167 lines
3.9 KiB
C#
167 lines
3.9 KiB
C#
using UnityEngine;
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public class MazeGameManager : MonoBehaviour
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{
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[Header("VR Player Reference")]
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[Tooltip("XR Origin 또는 Main Camera Transform을 넣으세요.")]
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[SerializeField] private Transform playerTarget;
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[Header("Managers")]
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[SerializeField] private MazeUIManager mazeUI;
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[SerializeField] private FootprintHintManager footprintHint;
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[Header("Goal")]
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[SerializeField] private Transform goal;
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[SerializeField] private float goalDistance = 1.5f;
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[Header("Checkpoints")]
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[SerializeField] private Transform[] checkpoints;
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[SerializeField] private float checkpointDistance = 1.5f;
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[Header("Checkpoint Directions")]
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[Tooltip("각 체크포인트에 도착했을 때 보여줄 발자국 방향입니다.")]
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[SerializeField] private MazeDirection[] checkpointDirections;
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[Header("VR Distance Option")]
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[Tooltip("VR에서는 머리 높이가 달라지므로 보통 Y축 높이는 무시하는 것이 좋습니다.")]
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[SerializeField] private bool ignoreHeight = true;
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private bool[] reached;
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private bool isCompleted;
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private bool isFailed;
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private void Awake()
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{
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InitializeCheckpoints();
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}
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private void Start()
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{
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ResetMaze();
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}
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private void Update()
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{
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if (isCompleted || isFailed)
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return;
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if (playerTarget == null)
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return;
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CheckCheckpoints();
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CheckGoal();
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}
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private void InitializeCheckpoints()
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{
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int count = checkpoints != null ? checkpoints.Length : 0;
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reached = new bool[count];
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}
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private void CheckCheckpoints()
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{
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if (checkpoints == null || checkpoints.Length == 0)
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return;
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for (int i = 0; i < checkpoints.Length; i++)
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{
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if (reached[i])
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continue;
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if (checkpoints[i] == null)
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continue;
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float distance = GetDistance(playerTarget.position, checkpoints[i].position);
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if (distance <= checkpointDistance)
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{
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reached[i] = true;
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MazeDirection direction = GetCheckpointDirection(i);
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if (footprintHint != null)
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footprintHint.ShowFootprints(direction);
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}
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}
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}
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private void CheckGoal()
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{
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if (goal == null)
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return;
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float distance = GetDistance(playerTarget.position, goal.position);
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if (distance <= goalDistance)
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Complete();
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}
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private float GetDistance(Vector3 a, Vector3 b)
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{
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if (ignoreHeight)
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{
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a.y = 0f;
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b.y = 0f;
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}
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return Vector3.Distance(a, b);
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}
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private MazeDirection GetCheckpointDirection(int index)
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{
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if (checkpointDirections != null &&
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index >= 0 &&
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index < checkpointDirections.Length)
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{
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return checkpointDirections[index];
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}
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return MazeDirection.None;
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}
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private void Complete()
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{
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if (isCompleted || isFailed)
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return;
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isCompleted = true;
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if (footprintHint != null)
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footprintHint.ClearFootprints();
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if (mazeUI != null)
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mazeUI.ShowSuccess();
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}
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public void Fail()
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{
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if (isCompleted || isFailed)
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return;
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isFailed = true;
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if (footprintHint != null)
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footprintHint.ClearFootprints();
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if (mazeUI != null)
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mazeUI.ShowFail();
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}
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public void ResetMaze()
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{
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isCompleted = false;
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isFailed = false;
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if (reached == null || reached.Length != (checkpoints != null ? checkpoints.Length : 0))
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InitializeCheckpoints();
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for (int i = 0; i < reached.Length; i++)
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reached[i] = false;
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if (footprintHint != null)
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footprintHint.ClearFootprints();
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if (mazeUI != null)
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mazeUI.HideReward();
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}
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} |