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

173 lines
5.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FootprintHintManager : MonoBehaviour
{
[Header("VR Player Reference")]
[Tooltip("XR Origin의 Main Camera Transform을 넣는 것을 추천합니다.")]
[SerializeField] private Transform playerTarget;
[Header("Footprint Prefabs")]
[SerializeField] private GameObject leftFootPrefab;
[SerializeField] private GameObject rightFootPrefab;
[Header("Footprint Settings")]
[SerializeField] private int footprintCount = 6;
[SerializeField] private float spacing = 0.45f;
[SerializeField] private float sideOffset = 0.13f;
[SerializeField] private float showTime = 2f;
[SerializeField] private bool startWithLeftFoot = true;
[Header("Ground Settings")]
[SerializeField] private bool useGroundRaycast = true;
[SerializeField] private LayerMask groundMask = ~0;
[SerializeField] private float raycastHeight = 2f;
[SerializeField] private float raycastDistance = 5f;
[SerializeField] private float groundOffset = 0.03f;
[SerializeField] private float fallbackGroundY = 0f;
private readonly List<GameObject> spawnedFootprints = new List<GameObject>();
private Coroutine footprintRoutine;
public void ShowFootprints(MazeDirection direction)
{
if (footprintRoutine != null)
StopCoroutine(footprintRoutine);
footprintRoutine = StartCoroutine(ShowFootprintRoutine(direction));
}
private IEnumerator ShowFootprintRoutine(MazeDirection direction)
{
ClearFootprints();
if (playerTarget == null)
{
Debug.LogWarning("FootprintHintManager: Player Target is missing.");
footprintRoutine = null;
yield break;
}
if (leftFootPrefab == null || rightFootPrefab == null)
{
Debug.LogWarning("FootprintHintManager: Left Foot Prefab or Right Foot Prefab is missing.");
footprintRoutine = null;
yield break;
}
Vector3 moveDirection = GetWorldDirection(direction);
if (moveDirection == Vector3.zero)
{
footprintRoutine = null;
yield break;
}
Vector3 sideDirection = Vector3.Cross(Vector3.up, moveDirection).normalized;
for (int i = 0; i < footprintCount; i++)
{
bool isLeftFoot = startWithLeftFoot ? i % 2 == 0 : i % 2 != 0;
GameObject prefabToUse = isLeftFoot ? leftFootPrefab : rightFootPrefab;
float forwardDistance = spacing * (i + 1);
float leftRightOffset = isLeftFoot ? -sideOffset : sideOffset;
Vector3 spawnPosition =
playerTarget.position +
moveDirection * forwardDistance +
sideDirection * leftRightOffset;
Quaternion spawnRotation = Quaternion.LookRotation(moveDirection, Vector3.up);
PlaceOnGround(ref spawnPosition, ref spawnRotation, moveDirection);
GameObject footprint = Instantiate(
prefabToUse,
spawnPosition,
spawnRotation
);
spawnedFootprints.Add(footprint);
}
yield return new WaitForSeconds(showTime);
ClearFootprints();
footprintRoutine = null;
}
private Vector3 GetWorldDirection(MazeDirection direction)
{
Vector3 forward = playerTarget.forward;
Vector3 right = playerTarget.right;
forward.y = 0f;
right.y = 0f;
forward.Normalize();
right.Normalize();
switch (direction)
{
case MazeDirection.Forward:
return forward;
case MazeDirection.Backward:
return -forward;
case MazeDirection.Left:
return -right;
case MazeDirection.Right:
return right;
case MazeDirection.None:
default:
return Vector3.zero;
}
}
private void PlaceOnGround(
ref Vector3 position,
ref Quaternion rotation,
Vector3 moveDirection
)
{
if (!useGroundRaycast)
{
position.y = fallbackGroundY + groundOffset;
return;
}
Vector3 rayStart = position + Vector3.up * raycastHeight;
if (Physics.Raycast(rayStart, Vector3.down, out RaycastHit hit, raycastDistance, groundMask))
{
position = hit.point + hit.normal * groundOffset;
Vector3 projectedForward =
Vector3.ProjectOnPlane(moveDirection, hit.normal).normalized;
if (projectedForward.sqrMagnitude > 0.001f)
rotation = Quaternion.LookRotation(projectedForward, hit.normal);
}
else
{
position.y = fallbackGroundY + groundOffset;
}
}
public void ClearFootprints()
{
foreach (GameObject footprint in spawnedFootprints)
{
if (footprint != null)
Destroy(footprint);
}
spawnedFootprints.Clear();
}
}