Files
WhaleAdventure_VR/Assets/My project/maze Scripts/Ui/FootprintHintManager.cs
2026-06-24 17:13:40 +09:00

439 lines
15 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[DisallowMultipleComponent]
public class FootprintHintManager : MonoBehaviour
{
[Header("VR Player Reference")]
[Tooltip("XR Origin의 Main Camera Transform을 넣는 것을 추천합니다.")]
[SerializeField] private Transform playerTarget;
[Header("Footprint Prefabs")]
[SerializeField] private GameObject leftFootPrefab;
[SerializeField] private GameObject rightFootPrefab;
[Header("Footprint Settings")]
[SerializeField] private int footprintCount = 6;
[SerializeField] private float spacing = 0.5f;
[SerializeField] private float sideOffset = 0.13f;
[SerializeField] private float showTime = 3f;
[SerializeField] private float revealInterval = 0.08f;
[SerializeField] private bool startWithLeftFoot = true;
[SerializeField] private Transform footprintParent;
[Header("Effect Lifetime")]
[Tooltip("FootprintEffect처럼 발자국 프리팹이 스스로 페이드아웃 후 삭제되는 경우 체크하세요.")]
[SerializeField] private bool footprintsAutoDestroy = true;
[Tooltip("발자국이 스스로 삭제된 뒤 리스트에서 빈 참조를 정리하기 전까지 기다리는 시간입니다.")]
[SerializeField] private float autoDestroyCleanupDelay = 1.5f;
[Tooltip("Footprints Auto Destroy가 켜져 있는데 프리팹에 FootprintEffect가 없으면 안전하게 자동 삭제합니다.")]
[SerializeField] private bool destroyIfMissingFootprintEffect = true;
[Tooltip("FootprintEffect가 없는 프리팹을 강제 삭제할 때 추가로 기다릴 시간입니다.")]
[SerializeField] private float fallbackDestroyDelay = 1f;
[Header("Footprint Rotation Offset")]
[Tooltip("왼발 프리팹 방향이 살짝 어긋난 경우 여기서 보정합니다.")]
[SerializeField] private Vector3 leftFootRotationOffset = Vector3.zero;
[Tooltip("오른발 프리팹 방향이 살짝 어긋난 경우 여기서 보정합니다.")]
[SerializeField] private Vector3 rightFootRotationOffset = Vector3.zero;
[Header("Ground Settings")]
[SerializeField] private bool useGroundRaycast = true;
[Tooltip("가급적 Ground 레이어만 선택하세요. Everything이면 벽이나 다른 오브젝트를 바닥으로 착각할 수 있습니다.")]
[SerializeField] private LayerMask groundMask = ~0;
[SerializeField] private float raycastHeight = 2f;
[SerializeField] private float raycastDistance = 5f;
[SerializeField] private float groundOffset = 0.03f;
[SerializeField] private float fallbackGroundY = 0f;
[Header("Obstacle Settings")]
[Tooltip("체크하면 발자국이 Wall 레이어를 뚫고 생성되지 않도록 벽 앞에서 멈춥니다.")]
[SerializeField] private bool stopAtObstacle = true;
[Tooltip("벽/장애물 레이어만 선택하세요. 예: Wall")]
[SerializeField] private LayerMask obstacleMask;
[Tooltip("바닥에서 어느 높이에서 벽을 검사할지 정합니다.")]
[SerializeField] private float obstacleCheckHeight = 0.45f;
[Tooltip("벽 감지 SphereCast 반지름입니다. 발자국 폭보다 작게 두는 것을 추천합니다.")]
[SerializeField] private float obstacleCheckRadius = 0.08f;
[Tooltip("벽에 너무 붙어서 발자국이 생성되지 않도록 여유 거리를 둡니다.")]
[SerializeField] private float obstaclePadding = 0.12f;
[Header("Debug")]
[SerializeField] private bool showDebugLogs = false;
[SerializeField] private bool drawDebugPath = true;
[SerializeField] private Color debugPathColor = Color.cyan;
[SerializeField] private Color debugBlockedColor = Color.red;
private readonly List<GameObject> spawnedFootprints = new List<GameObject>();
private Coroutine footprintRoutine;
private Coroutine cleanupRoutine;
private void OnDisable()
{
ClearFootprints();
}
public void SetPlayerTarget(Transform target)
{
playerTarget = target;
}
public void ShowFootprints(MazeDirection direction)
{
ShowFootprints(direction, -1, -1f);
}
public void ShowFootprints(MazeDirection direction, int countOverride, float showTimeOverride)
{
if (playerTarget == null)
{
Debug.LogWarning("FootprintHintManager: Player Target is missing.", this);
return;
}
Vector3 moveDirection = GetWorldDirection(direction);
ShowFootprintsAlongWorldDirection(moveDirection, countOverride, showTimeOverride);
}
public void ShowFootprintsToTarget(Transform target)
{
ShowFootprintsToTarget(target, -1, -1f);
}
public void ShowFootprintsToTarget(Transform target, int countOverride, float showTimeOverride)
{
if (target == null)
{
Debug.LogWarning("FootprintHintManager: Target is missing.", this);
return;
}
ShowFootprintsToPosition(target.position, countOverride, showTimeOverride);
}
public void ShowFootprintsToPosition(Vector3 targetPosition)
{
ShowFootprintsToPosition(targetPosition, -1, -1f);
}
public void ShowFootprintsToPosition(Vector3 targetPosition, int countOverride, float showTimeOverride)
{
if (playerTarget == null)
{
Debug.LogWarning("FootprintHintManager: Player Target is missing.", this);
return;
}
Vector3 moveDirection = targetPosition - playerTarget.position;
moveDirection.y = 0f;
ShowFootprintsAlongWorldDirection(moveDirection, countOverride, showTimeOverride);
}
public void ShowFootprintsAlongWorldDirection(Vector3 worldDirection)
{
ShowFootprintsAlongWorldDirection(worldDirection, -1, -1f);
}
public void ShowFootprintsAlongWorldDirection(Vector3 worldDirection, int countOverride, float showTimeOverride)
{
worldDirection.y = 0f;
if (worldDirection.sqrMagnitude < 0.001f)
{
if (showDebugLogs)
Debug.Log("FootprintHintManager: Direction is too small. Hint skipped.", this);
return;
}
worldDirection.Normalize();
StopRunningRoutines();
footprintRoutine = StartCoroutine(
ShowFootprintRoutine(worldDirection, countOverride, showTimeOverride)
);
}
private IEnumerator ShowFootprintRoutine(Vector3 moveDirection, int countOverride, float showTimeOverride)
{
ClearSpawnedFootprintsOnly();
if (playerTarget == null)
{
Debug.LogWarning("FootprintHintManager: Player Target is missing.", this);
footprintRoutine = null;
yield break;
}
if (leftFootPrefab == null || rightFootPrefab == null)
{
Debug.LogWarning("FootprintHintManager: Left Foot Prefab or Right Foot Prefab is missing.", this);
footprintRoutine = null;
yield break;
}
int countToUse = countOverride > 0 ? countOverride : footprintCount;
float showTimeToUse = showTimeOverride > 0f ? showTimeOverride : showTime;
Vector3 origin = playerTarget.position;
Vector3 sideDirection = Vector3.Cross(Vector3.up, moveDirection).normalized;
Vector3 lastPathCenter = origin;
if (showDebugLogs)
Debug.Log($"FootprintHintManager: Show footprints. Count={countToUse}, Direction={moveDirection}", this);
for (int i = 0; i < countToUse; i++)
{
bool isLeftFoot = startWithLeftFoot ? i % 2 == 0 : i % 2 != 0;
GameObject prefabToUse = isLeftFoot ? leftFootPrefab : rightFootPrefab;
float forwardDistance = spacing * (i + 1);
float leftRightOffset = isLeftFoot ? -sideOffset : sideOffset;
Vector3 pathCenter = origin + moveDirection * forwardDistance;
bool blocked = stopAtObstacle && IsBlockedByObstacle(lastPathCenter, pathCenter);
if (drawDebugPath)
Debug.DrawLine(lastPathCenter + Vector3.up * 0.05f, pathCenter + Vector3.up * 0.05f, blocked ? debugBlockedColor : debugPathColor, 2f);
if (blocked)
{
if (showDebugLogs)
Debug.Log($"FootprintHintManager: Footprints stopped by obstacle at index {i}.", this);
break;
}
Vector3 spawnPosition = pathCenter + sideDirection * leftRightOffset;
Quaternion spawnRotation = Quaternion.LookRotation(moveDirection, Vector3.up);
PlaceOnGround(ref spawnPosition, ref spawnRotation, moveDirection);
Vector3 rotationOffset = isLeftFoot ? leftFootRotationOffset : rightFootRotationOffset;
Quaternion finalRotation = spawnRotation * Quaternion.Euler(rotationOffset);
GameObject footprint = footprintParent != null
? Instantiate(prefabToUse, spawnPosition, finalRotation, footprintParent)
: Instantiate(prefabToUse, spawnPosition, finalRotation);
spawnedFootprints.Add(footprint);
ScheduleFallbackDestroyIfNeeded(footprint, showTimeToUse);
lastPathCenter = pathCenter;
if (revealInterval > 0f)
yield return new WaitForSeconds(revealInterval);
}
if (showTimeToUse > 0f)
yield return new WaitForSeconds(showTimeToUse);
if (footprintsAutoDestroy)
{
cleanupRoutine = StartCoroutine(CleanupDestroyedFootprintsAfterDelay(autoDestroyCleanupDelay));
}
else
{
ClearSpawnedFootprintsOnly();
}
footprintRoutine = null;
}
private void ScheduleFallbackDestroyIfNeeded(GameObject footprint, float showTimeToUse)
{
if (!footprintsAutoDestroy || !destroyIfMissingFootprintEffect || footprint == null)
return;
FootprintEffect effect = footprint.GetComponentInChildren<FootprintEffect>(true);
if (effect != null)
return;
Destroy(footprint, Mathf.Max(0f, showTimeToUse + fallbackDestroyDelay));
}
private Vector3 GetWorldDirection(MazeDirection direction)
{
Vector3 forward = playerTarget.forward;
Vector3 right = playerTarget.right;
forward.y = 0f;
right.y = 0f;
if (forward.sqrMagnitude > 0.001f)
forward.Normalize();
if (right.sqrMagnitude > 0.001f)
right.Normalize();
switch (direction)
{
case MazeDirection.Forward:
return forward;
case MazeDirection.Backward:
return -forward;
case MazeDirection.Left:
return -right;
case MazeDirection.Right:
return right;
case MazeDirection.None:
default:
return Vector3.zero;
}
}
private void PlaceOnGround(ref Vector3 position, ref Quaternion rotation, Vector3 moveDirection)
{
if (!useGroundRaycast)
{
position.y = fallbackGroundY + groundOffset;
return;
}
Vector3 rayStart = position + Vector3.up * raycastHeight;
if (Physics.Raycast(rayStart, Vector3.down, out RaycastHit hit, raycastDistance, groundMask, QueryTriggerInteraction.Ignore))
{
position = hit.point + hit.normal * groundOffset;
Vector3 projectedForward = Vector3.ProjectOnPlane(moveDirection, hit.normal).normalized;
if (projectedForward.sqrMagnitude > 0.001f)
rotation = Quaternion.LookRotation(projectedForward, hit.normal);
}
else
{
position.y = fallbackGroundY + groundOffset;
}
}
private bool IsBlockedByObstacle(Vector3 from, Vector3 to)
{
if (!stopAtObstacle)
return false;
if (obstacleMask.value == 0)
return false;
Vector3 fromGround = GetGroundPointForObstacleCheck(from);
Vector3 toGround = GetGroundPointForObstacleCheck(to);
Vector3 start = fromGround + Vector3.up * obstacleCheckHeight;
Vector3 end = toGround + Vector3.up * obstacleCheckHeight;
Vector3 direction = end - start;
direction.y = 0f;
float distance = direction.magnitude;
if (distance <= 0.001f)
return false;
direction.Normalize();
float checkDistance = Mathf.Max(0f, distance + obstaclePadding);
return Physics.SphereCast(start, obstacleCheckRadius, direction, out RaycastHit hit, checkDistance, obstacleMask, QueryTriggerInteraction.Ignore);
}
private Vector3 GetGroundPointForObstacleCheck(Vector3 position)
{
if (!useGroundRaycast)
{
position.y = fallbackGroundY;
return position;
}
Vector3 rayStart = position + Vector3.up * raycastHeight;
if (Physics.Raycast(rayStart, Vector3.down, out RaycastHit hit, raycastDistance, groundMask, QueryTriggerInteraction.Ignore))
return hit.point;
position.y = fallbackGroundY;
return position;
}
private IEnumerator CleanupDestroyedFootprintsAfterDelay(float delay)
{
if (delay > 0f)
yield return new WaitForSeconds(delay);
spawnedFootprints.RemoveAll(footprint => footprint == null);
cleanupRoutine = null;
}
private void StopRunningRoutines()
{
if (footprintRoutine != null)
{
StopCoroutine(footprintRoutine);
footprintRoutine = null;
}
if (cleanupRoutine != null)
{
StopCoroutine(cleanupRoutine);
cleanupRoutine = null;
}
}
private void ClearSpawnedFootprintsOnly()
{
for (int i = 0; i < spawnedFootprints.Count; i++)
{
if (spawnedFootprints[i] != null)
Destroy(spawnedFootprints[i]);
}
spawnedFootprints.Clear();
}
public void ClearFootprints()
{
StopRunningRoutines();
ClearSpawnedFootprintsOnly();
}
#if UNITY_EDITOR
private void OnValidate()
{
footprintCount = Mathf.Max(1, footprintCount);
spacing = Mathf.Max(0.01f, spacing);
sideOffset = Mathf.Max(0f, sideOffset);
showTime = Mathf.Max(0f, showTime);
revealInterval = Mathf.Max(0f, revealInterval);
autoDestroyCleanupDelay = Mathf.Max(0f, autoDestroyCleanupDelay);
fallbackDestroyDelay = Mathf.Max(0f, fallbackDestroyDelay);
raycastHeight = Mathf.Max(0.01f, raycastHeight);
raycastDistance = Mathf.Max(0.01f, raycastDistance);
groundOffset = Mathf.Max(0f, groundOffset);
obstacleCheckHeight = Mathf.Max(0f, obstacleCheckHeight);
obstacleCheckRadius = Mathf.Max(0.001f, obstacleCheckRadius);
obstaclePadding = Mathf.Max(0f, obstaclePadding);
if (stopAtObstacle && obstacleMask.value == 0)
{
Debug.LogWarning(
"FootprintHintManager: Stop At Obstacle이 켜져 있지만 Obstacle Mask가 비어 있습니다. Wall 레이어를 지정하세요.",
this
);
}
if (useGroundRaycast && groundMask.value == ~0)
{
Debug.LogWarning(
"FootprintHintManager: Ground Mask가 Everything입니다. 가능하면 Ground 레이어만 지정하세요.",
this
);
}
}
#endif
}