diff --git a/Assets/01_Scenes/WhaleAdventure_VR/Rooms/CatsRoom.unity b/Assets/01_Scenes/WhaleAdventure_VR/Rooms/CatsRoom.unity index ff606e2d..2438f4cc 100644 --- a/Assets/01_Scenes/WhaleAdventure_VR/Rooms/CatsRoom.unity +++ b/Assets/01_Scenes/WhaleAdventure_VR/Rooms/CatsRoom.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:84c4ff8b5f6cf2906f60a8eb3717b4ef896a98b519bcc2fcfa66872532874640 -size 2077151 +oid sha256:3e28e5a3621722baa64499bcb60bd24f045f86eb725b9ccc3bc2db33147168b5 +size 2080396 diff --git a/Assets/01_Scenes/WhaleAdventure_VR/WhaleAttackScene.unity b/Assets/01_Scenes/WhaleAdventure_VR/WhaleAttackScene.unity index 0f295927..01ab09cb 100644 --- a/Assets/01_Scenes/WhaleAdventure_VR/WhaleAttackScene.unity +++ b/Assets/01_Scenes/WhaleAdventure_VR/WhaleAttackScene.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:7a0e6106b0d5561f04e6585b8f1abcd4a74db954284e213aec3885d7285126b3 -size 69534 +oid sha256:7158546f4df118e9c0589a3af4cedf9e4a3b7010ddbac37db3c54bbeb79e8a81 +size 72341 diff --git a/Assets/02_Scripts/Interaction/InteractionDetector.cs b/Assets/02_Scripts/Interaction/InteractionDetector.cs index b5ec2a42..cc3b0da8 100644 --- a/Assets/02_Scripts/Interaction/InteractionDetector.cs +++ b/Assets/02_Scripts/Interaction/InteractionDetector.cs @@ -16,6 +16,7 @@ public class InteractionDetector : MonoBehaviour, ISceneInitializable private InteractionObject _current; // 가장 가까운 상호작용 대상 (없으면 null) private InteractionObject _active; // 진행 중인 지속형 상호작용 (앉아있는 의자 등). 있으면 대상 잠금 + private InteractionObject _uiShown; // 현재 UI가 켜져 있는 대상 (_current는 이벤트 전에 갱신돼 비교 불가 → 별도 추적) private readonly Collider[] _hits = new Collider[16]; // OverlapSphereNonAlloc 결과 버퍼 // UI 프롬프트용: 상호작용 가능한 대상이 바뀔 때 호출 (null이면 "대상 없음") @@ -44,12 +45,18 @@ private void Subscribe() } InputManager.Instance.OnInteract_Event -= HandleInteract; InputManager.Instance.OnInteract_Event += HandleInteract; + + + OnInteractableChanged -= InteractionUIVisible; + OnInteractableChanged += InteractionUIVisible; } private void OnDestroy() { if (InputManager.Instance != null) InputManager.Instance.OnInteract_Event -= HandleInteract; + + OnInteractableChanged -= InteractionUIVisible; } private void Update() @@ -129,4 +136,17 @@ private void OnDrawGizmosSelected() Gizmos.color = Color.cyan; Gizmos.DrawWireSphere(transform.position, _detectRadius); } + + public void InteractionUIVisible(InteractionObject io) + { + if (io == _uiShown) return; // 이미 그 대상 UI가 켜져 있으면 무시 + + if (_uiShown != null) + _uiShown.VisibleUI(false); // 이전 대상 UI 끄기 + + if (io != null) + io.VisibleUI(true); // 새 대상 UI 켜기 + + _uiShown = io; + } } diff --git a/Assets/02_Scripts/Interaction/InteractionObject.cs b/Assets/02_Scripts/Interaction/InteractionObject.cs index 6bc40a1f..02221635 100644 --- a/Assets/02_Scripts/Interaction/InteractionObject.cs +++ b/Assets/02_Scripts/Interaction/InteractionObject.cs @@ -9,6 +9,8 @@ public abstract class InteractionObject : MonoBehaviour [SerializeField] protected Transform _interactionPos; + [SerializeField] protected GameObject _visible; + // 지속형 상호작용이 진행 중인지 (예: 앉아있는 중). // true인 동안 디텍터는 대상을 이 오브젝트로 잠가, 다음 키 입력이 종료(해제)로 가게 한다. public bool IsInteracting { get; protected set; } @@ -17,4 +19,9 @@ public abstract class InteractionObject : MonoBehaviour // 상호작용 키를 눌렀을 때 호출. 시작/종료(토글) 여부는 각 구현이 결정한다. public abstract void Interact(PlayerController player); + + public void VisibleUI(bool isOn) + { + _visible.SetActive(isOn); + } } diff --git a/Assets/02_Scripts/Managers/CatsRoom/RhythmManager.cs b/Assets/02_Scripts/Managers/CatsRoom/RhythmManager.cs index 912bdc5b..2b6d7459 100644 --- a/Assets/02_Scripts/Managers/CatsRoom/RhythmManager.cs +++ b/Assets/02_Scripts/Managers/CatsRoom/RhythmManager.cs @@ -32,7 +32,8 @@ public class RhythmManager : MonoBehaviour [SerializeField] private Collider[] _drumPadColliders; // 자동 전용 스틱(손 포함)의 표시/숨김은 위 _autoPlaySticks의 GameObject를 그대로 토글한다. - [SerializeField] private GameObject StartButtonObj; + [SerializeField] private GameObject _startButtonObj; + [SerializeField] private GameObject _autoCheckObj; [Header("시작 카운트다운 (VR 준비 시간)")] [SerializeField] private float _countdownTime = 5f; // 시작 버튼 후 노래가 실제로 시작되기까지 대기 시간(초) @@ -248,7 +249,8 @@ public void StartSong() if (_isPlaying) return; // 이미 재생 중이면 무시 if (_isCountingDown) return; // 카운트다운 진행 중 중복 클릭 차단 - if (StartButtonObj != null) StartButtonObj.SetActive(false); // 버튼 즉시 숨김 + if (_startButtonObj != null) _startButtonObj.SetActive(false); // 버튼 즉시 숨김 + if (_autoCheckObj != null) _autoCheckObj.SetActive(false); _ = CountdownThenBeginAsync(); // fire-and-forget (await 결과 불필요) } diff --git a/Assets/05_Textures/UI.meta b/Assets/05_Textures/UI.meta new file mode 100644 index 00000000..ccb667ac --- /dev/null +++ b/Assets/05_Textures/UI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 09cf5aa4f579c56488600504e57d8579 +folderAsset: yes +DefaultImporter: + externalObjects: {} + 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