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