Files
WhaleAdventure_VR/Assets/My project/maze Scripts/Ui/MazeGameManager.cs
skrwns304@gmail.com b1e85a5b89 2026-06-19 UI, UI로직
2026-06-19 14:27:40 +09:00

167 lines
3.9 KiB
C#

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