Files
WhaleAdventure_VR/Assets/02_Scripts/UI/ChoiceHud.cs
2026-06-19 17:09:36 +09:00

104 lines
2.9 KiB
C#

using System.Collections.Generic;
using TMPro;
using UnityEngine;
// World-space 선택지 UI 싱글턴.
// DialogPlayer가 Show()를 await해서 선택된 인덱스를 받아감.
// 배치(Placement)는 DialogHud가 담당하므로, 이 오브젝트를 DialogHud의 자식으로 두면 함께 따라온다.
public class ChoiceHud : MonoBehaviour
{
public static ChoiceHud Instance { get; private set; }
[Header("Refs")]
[SerializeField] private GameObject _root;
[SerializeField] private Transform _rowContainer;
[SerializeField] private DialogChoiceRow _rowPrefab;
[SerializeField] private TMP_Text ChoiceQuestion;
private readonly List<DialogChoiceRow> _rows = new();
private AwaitableCompletionSource<int> _completion;
private void Awake()
{
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
Instance = this;
if (_root == null) _root = gameObject;
Hide();
}
private void OnDestroy()
{
if (Instance == this) Instance = null;
}
private void OnDisable()
{
// 진행 중 대기 정리 (씬 전환 등으로 비활성화될 때)
_completion?.TrySetCanceled();
_completion = null;
}
public async Awaitable<int> Show(string choiceQuestion, List<DialogChoice> choices)
{
if (choices == null || choices.Count == 0) return 0;
SetQuestion(choiceQuestion);
ClearRows();
for (int i = 0; i < choices.Count; i++)
{
var row = Instantiate(_rowPrefab, _rowContainer);
row.Bind(i, choices[i].ChoiceText);
row.OnClicked += HandleClicked;
_rows.Add(row);
}
_root.SetActive(true);
_completion = new AwaitableCompletionSource<int>();
int result;
try
{
result = await _completion.Awaitable;
}
finally
{
_completion = null;
Hide();
}
return result;
}
private void HandleClicked(int index)
{
_completion?.TrySetResult(index);
}
private void Hide()
{
SetQuestion(null);
ClearRows();
if (_root != null) _root.SetActive(false);
}
// 질문이 비어 있으면 질문 텍스트 자체를 숨긴다. (기본값: 질문 없음 → 안 보임)
// 질문은 보통 노드의 대사(TalkText)로 대신하므로 ChoiceQuestion은 비워둬도 된다.
private void SetQuestion(string question)
{
if (ChoiceQuestion == null) return;
bool hasQuestion = !string.IsNullOrWhiteSpace(question);
ChoiceQuestion.text = hasQuestion ? question : string.Empty;
ChoiceQuestion.gameObject.SetActive(hasQuestion);
}
private void ClearRows()
{
foreach (var row in _rows)
{
if (row == null) continue;
row.OnClicked -= HandleClicked;
Destroy(row.gameObject);
}
_rows.Clear();
}
}