using System.Collections; using UnityEngine; public class ClamOpenClose : MonoBehaviour { [Header("Shell Hinges")] [SerializeField] private Transform upShell; [SerializeField] private Transform downShell; [Header("Open Angle")] [Tooltip("X축 기준으로 얼마나 열릴지 설정합니다. 음수값이 커질수록 더 많이 열립니다.")] [SerializeField] private float upShellOpenX = -45f; [Tooltip("아래 조개도 함께 움직일 경우 사용합니다. 필요 없으면 0으로 두세요.")] [SerializeField] private float downShellOpenX = 0f; [Header("Timing")] [SerializeField] private float minClosedTime = 0.6f; [SerializeField] private float maxClosedTime = 1.8f; [SerializeField] private float minOpenTime = 0.8f; [SerializeField] private float maxOpenTime = 2.0f; [SerializeField] private float openDuration = 1.5f; [SerializeField] private float closeDuration = 0.18f; [Header("Motion")] [SerializeField] private AnimationCurve openCurve = AnimationCurve.EaseInOut(0, 0, 1, 1); [SerializeField] private AnimationCurve closeCurve = AnimationCurve.EaseInOut(0, 0, 1, 1); [Header("Snap Close Effect")] [SerializeField] private bool useSnapClose = true; [Tooltip("닫힐 때 살짝 더 닫히는 오버슈트 각도입니다.")] [SerializeField] private float snapCloseOvershootX = 5f; [Tooltip("쾅 하고 닫힌 뒤 원래 닫힌 위치로 돌아오는 시간입니다.")] [SerializeField] private float snapCloseOvershootDuration = 0.06f; [Header("Start Option")] [SerializeField] private bool startAutomatically = true; [SerializeField] private bool startOpened = false; private Quaternion upClosedRot; private Quaternion downClosedRot; private Quaternion upOpenedRot; private Quaternion downOpenedRot; private Coroutine routine; private bool isOpen; public bool IsOpen => isOpen; private void Awake() { if (upShell == null) { Transform found = transform.Find("Scale/UpShell"); if (found != null) upShell = found; } if (downShell == null) { Transform found = transform.Find("Scale/DownShell"); if (found != null) downShell = found; } if (upShell == null) { Debug.LogWarning("[ClamOpenClose] UpShell이 연결되지 않았습니다.", this); return; } // 현재 Scene에서 맞춰둔 로컬 회전을 닫힌 상태로 저장 upClosedRot = upShell.localRotation; if (downShell != null) downClosedRot = downShell.localRotation; // 닫힌 상태 기준으로 X축 회전 추가 upOpenedRot = upClosedRot * Quaternion.Euler(upShellOpenX, 0f, 0f); if (downShell != null) downOpenedRot = downClosedRot * Quaternion.Euler(downShellOpenX, 0f, 0f); } private void Start() { if (startOpened) SetOpenedImmediately(); else SetClosedImmediately(); if (startAutomatically) StartClam(); } public void StartClam() { if (routine != null) StopCoroutine(routine); routine = StartCoroutine(OpenCloseRoutine()); } public void StopClam() { if (routine != null) { StopCoroutine(routine); routine = null; } } private IEnumerator OpenCloseRoutine() { while (true) { float closedWait = Random.Range(minClosedTime, maxClosedTime); yield return new WaitForSeconds(closedWait); // 천천히 열기 yield return MoveShells( upClosedRot, upOpenedRot, downClosedRot, downOpenedRot, openDuration, openCurve ); isOpen = true; float openWait = Random.Range(minOpenTime, maxOpenTime); yield return new WaitForSeconds(openWait); // 빠르게 닫기 yield return MoveShells( upOpenedRot, upClosedRot, downOpenedRot, downClosedRot, closeDuration, closeCurve ); isOpen = false; // 쾅 닫히는 느낌 if (useSnapClose) { yield return SnapCloseEffect(); } } } private IEnumerator MoveShells( Quaternion upFrom, Quaternion upTo, Quaternion downFrom, Quaternion downTo, float duration, AnimationCurve curve) { float timer = 0f; while (timer < duration) { timer += Time.deltaTime; float t = Mathf.Clamp01(timer / duration); float curvedT = curve.Evaluate(t); if (upShell != null) upShell.localRotation = Quaternion.Slerp(upFrom, upTo, curvedT); if (downShell != null) downShell.localRotation = Quaternion.Slerp(downFrom, downTo, curvedT); yield return null; } if (upShell != null) upShell.localRotation = upTo; if (downShell != null) downShell.localRotation = downTo; } private IEnumerator SnapCloseEffect() { Quaternion upSnapRot = upClosedRot * Quaternion.Euler(snapCloseOvershootX, 0f, 0f); Quaternion downSnapRot = downClosedRot; if (downShell != null) downSnapRot = downClosedRot * Quaternion.Euler(-snapCloseOvershootX * 0.3f, 0f, 0f); // 살짝 더 닫힘 if (upShell != null) upShell.localRotation = upSnapRot; if (downShell != null) downShell.localRotation = downSnapRot; yield return new WaitForSeconds(snapCloseOvershootDuration); // 원래 닫힌 상태로 복귀 if (upShell != null) upShell.localRotation = upClosedRot; if (downShell != null) downShell.localRotation = downClosedRot; } private void SetClosedImmediately() { if (upShell != null) upShell.localRotation = upClosedRot; if (downShell != null) downShell.localRotation = downClosedRot; isOpen = false; } private void SetOpenedImmediately() { if (upShell != null) upShell.localRotation = upOpenedRot; if (downShell != null) downShell.localRotation = downOpenedRot; isOpen = true; } }