using System.Collections.Generic; using TMPro; using UnityEngine; // 화자 몸통 앞에 떠 있는 World-space 선택지 UI 싱글턴 // DialogPlayer가 Show()를 await해서 선택된 인덱스를 받아감 public class ChoiceHud : MonoBehaviour { public static ChoiceHud Instance { get; private set; } [Header("Refs")] [SerializeField] private GameObject _root; [SerializeField] private Transform _rowContainer; [SerializeField] private DialogChoiceRow _rowPrefab; [SerializeField] private TMP_Text ChoiceQuestion; [Header("Placement")] [SerializeField] private float _chestHeight = 1.2f; // 화자 발 기준 가슴 높이 [SerializeField] private float _forwardOffset = 0.5f; // 화자→플레이어 방향으로 띄울 거리 private Transform _speakerTransform; private readonly List _rows = new(); private AwaitableCompletionSource _completion; private void Awake() { if (Instance != null && Instance != this) { Destroy(gameObject); return; } Instance = this; if (_root == null) _root = gameObject; Hide(); } private void OnDestroy() { if (Instance == this) Instance = null; } private void OnDisable() { // 진행 중 대기 정리 (씬 전환 등으로 비활성화될 때) _completion?.TrySetCanceled(); _completion = null; } public async Awaitable Show(CharacterData speaker,string choiceQuestion, List choices) { if (choices == null || choices.Count == 0) return 0; _speakerTransform = speaker != null ? CharacterVoiceObject.Find(speaker)?.transform : null; ChoiceQuestion.text = choiceQuestion; ClearRows(); for (int i = 0; i < choices.Count; i++) { var row = Instantiate(_rowPrefab, _rowContainer); row.Bind(i, choices[i].ChoiceText); row.OnClicked += HandleClicked; _rows.Add(row); } _root.SetActive(true); _completion = new AwaitableCompletionSource(); int result; try { result = await _completion.Awaitable; } finally { _completion = null; Hide(); } return result; } private void HandleClicked(int index) { _completion?.TrySetResult(index); } private void Hide() { ChoiceQuestion.text = ""; ClearRows(); if (_root != null) _root.SetActive(false); _speakerTransform = null; } private void ClearRows() { foreach (var row in _rows) { if (row == null) continue; row.OnClicked -= HandleClicked; Destroy(row.gameObject); } _rows.Clear(); } private void LateUpdate() { if (_root == null || !_root.activeSelf) return; if (_speakerTransform == null || Camera.main == null) return; var camTr = Camera.main.transform; // 화자에서 플레이어 카메라로 향하는 수평 방향 (yaw만) Vector3 toCam = camTr.position - _speakerTransform.position; toCam.y = 0f; if (toCam.sqrMagnitude < 0.0001f) return; Vector3 dir = toCam.normalized; Vector3 chestWorld = _speakerTransform.position + Vector3.up * _chestHeight; _root.transform.position = chestWorld + dir * _forwardOffset; // 빌보드 — 캔버스의 -Z(읽는 면)가 카메라를 향하도록 +Z를 카메라 반대로 _root.transform.rotation = Quaternion.LookRotation(-dir); } }