation = sitPoint.rotation;
} }
else if (chairFrontPoint != null) else if (chairFrontPoint != null)
{ {
transform.rotation = chairFrontPoint.rotation; transform.rotation = chairFrontPoint.rotation;
} }
// 4. 앉는 애니메이션 실행
if (animator != null) if (animator != null)
{ {
animator.applyRootMotion = false;
animator.SetBool(walkBoolName, false); animator.SetBool(walkBoolName, false);
animator.ResetTrigger(standTriggerName); animator.ResetTrigger(standTriggerName);
animator.ResetTrigger(sitTriggerName); animator.ResetTrigger(sitTriggerName);
Debug.Log("Sit trigger call: " + sitTriggerName);
animator.SetTrigger(sitTriggerName); animator.SetTrigger(sitTriggerName);
} }
@@ -219,31 +254,61 @@ void ArriveAndSit()
public void StandUp() public void StandUp()
{ {
if (!isSitting || isStandingUp) if (isStandingUp)
{ {
Debug.Log("Hook is already standing up.");
return;
}
if (!isSitting)
{
Debug.LogWarning("Hook is not sitting. StandUp ignored.");
return; return;
} }
StartCoroutine(StandUpRoutine()); StartCoroutine(StandUpRoutine());
} }
IEnumerator StandUpRoutine() private IEnumerator StandUpRoutine()
{ {
isStandingUp = true; isStandingUp = true;
isSitting = false; isSitting = false;
isMoving = false;
if (agent != null && agent.enabled)
{
agent.isStopped = true;
agent.ResetPath();
agent.enabled = false;
}
if (animator != null) if (animator != null)
{ {
animator.applyRootMotion = false;
animator.SetBool(walkBoolName, false); animator.SetBool(walkBoolName, false);
animator.ResetTrigger(sitTriggerName); animator.ResetTrigger(sitTriggerName);
animator.ResetTrigger(standTriggerName); animator.ResetTrigger(standTriggerName);
Debug.Log("Stand trigger call: " + standTriggerName);
animator.SetTrigger(standTriggerName); animator.SetTrigger(standTriggerName);
if (forcePlayStandState && !string.IsNullOrEmpty(standStateName))
{
animator.CrossFadeInFixedTime(standStateName, 0.08f, 0);
Debug.Log("Force play stand state: " + standStateName);
}
} }
Debug.Log("Hook started stand up animation."); Debug.Log("Hook started stand up animation.");
yield return new WaitForSeconds(standUpDuration); yield return new WaitForSeconds(standUpDuration);
if (standPoint != null)
{
transform.SetPositionAndRotation(standPoint.position, standPoint.rotation);
}
if (enableCollidersAfterStandUp) if (enableCollidersAfterStandUp)
{ {
EnableHookColliders(); EnableHookColliders();
@@ -251,18 +316,51 @@ IEnumerator StandUpRoutine()
if (agent != null) if (agent != null)
{ {
agent.enabled = true; if (disableAgentAfterStandUp)
agent.isStopped = true; {
agent.ResetPath(); agent.enabled = false;
}
else
{
if (!agent.enabled)
{
agent.enabled = true;
}
agent.isStopped = true;
agent.ResetPath();
}
} }
hasArrived = false; hasStoodUpAfterMatch = true;
isStandingUp = false; isStandingUp = false;
Debug.Log("Hook stood up."); Debug.Log("Hook stood up.");
} }
void DisableHookColliders() public void ResetHookAfterMatchBlock()
{
hasStoodUpAfterMatch = false;
Debug.Log("Hook StartWalking block reset.");
}
private void StopWalking()
{
isMoving = false;
if (agent != null && agent.enabled)
{
agent.isStopped = true;
agent.ResetPath();
}
if (animator != null)
{
animator.SetBool(walkBoolName, false);
}
}
private void DisableHookColliders()
{ {
if (hookColliders == null || hookColliders.Length == 0) if (hookColliders == null || hookColliders.Length == 0)
{ {
@@ -278,7 +376,7 @@ void DisableHookColliders()
} }
} }
void EnableHookColliders() private void EnableHookColliders()
{ {
if (hookColliders == null || hookColliders.Length == 0) if (hookColliders == null || hookColliders.Length == 0)
{ {
@@ -293,20 +391,4 @@ void EnableHookColliders()
} }
} }
} }
void StopWalking()
{
isMoving = false;
if (agent != null && agent.enabled)
{
agent.isStopped = true;
agent.ResetPath();
}
if (animator != null)
{
animator.SetBool(walkBoolName, false);
}
}
} }

View File

@@ -2,28 +2,38 @@
public class RoomClearGateController : MonoBehaviour public class RoomClearGateController : MonoBehaviour
{ {
[Header("<EFBFBD><EFBFBD> Ŭ<><C5AC><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ")] [Header("룸 클리어 후 열릴 게이트")]
[SerializeField] private RoomExitGate exitGate; [SerializeField] private RoomExitGate exitGate;
[Header("Option")]
[SerializeField] private bool requireRoomClearedBeforeOpen = true;
private bool isRoomCleared = false; private bool isRoomCleared = false;
private bool gateOpened = false; private bool gateOpened = false;
private string selectedSceneCode = "";
public bool IsRoomCleared => isRoomCleared; public bool IsRoomCleared => isRoomCleared;
public string SelectedSceneCode => selectedSceneCode;
public bool HasSelectedScene => !string.IsNullOrEmpty(selectedSceneCode);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>¸<EFBFBD> <20><> ȣ<><C8A3>
// <20><> <20>Լ<EFBFBD><D4BC><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20>ٷ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʰ<EFBFBD>, "<22><> Ŭ<><C5AC><EFBFBD><EFBFBD> <20>Ϸ<EFBFBD>" <20><><EFBFBD>¸<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public void MarkRoomCleared() public void MarkRoomCleared()
{ {
isRoomCleared = true; isRoomCleared = true;
Debug.Log("<EFBFBD><EFBFBD> Ŭ<><C5AC><EFBFBD><EFBFBD> <20>Ϸ<EFBFBD>. <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EEB0A1> <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>."); Debug.Log("방 클리어 완료. 이제 선택지에서 다음 방을 고를 수 있습니다.");
} }
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EEB0AC> <20><> ȣ<><C8A3> // 기존 트리거가 이걸 호출해도, 선택 전이면 문 안 열리게 막음
public void OpenClearGate() public void OpenClearGate()
{ {
if (!isRoomCleared) if (requireRoomClearedBeforeOpen && !isRoomCleared)
{ {
Debug.Log("<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> Ŭ<><C5AC><EFBFBD><EFBFBD> <20><><EFBFBD>̶<EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>."); Debug.Log("아직 방 클리어 전이라 게이트를 열 수 없습니다.");
return;
}
if (!HasSelectedScene)
{
Debug.Log("아직 다음 방을 선택하지 않아서 게이트를 열지 않습니다.");
return; return;
} }
@@ -37,23 +47,31 @@ public void OpenClearGate()
if (exitGate != null) if (exitGate != null)
{ {
exitGate.OpenGate(); exitGate.OpenGate();
Debug.Log("<EFBFBD><EFBFBD> Ŭ<><C5AC><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>"); Debug.Log("클리어 게이트 열림. 선택된 다음 씬: " + selectedSceneCode);
} }
else else
{ {
Debug.LogWarning("Exit Gate<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʾҽ<CABE><D2BD>ϴ<EFBFBD>."); Debug.LogWarning("Exit Gate가 연결되지 않았습니다.");
} }
} }
public void ResetClearState()
{
isRoomCleared = false;
gateOpened = false;
}
public void OpenDoor(string code) public void OpenDoor(string code)
{ {
Debug.Log($"다음씬코드 : {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 = "";
}
} }

View File

@@ -34,10 +34,13 @@ public class RoomExitGate : MonoBehaviour
[SerializeField] private string playerTag = "Player"; [SerializeField] private string playerTag = "Player";
[Header("Scene Move")] [Header("Scene Move")]
[SerializeField] private bool useRandomScene = true; [SerializeField] private bool useRandomScene = false;
[SerializeField] private string fallbackSceneName; [SerializeField] private string fallbackSceneName;
[SerializeField] private float sceneMoveDelay = 0.2f; [SerializeField] private float sceneMoveDelay = 0.2f;
[Header("Selected Scene")]
[SerializeField] private string selectedSceneName;
[Header("Start Setting")] [Header("Start Setting")]
[SerializeField] private bool hideGateOnStart = true; [SerializeField] private bool hideGateOnStart = true;
[SerializeField] private bool hidePortalOnStart = true; [SerializeField] private bool hidePortalOnStart = true;
@@ -114,6 +117,12 @@ private void PrepareStartState()
} }
} }
public void SetNextSceneName(string sceneName)
{
selectedSceneName = sceneName;
Debug.Log("게이트 다음 씬 설정: " + selectedSceneName);
}
public void OpenGate() public void OpenGate()
{ {
if (isOpened || isOpening) if (isOpened || isOpening)
@@ -277,6 +286,11 @@ private IEnumerator EnterGateRoutine()
private string GetNextSceneName() private string GetNextSceneName()
{ {
if (!string.IsNullOrEmpty(selectedSceneName))
{
return selectedSceneName;
}
if (useRandomScene && RandomSceneRouteManager.Instance != null) if (useRandomScene && RandomSceneRouteManager.Instance != null)
{ {
return RandomSceneRouteManager.Instance.GetNextSceneName(); return RandomSceneRouteManager.Instance.GetNextSceneName();
@@ -322,5 +336,7 @@ public void CloseGateImmediately()
{ {
gateVisualRoot.SetActive(false); gateVisualRoot.SetActive(false);
} }
selectedSceneName = "";
} }
} }

View File

@@ -1,5 +1,32 @@
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m_CanTransitionToSelf: 1 m_CanTransitionToSelf: 1
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@@ -148,6 +246,15 @@ AnimatorStateMachine:
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@@ -293,6 +400,28 @@ AnimatorTransition:
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parentName: mixamorig:RightHandPinky2 parentName: mixamorig:RightHandPinky2
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parentName: mixamorig:RightHandPinky3 parentName: mixamorig:RightHandPinky3
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@@ -698,18 +698,18 @@ ModelImporter:
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parentName: mixamorig:RightHand parentName: mixamorig:RightHand
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parentName: mixamorig:RightHandIndex1 parentName: mixamorig:RightHandIndex1
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parentName: mixamorig:RightHandIndex2 parentName: mixamorig:RightHandIndex2
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@@ -718,18 +718,18 @@ ModelImporter:
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parentName: mixamorig:LeftShoulder parentName: mixamorig:LeftShoulder
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@@ -778,18 +778,18 @@ ModelImporter:
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parentName: mixamorig:LeftHandPinky1 parentName: mixamorig:LeftHandPinky1
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parentName: mixamorig:LeftHandPinky2 parentName: mixamorig:LeftHandPinky2
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