Files
WhaleAdventure_VR/Assets/02_Scripts/Communication/Dialog/DialogPlayer.cs
2026-06-09 15:51:29 +09:00

197 lines
6.1 KiB
C#

using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine;
[RequireComponent(typeof(CharacterVoiceObject))]
public class DialogPlayer : MonoBehaviour
{
[SerializeField] private List<DialogGroup> _dialogGroups;
private Dictionary<string, DialogGroup> _dialogGroupMap;
private Animator _animator;
private int _initialGestureHash;
private int _initialExpressionHash;
private bool _hasInitialExpression;
private readonly Dictionary<Transform, Quaternion> _originalRotations = new();
public bool IsPlaying { get; private set; }
private void Awake()
{
_dialogGroupMap = new Dictionary<string, DialogGroup>();
foreach (var g in _dialogGroups)
_dialogGroupMap[g.DialogGroupName] = g;
_animator = GetComponentInChildren<Animator>();
if (_animator != null)
{
_initialGestureHash = _animator.GetCurrentAnimatorStateInfo(0).fullPathHash;
if (_animator.layerCount > 1)
{
_initialExpressionHash = _animator.GetCurrentAnimatorStateInfo(1).fullPathHash;
_hasInitialExpression = true;
}
}
}
public void Play()
{
if(_dialogGroups.Count > 0)
_ = Play(_dialogGroups[0].DialogGroupName);
}
public async Awaitable Play(string groupName)
{
if (IsPlaying) return;
if (!_dialogGroupMap.TryGetValue(groupName, out var group))
{
Debug.LogWarning($"[DialogPlayer] 그룹 없음: {groupName}");
return;
}
IsPlaying = true;
try
{
var node = group.StartNode;
while (node != null)
{
await PlayNode(node);
if (node.Choices != null && node.Choices.Count > 0)
{
int picked = await WaitForChoice(node);
node = node.Choices[picked].DestinationNode;
}
else
{
node = node.Next;
}
}
}
finally
{
IsPlaying = false;
RestoreDefaultAnimations();
RestoreRotations();
}
Debug.Log("[DialogPlayer] 대화 종료");
}
private void RestoreDefaultAnimations()
{
if (_animator == null) return;
_animator.CrossFade(_initialGestureHash, 0.3f, 0, normalizedTimeOffset: 0f);
if (_hasInitialExpression)
_animator.CrossFade(_initialExpressionHash, 0.3f, 1, normalizedTimeOffset: 0f);
}
private async Awaitable RotateTowardPlayer(Transform target)
{
if (Camera.main == null) return;
var playerCam = Camera.main.transform;
float duration = 0.5f;
float elapsed = 0f;
while (elapsed < duration)
{
Vector3 dir = playerCam.position - target.position;
dir.y = 0f;
if (dir.sqrMagnitude > 0.0001f)
{
var targetRot = Quaternion.LookRotation(dir);
target.rotation = Quaternion.Slerp(target.rotation, targetRot, 10f * Time.deltaTime);
}
elapsed += Time.deltaTime;
await Awaitable.NextFrameAsync();
}
}
private void RestoreRotations()
{
foreach (var kvp in _originalRotations)
{
if (kvp.Key != null)
_ = RotateToRotation(kvp.Key, kvp.Value);
}
_originalRotations.Clear();
}
private async Awaitable RotateToRotation(Transform target, Quaternion targetRotation)
{
float duration = 0.5f;
float elapsed = 0f;
while (elapsed < duration)
{
if (target == null) return;
target.rotation = Quaternion.Slerp(target.rotation, targetRotation, 10f * Time.deltaTime);
elapsed += Time.deltaTime;
await Awaitable.NextFrameAsync();
}
}
private async Awaitable PlayNode(DialogNode node)
{
var speakerName = node.Speaker != null ? node.Speaker.Name : "(누구?)";
Debug.Log($"[{speakerName}] {node.TalkText}");
// 보이스 재생
if (node.Voice != null && node.Speaker != null)
{
var voiceObj = CharacterVoiceObject.Find(node.Speaker);
if (voiceObj != null && node.Voice.Clip != null)
voiceObj.Play(node.Voice.Clip);
}
// 플레이어 향해 회전
if (node.LookAtPlayer && node.Speaker != null)
{
var voiceObj = CharacterVoiceObject.Find(node.Speaker);
if (voiceObj != null)
{
_originalRotations.TryAdd(voiceObj.transform, voiceObj.transform.rotation);
_ = RotateTowardPlayer(voiceObj.transform);
}
}
if (node.Gesture != null)
_animator.CrossFade(node.Gesture.StateName, node.Gesture.CrossFadeDuration, node.Gesture.AnimationLayer);
if (node.Expression != null)
_animator.CrossFade(node.Expression.StateName, node.Expression.CrossFadeDuration, node.Expression.AnimationLayer);
// 대기 시간 결정
float wait = 0f;
if (node.Voice != null && node.Voice.Clip != null)
wait = node.Voice.Clip.length;
else
wait = node.LineDuration;
if (wait > 0f)
await Awaitable.WaitForSecondsAsync(wait);
else
await WaitForAdvanceInput(); // 수동 진행
}
private async Awaitable<int> WaitForChoice(DialogNode node)
{
//선택을 기다리는 함수 수정해서 사용할것
/*
if (ChoiceHud.Instance == null)
{
Debug.LogWarning("[DialogPlayer] ChoiceHud 없음 — 0번 자동 선택");
return 0;
}
return await ChoiceHud.Instance.Show(node.Speaker, node.ChoiceQuestion ,node.Choices);
*/
return 0;
}
private async Awaitable WaitForAdvanceInput()
{
// TODO: VR 컨트롤러 버튼 입력 대기. 일단은 1초 대기
await Awaitable.WaitForSecondsAsync(1f);
}
}