using System; using System.Collections; using TMPro; using UnityEngine; using UnityEngine.UI; [Serializable] public class FishingItemIconData { public FishingItemType itemType = FishingItemType.Fish; public Sprite icon; [TextArea] public string hintText; } /// /// Reel-only fishing UI. /// /// Removed from the old mixed version: /// - circular timing gauge references /// - pointer / success zone rendering /// - Perfect / Good / Miss result type helpers /// - debug catch button handling /// /// Keeps: /// - reel progress gauge /// - line length text /// - pond cleanup progress /// - caught item panel /// - final result panel /// - slot highlight / simple UI effects /// public class FishingGaugeUI : MonoBehaviour { [Header("Auto Bind")] [SerializeField] private bool autoBindMissingReferences = true; [Header("Root / Main Panels")] [SerializeField] private GameObject backgroundPanel; [SerializeField] private GameObject counterPanel; [SerializeField] private GameObject itemSlotPanel; [SerializeField] private GameObject caughtItemPanel; [SerializeField] private GameObject controllerGuidePanel; [SerializeField] private GameObject memoryPieceNoticePanel; [SerializeField] private GameObject finalResultPanel; [Header("Top Texts")] [SerializeField] private TMP_Text titleText; [SerializeField] private TMP_Text pondStateText; [SerializeField] private TMP_Text objectiveText; [Header("Counter Panel Texts")] [SerializeField] private TMP_Text catchCountText; [SerializeField] private TMP_Text cleanupProgressText; [Header("Cleanup Gauge")] [Tooltip("CleanupGauge/CleanupGaugeFill. Image Type = Filled, Fill Method = Horizontal, Fill Origin = Left")] [SerializeField] private Image cleanupGaugeFill; [SerializeField] private TMP_Text cleanupPercentText; [Header("Simple Reel UI")] [Tooltip("릴 감기 진행도 게이지 루트입니다. 없으면 텍스트만 업데이트됩니다.")] [SerializeField] private GameObject reelProgressGaugeRoot; [Tooltip("릴 감기 진행도 Fill Image입니다. Image Type = Filled / Horizontal / Left 추천.")] [SerializeField] private Image reelProgressGaugeFill; [Tooltip("현재 줄 길이를 보여줄 텍스트입니다. CounterPanel 안에 LineLengthText를 추가해서 연결하세요.")] [SerializeField] private TMP_Text lineLengthText; [SerializeField] private string simpleReelObjectiveText = "릴을 감아 끌어올려라"; [SerializeField] private string simpleReelIdleText = "릴 손잡이를 잡고 돌려라"; [SerializeField] private string simpleReelReelingText = "좋다, 계속 감아라!"; [Header("Result UI")] [SerializeField] private TMP_Text resultText; [Header("Caught Item UI")] [SerializeField] private Image itemIcon; [SerializeField] private TMP_Text caughtItemText; [SerializeField] private TMP_Text itemHintText; [Header("Item Slot UI - Fish / Other")] [SerializeField] private GameObject fishSlot; [SerializeField] private Image fishSlotBackground; [SerializeField] private Image fishIcon; [SerializeField] private TMP_Text fishCountText; [Header("Item Slot UI - Trash")] [SerializeField] private GameObject trashSlot; [SerializeField] private Image trashSlotBackground; [SerializeField] private Image trashIcon; [SerializeField] private TMP_Text trashCountText; [Header("Item Slot UI - Memory")] [SerializeField] private GameObject memorySlot; [SerializeField] private Image memorySlotBackground; [SerializeField] private Image memoryIcon; [SerializeField] private TMP_Text memoryPieceCountText; [Header("Item Slot UI - Optional Compass")] [SerializeField] private GameObject compassSlot; [SerializeField] private Image compassSlotBackground; [SerializeField] private Image compassIcon; [SerializeField] private TMP_Text compassCountText; [Header("Panel Canvas Groups")] [SerializeField] private CanvasGroup caughtItemCanvasGroup; [SerializeField] private CanvasGroup controllerGuideCanvasGroup; [SerializeField] private CanvasGroup memoryPieceNoticeCanvasGroup; [SerializeField] private CanvasGroup finalResultCanvasGroup; [Header("Effects")] [SerializeField] private FishingUIEffects effects; [SerializeField] private bool autoCreateEffectsComponent = true; [SerializeField] private bool animateCleanupGauge = true; [SerializeField] private float cleanupFillTime = 0.45f; [SerializeField] private float resultShowTime = 0.85f; [SerializeField] private float resultPopScale = 1.18f; [SerializeField] private float resultPopTime = 0.18f; [SerializeField] private float caughtItemShowTime = 1.6f; [SerializeField] private float panelFadeTime = 0.16f; [SerializeField] private float panelPopScale = 1.06f; [SerializeField] private float panelPopTime = 0.18f; [SerializeField] private float noticeShowTime = 2.2f; [SerializeField] private float finalPanelPopScale = 1.08f; [SerializeField] private float finalPanelPopTime = 0.22f; [Header("Slot Visual Settings")] [Range(0f, 1f)] [SerializeField] private float emptyIconAlpha = 0.35f; [Range(0f, 1f)] [SerializeField] private float filledIconAlpha = 1f; [Range(0f, 1f)] [SerializeField] private float emptySlotAlpha = 0.55f; [Range(0f, 1f)] [SerializeField] private float filledSlotAlpha = 1f; [SerializeField] private float slotHighlightTime = 0.32f; [SerializeField] private float slotHighlightScale = 1.08f; [SerializeField] private Color slotHighlightColor = new Color(0.35f, 1f, 0.9f, 1f); [Header("Notice UI")] [SerializeField] private TMP_Text noticeText; [Header("Final Result UI")] [SerializeField] private TMP_Text finalResultText; [Header("Final Result Only Mode")] [Tooltip("게임 클리어 최종 결과가 뜰 때 진행 UI를 전부 숨기고 FinalResultPanel만 보이게 합니다.")] [SerializeField] private bool showOnlyFinalResult = true; [Tooltip("FinalResultPanel을 숨길 때 진행 UI를 다시 켤지 결정합니다. 클리어 후 UI를 완전히 닫는 구조면 Off로 두세요.")] [SerializeField] private bool restoreGameplayUIAfterFinalResult = true; [Tooltip("BackgroundPanel. 최종 결과창만 보이고 싶으면 자동 연결하거나 직접 연결하세요.")] [SerializeField] private GameObject gameplayBackgroundRoot; [Tooltip("CleanupGauge 루트 오브젝트입니다.")] [SerializeField] private GameObject cleanupGaugeRoot; [Header("Item Icons")] [SerializeField] private FishingItemIconData[] itemIcons; [Header("Caught Item Random Texts")] [Tooltip("물고기를 낚았을 때 랜덤으로 표시할 제목 문구입니다.")] [SerializeField] private string[] fishCaughtMessages = { "물고기를 낚았다!", "작은 물고기가 걸렸다!", "연못에서 물고기가 올라왔다.", "평범한 물고기를 낚았다.", "힘차게 팔딱이는 물고기다!", "낚싯줄 끝에서 물고기가 반짝였다." }; [Tooltip("쓰레기를 낚았을 때 랜덤으로 표시할 제목 문구입니다.")] [SerializeField] private string[] trashCaughtMessages = { "쓰레기를 건져냈다!", "낡은 쓰레기가 걸렸다.", "연못 속 오염물을 꺼냈다.", "물고기는 아니지만, 연못은 조금 깨끗해졌다.", "버려진 쓰레기를 낚아 올렸다.", "찌 아래에 숨어 있던 쓰레기를 끌어냈다." }; [Tooltip("기억의 조각을 낚았을 때 랜덤으로 표시할 제목 문구입니다.")] [SerializeField] private string[] memoryPieceCaughtMessages = { "기억의 조각을 되찾았다!", "빛나는 기억의 조각이 떠올랐다.", "잊고 있던 기억이 손에 닿았다.", "연못 속에서 기억의 조각을 발견했다.", "희미한 빛이 기억의 조각으로 모였다." }; [Tooltip("물고기를 낚았을 때 랜덤으로 표시할 설명 문구입니다.")] [SerializeField] private string[] fishHintMessages = { "평범한 물고기다.", "연못에 아직 생명이 남아 있다.", "작지만 건강해 보인다.", "특별하진 않지만 나쁘지 않은 수확이다.", "조용한 연못에서 살아남은 물고기다." }; [Tooltip("쓰레기를 낚았을 때 랜덤으로 표시할 설명 문구입니다.")] [SerializeField] private string[] trashHintMessages = { "연못이 조금 맑아졌다.", "이런 것들이 연못을 더럽히고 있었다.", "하나씩 치우면 물이 맑아질 것이다.", "기억의 조각에 한 걸음 가까워졌다.", "연못 아래의 탁한 기운이 조금 걷혔다." }; [Tooltip("기억의 조각을 낚았을 때 랜덤으로 표시할 설명 문구입니다.")] [SerializeField] private string[] memoryPieceHintMessages = { "잃어버린 기억의 일부다.", "연못이 맑아지자 모습을 드러냈다.", "오래전의 기억이 희미하게 느껴진다.", "이 조각이 무언가를 떠올리게 한다.", "빛이 손끝에서 조용히 흔들린다." }; [Header("Guide UI")] [SerializeField] private bool showControllerGuideOnInitialize = true; [Header("Text Settings")] [SerializeField] private string titleDefaultText = "기묘한 낚시터"; [SerializeField] private string objectiveDirtyText = "쓰레기를 건져 연못을 맑게 하자"; [SerializeField] private string objectiveCleanText = "기억의 조각을 찾아보자"; [SerializeField] private string objectiveClearText = "기억의 조각을 획득했다"; [Header("VR Follow")] [Tooltip("켜면 FishingCanvas가 플레이어 머리 앞을 따라갑니다.")] [SerializeField] private bool followPlayerHead = true; [Tooltip("비워두면 Camera.main을 자동으로 사용합니다. XR Origin의 Main Camera를 넣는 것을 추천합니다.")] [SerializeField] private Transform playerHead; [Tooltip("실제로 이동시킬 UI 루트입니다. 비워두면 이 FishingGaugeUI가 붙은 오브젝트를 이동합니다.")] [SerializeField] private Transform followRoot; [SerializeField] private float followDistance = 1.6f; [SerializeField] private float followHeightOffset = -0.15f; [SerializeField] private float followSideOffset = 0f; [Tooltip("고개를 위아래로 숙여도 UI는 수평으로 유지합니다. VR에서는 켜는 것을 추천합니다.")] [SerializeField] private bool followYawOnly = true; [SerializeField] private float followPositionSpeed = 8f; [SerializeField] private float followRotationSpeed = 10f; [Tooltip("UI가 카메라와 같은 방향을 바라보게 합니다. 글자가 뒤집히면 이 값을 바꾸거나 Canvas Y Rotation을 180도로 돌리세요.")] [SerializeField] private bool faceSameDirectionAsHead = true; private Coroutine resultRoutine; private Coroutine caughtItemRoutine; private Coroutine noticeRoutine; private float lastCleanupFill = -1f; private void Awake() { if (autoBindMissingReferences) AutoBindMissingReferences(); EnsureEffectReferences(); InitializeFishingUI(); } private void OnDisable() { StopRunningRoutines(); } private void LateUpdate() { UpdateFollowPlayerHead(); } private void OnValidate() { cleanupFillTime = Mathf.Max(0f, cleanupFillTime); resultShowTime = Mathf.Max(0f, resultShowTime); resultPopScale = Mathf.Max(1f, resultPopScale); resultPopTime = Mathf.Max(0.01f, resultPopTime); caughtItemShowTime = Mathf.Max(0f, caughtItemShowTime); panelFadeTime = Mathf.Max(0f, panelFadeTime); panelPopScale = Mathf.Max(1f, panelPopScale); panelPopTime = Mathf.Max(0.01f, panelPopTime); noticeShowTime = Mathf.Max(0f, noticeShowTime); finalPanelPopScale = Mathf.Max(1f, finalPanelPopScale); finalPanelPopTime = Mathf.Max(0.01f, finalPanelPopTime); slotHighlightTime = Mathf.Max(0.01f, slotHighlightTime); slotHighlightScale = Mathf.Max(1f, slotHighlightScale); emptyIconAlpha = Mathf.Clamp01(emptyIconAlpha); filledIconAlpha = Mathf.Clamp01(filledIconAlpha); emptySlotAlpha = Mathf.Clamp01(emptySlotAlpha); filledSlotAlpha = Mathf.Clamp01(filledSlotAlpha); followDistance = Mathf.Max(0.2f, followDistance); followPositionSpeed = Mathf.Max(0.01f, followPositionSpeed); followRotationSpeed = Mathf.Max(0.01f, followRotationSpeed); } private void UpdateFollowPlayerHead() { if (!followPlayerHead) return; Transform root = followRoot != null ? followRoot : transform; if (playerHead == null) { Camera mainCamera = Camera.main; if (mainCamera == null) return; playerHead = mainCamera.transform; } Vector3 forward = playerHead.forward; Vector3 right = playerHead.right; if (followYawOnly) { forward.y = 0f; if (forward.sqrMagnitude < 0.0001f) forward = root.forward; forward.Normalize(); right = Vector3.Cross(Vector3.up, forward).normalized; } Vector3 targetPosition = playerHead.position + forward * followDistance + Vector3.up * followHeightOffset + right * followSideOffset; float positionT = 1f - Mathf.Exp(-followPositionSpeed * Time.deltaTime); root.position = Vector3.Lerp(root.position, targetPosition, positionT); Quaternion targetRotation; if (faceSameDirectionAsHead) { targetRotation = Quaternion.LookRotation(forward, Vector3.up); } else { Vector3 lookDirection = root.position - playerHead.position; if (followYawOnly) lookDirection.y = 0f; if (lookDirection.sqrMagnitude < 0.0001f) lookDirection = forward; targetRotation = Quaternion.LookRotation(lookDirection.normalized, Vector3.up); } float rotationT = 1f - Mathf.Exp(-followRotationSpeed * Time.deltaTime); root.rotation = Quaternion.Slerp(root.rotation, targetRotation, rotationT); } private void EnsureEffectReferences() { if (effects == null) effects = GetComponent(); if (effects == null && autoCreateEffectsComponent) effects = gameObject.AddComponent(); if (effects == null) return; if (caughtItemCanvasGroup == null && caughtItemPanel != null) caughtItemCanvasGroup = effects.EnsureCanvasGroup(caughtItemPanel); if (controllerGuideCanvasGroup == null && controllerGuidePanel != null) controllerGuideCanvasGroup = effects.EnsureCanvasGroup(controllerGuidePanel); if (memoryPieceNoticeCanvasGroup == null && memoryPieceNoticePanel != null) memoryPieceNoticeCanvasGroup = effects.EnsureCanvasGroup(memoryPieceNoticePanel); if (finalResultCanvasGroup == null && finalResultPanel != null) finalResultCanvasGroup = effects.EnsureCanvasGroup(finalResultPanel); } [ContextMenu("Auto Bind Reel UI References")] public void AutoBindMissingReferences() { if (backgroundPanel == null) backgroundPanel = FindGameObject("BackgroundPanel"); if (gameplayBackgroundRoot == null) gameplayBackgroundRoot = backgroundPanel; if (cleanupGaugeRoot == null) cleanupGaugeRoot = FindGameObject("CleanupGauge"); if (counterPanel == null) counterPanel = FindGameObject("CounterPanel"); if (itemSlotPanel == null) itemSlotPanel = FindGameObject("ItemSlotPanel"); if (caughtItemPanel == null) caughtItemPanel = FindGameObject("CaughtItemPanel"); if (controllerGuidePanel == null) controllerGuidePanel = FindGameObject("ControllerGuidePanel"); if (memoryPieceNoticePanel == null) memoryPieceNoticePanel = FindGameObject("MemoryPieceNoticePanel"); if (finalResultPanel == null) finalResultPanel = FindGameObject("FinalResultPanel"); if (titleText == null) titleText = FindComponentByName("TitleText"); if (pondStateText == null) pondStateText = FindComponentByName("PondStateText"); if (objectiveText == null) objectiveText = FindComponentByName("ObjectiveText"); if (catchCountText == null) catchCountText = FindComponentByName("CatchCountText", "SuccessText"); if (cleanupProgressText == null) cleanupProgressText = FindComponentByName("CleanupProgressText"); if (cleanupGaugeFill == null) cleanupGaugeFill = FindComponentByName("CleanupGaugeFill", "CleanupGaugeFillImage"); if (cleanupPercentText == null) cleanupPercentText = FindComponentByName("CleanupPercentText", "CleanupGaugePercentText"); if (reelProgressGaugeRoot == null) reelProgressGaugeRoot = FindGameObject("ReelProgressGauge", "ReelProgressGroup", "ReelFightProgressGauge"); if (reelProgressGaugeFill == null) reelProgressGaugeFill = FindComponentByName("ReelProgressGaugeFill", "ReelProgressFill", "ReelFightProgressFill"); if (lineLengthText == null) lineLengthText = FindComponentByName("LineLengthText", "Line Length Text", "LineText"); if (resultText == null) resultText = FindComponentByName("ResultText"); if (itemIcon == null) itemIcon = FindComponentByName("ItemIcon"); if (caughtItemText == null) caughtItemText = FindComponentByName("CaughtItemText"); if (itemHintText == null) itemHintText = FindComponentByName("ItemHintText"); if (fishSlot == null) fishSlot = FindGameObject("FishSlot"); if (fishSlotBackground == null && fishSlot != null) fishSlotBackground = fishSlot.GetComponent(); if (fishIcon == null) fishIcon = FindComponentByName("FishIcon"); if (fishCountText == null) fishCountText = FindComponentByName("FishCountText"); if (trashSlot == null) trashSlot = FindGameObject("trash Slot", "TrashSlot"); if (trashSlotBackground == null && trashSlot != null) trashSlotBackground = trashSlot.GetComponent(); if (trashIcon == null) trashIcon = FindComponentByName("trashIcon", "TrashIcon"); if (trashCountText == null) trashCountText = FindComponentByName("trashCountText", "TrashCountText", "CleanupCountText"); if (memorySlot == null) memorySlot = FindGameObject("Memory Slot", "MemorySlot", "MemoryPieceSlot"); if (memorySlotBackground == null && memorySlot != null) memorySlotBackground = memorySlot.GetComponent(); if (memoryIcon == null) memoryIcon = FindComponentByName("Memory Icon", "MemoryIcon", "MemoryPieceIcon"); if (memoryPieceCountText == null) memoryPieceCountText = FindComponentByName("Memory CountText", "MemoryCountText", "MemoryPieceCountText"); if (compassSlot == null) compassSlot = FindGameObject("CompassSlot", "Compass Slot"); if (compassSlotBackground == null && compassSlot != null) compassSlotBackground = compassSlot.GetComponent(); if (compassIcon == null) compassIcon = FindComponentByName("CompassIcon", "Compass Icon"); if (compassCountText == null) compassCountText = FindComponentByName("CompassCountText", "Compass CountText"); if (finalResultText == null) finalResultText = FindComponentByName("FinalResultText"); if (noticeText == null) noticeText = FindComponentByName("NoticeText"); if (caughtItemCanvasGroup == null && caughtItemPanel != null) caughtItemCanvasGroup = caughtItemPanel.GetComponent(); if (controllerGuideCanvasGroup == null && controllerGuidePanel != null) controllerGuideCanvasGroup = controllerGuidePanel.GetComponent(); if (memoryPieceNoticeCanvasGroup == null && memoryPieceNoticePanel != null) memoryPieceNoticeCanvasGroup = memoryPieceNoticePanel.GetComponent(); if (finalResultCanvasGroup == null && finalResultPanel != null) finalResultCanvasGroup = finalResultPanel.GetComponent(); } public void InitializeFishingUI() { StopRunningRoutines(); EnsureEffectReferences(); SetGameplayUIVisible(true); if (titleText != null && !string.IsNullOrWhiteSpace(titleDefaultText)) titleText.text = titleDefaultText; ShowCounter(); SetItemSlotPanelVisible(true); SetControllerGuideVisible(showControllerGuideOnInitialize, true); HideRoundResult(); HideCaughtItem(true); HideNotice(true); HideFinalResult(false, true); UpdateInventoryUI(0, 0, 0); lastCleanupFill = -1f; SetCleanupFill(0f, true); SetSimpleReelUIVisible(false); } private void StopRunningRoutines() { if (resultRoutine != null) { StopCoroutine(resultRoutine); resultRoutine = null; } if (caughtItemRoutine != null) { StopCoroutine(caughtItemRoutine); caughtItemRoutine = null; } if (noticeRoutine != null) { StopCoroutine(noticeRoutine); noticeRoutine = null; } } public void SetSimpleReelUIVisible(bool visible) { if (reelProgressGaugeRoot != null) reelProgressGaugeRoot.SetActive(visible); if (lineLengthText != null) lineLengthText.gameObject.SetActive(visible); } public void UpdateSimpleReelUI(float progress, float lineLength, bool isReeling) { progress = Mathf.Clamp01(progress); if (reelProgressGaugeFill != null) reelProgressGaugeFill.fillAmount = progress; if (lineLengthText != null) { string stateText = isReeling ? simpleReelReelingText : simpleReelIdleText; lineLengthText.text = $"줄 길이 {lineLength:0.00}m\n진행도 {Mathf.RoundToInt(progress * 100f)}%\n{stateText}"; } if (objectiveText != null && !string.IsNullOrWhiteSpace(simpleReelObjectiveText)) objectiveText.text = simpleReelObjectiveText; } public void UpdateFishingProgress(int cleanupItemCount, int cleanupTarget, bool pondCleaned, bool memoryPieceCollected, int totalCaughtItems) { cleanupTarget = Mathf.Max(1, cleanupTarget); float progress = Mathf.Clamp01((float)cleanupItemCount / cleanupTarget); if (catchCountText != null) catchCountText.text = $"획득 {totalCaughtItems}"; if (cleanupProgressText != null) cleanupProgressText.text = pondCleaned ? "연못 정화 완료" : $"정화 {cleanupItemCount}/{cleanupTarget}"; if (pondStateText != null) { if (memoryPieceCollected) pondStateText.text = "기억의 조각을 찾았다"; else if (pondCleaned) pondStateText.text = "맑아진 연못"; else pondStateText.text = "오염된 연못"; } if (objectiveText != null) { if (memoryPieceCollected) objectiveText.text = objectiveClearText; else if (pondCleaned) objectiveText.text = objectiveCleanText; else objectiveText.text = objectiveDirtyText; } SetCleanupFill(progress, false); } private void SetCleanupFill(float progress, bool instant) { progress = Mathf.Clamp01(progress); if (cleanupGaugeFill != null) { if (instant || !animateCleanupGauge || effects == null || lastCleanupFill < 0f) cleanupGaugeFill.fillAmount = progress; else if (!Mathf.Approximately(lastCleanupFill, progress)) effects.FillImage(cleanupGaugeFill, progress, cleanupFillTime); } if (cleanupPercentText != null) cleanupPercentText.text = $"{Mathf.RoundToInt(progress * 100f)}%"; lastCleanupFill = progress; } public void UpdateInventoryUI(int fishCount, int trashCount, int memoryPieceCount) { if (fishCountText != null) fishCountText.text = fishCount.ToString(); if (trashCountText != null) trashCountText.text = trashCount.ToString(); if (memoryPieceCountText != null) memoryPieceCountText.text = memoryPieceCount.ToString(); ApplySlotState(fishSlot, fishSlotBackground, fishIcon, fishCount > 0); ApplySlotState(trashSlot, trashSlotBackground, trashIcon, trashCount > 0); ApplySlotState(memorySlot, memorySlotBackground, memoryIcon, memoryPieceCount > 0); // 이제 낚시 아이템은 물고기 / 쓰레기 / 기억의 조각 3종만 사용합니다. // 기존 Compass 슬롯이 하이어라키에 남아 있으면 자동으로 숨깁니다. if (compassSlot != null) compassSlot.SetActive(false); } public void HighlightSlotForItem(FishingItemType itemType) { switch (itemType) { case FishingItemType.Fish: StartSlotHighlight(fishSlotBackground, fishIcon); break; case FishingItemType.Trash: StartSlotHighlight(trashSlotBackground, trashIcon); break; case FishingItemType.MemoryPiece: StartSlotHighlight(memorySlotBackground, memoryIcon); break; } } private void StartSlotHighlight(Image background, Image icon) { if (background != null) StartCoroutine(SimpleSlotHighlightRoutine(background, icon)); else if (icon != null && effects != null) effects.Pop(icon.transform, slotHighlightScale, slotHighlightTime); } private IEnumerator SimpleSlotHighlightRoutine(Image background, Image icon) { Color originalBackgroundColor = background.color; Color originalIconColor = icon != null ? icon.color : Color.white; background.color = slotHighlightColor; if (icon != null) { Color highlightedIcon = icon.color; highlightedIcon.a = filledIconAlpha; icon.color = highlightedIcon; } if (effects != null) { effects.Pop(background.transform, slotHighlightScale, slotHighlightTime); if (icon != null) effects.Pop(icon.transform, slotHighlightScale, slotHighlightTime); } yield return new WaitForSeconds(slotHighlightTime); background.color = originalBackgroundColor; if (icon != null) icon.color = originalIconColor; } private void ApplySlotState(GameObject slotRoot, Image slotBackground, Image icon, bool hasItem) { if (slotRoot != null) slotRoot.SetActive(true); SetImageAlpha(slotBackground, hasItem ? filledSlotAlpha : emptySlotAlpha); SetImageAlpha(icon, hasItem ? filledIconAlpha : emptyIconAlpha); } private void SetImageAlpha(Image image, float alpha) { if (image == null) return; Color color = image.color; color.a = Mathf.Clamp01(alpha); image.color = color; } public void ShowCounter() { SetCounterVisible(true); } public void HideCounter() { SetCounterVisible(false); } public void SetCounterVisible(bool visible) { if (counterPanel != null) counterPanel.SetActive(visible); } public void SetItemSlotPanelVisible(bool visible) { if (itemSlotPanel != null) itemSlotPanel.SetActive(visible); } public void ShowResult(string text) { ShowResult(text, Color.white); } public void ShowResult(string text, Color color) { if (resultRoutine != null) StopCoroutine(resultRoutine); resultRoutine = StartCoroutine(ResultRoutine(text, color)); } public void ShowPersistentResult(string text) { ShowPersistentResult(text, Color.white); } public void ShowPersistentResult(string text, Color color) { if (resultRoutine != null) { StopCoroutine(resultRoutine); resultRoutine = null; } if (resultText != null) { resultText.gameObject.SetActive(true); resultText.text = text; resultText.color = color; if (effects != null) effects.Pop(resultText.transform, resultPopScale, resultPopTime); } } private IEnumerator ResultRoutine(string text, Color color) { if (resultText == null) yield break; resultText.gameObject.SetActive(true); resultText.text = text; resultText.color = color; if (effects != null) effects.Pop(resultText.transform, resultPopScale, resultPopTime); if (resultShowTime > 0f) yield return new WaitForSeconds(resultShowTime); else yield return null; resultText.gameObject.SetActive(false); resultRoutine = null; } public void ShowCaughtItem(string text) { ShowCaughtItem(FishingItemType.None, text, null); } public void ShowCaughtItem(FishingItemType itemType, string displayName, bool countsAsCleanupItem, string extraMessage = null) { string caughtMessage = GetCaughtMessage(itemType, displayName); string defaultHint = GetDefaultHint(itemType, countsAsCleanupItem); string hintMessage = CombineHintMessage(defaultHint, extraMessage); ShowCaughtItem(itemType, caughtMessage, hintMessage); } private void ShowCaughtItem(FishingItemType itemType, string caughtMessage, string hintMessage) { if (caughtItemText == null && resultText != null) { ShowResult(caughtMessage); return; } if (caughtItemRoutine != null) StopCoroutine(caughtItemRoutine); caughtItemRoutine = StartCoroutine(CaughtItemRoutine(itemType, caughtMessage, hintMessage)); } private IEnumerator CaughtItemRoutine(FishingItemType itemType, string caughtMessage, string hintMessage) { if (caughtItemPanel != null) caughtItemPanel.SetActive(true); if (caughtItemCanvasGroup != null) { caughtItemCanvasGroup.alpha = 0f; caughtItemCanvasGroup.interactable = false; caughtItemCanvasGroup.blocksRaycasts = false; } if (caughtItemText != null) { caughtItemText.gameObject.SetActive(true); caughtItemText.text = caughtMessage; } ApplyItemIcon(itemType); if (itemHintText != null) { itemHintText.gameObject.SetActive(!string.IsNullOrWhiteSpace(hintMessage)); itemHintText.text = hintMessage ?? string.Empty; } if (effects != null) { effects.FadeCanvasGroup(caughtItemPanel, caughtItemCanvasGroup, true, panelFadeTime); if (caughtItemPanel != null) effects.Pop(caughtItemPanel.transform, panelPopScale, panelPopTime); } else if (caughtItemCanvasGroup != null) { caughtItemCanvasGroup.alpha = 1f; } if (caughtItemShowTime > 0f) yield return new WaitForSeconds(caughtItemShowTime); else yield return null; if (effects != null) effects.FadeCanvasGroup(caughtItemPanel, caughtItemCanvasGroup, false, panelFadeTime); else if (caughtItemPanel != null) caughtItemPanel.SetActive(false); if (caughtItemText != null) caughtItemText.gameObject.SetActive(false); if (itemHintText != null) itemHintText.gameObject.SetActive(false); caughtItemRoutine = null; } public void HideCaughtItem() { HideCaughtItem(false); } private void HideCaughtItem(bool instant) { if (caughtItemRoutine != null) { StopCoroutine(caughtItemRoutine); caughtItemRoutine = null; } if (instant || effects == null) { if (caughtItemPanel != null) caughtItemPanel.SetActive(false); if (caughtItemCanvasGroup != null) { caughtItemCanvasGroup.alpha = 0f; caughtItemCanvasGroup.interactable = false; caughtItemCanvasGroup.blocksRaycasts = false; } } else { effects.FadeCanvasGroup(caughtItemPanel, caughtItemCanvasGroup, false, panelFadeTime); } if (caughtItemText != null) caughtItemText.gameObject.SetActive(false); if (itemHintText != null) itemHintText.gameObject.SetActive(false); } private void ApplyItemIcon(FishingItemType itemType) { if (itemIcon == null) return; FishingItemIconData iconData = GetIconData(itemType); itemIcon.sprite = iconData != null ? iconData.icon : null; itemIcon.enabled = itemIcon.sprite != null; if (itemIcon.enabled && effects != null) effects.Pop(itemIcon.transform, 1.12f, 0.18f); } private FishingItemIconData GetIconData(FishingItemType itemType) { if (itemIcons == null) return null; for (int i = 0; i < itemIcons.Length; i++) { if (itemIcons[i] != null && itemIcons[i].itemType == itemType) return itemIcons[i]; } return null; } private string GetCaughtMessage(FishingItemType itemType, string displayName) { switch (itemType) { case FishingItemType.Fish: return PickRandomText(fishCaughtMessages, "물고기를 낚았다!"); case FishingItemType.Trash: return PickRandomText(trashCaughtMessages, "쓰레기를 건져냈다!"); case FishingItemType.MemoryPiece: return PickRandomText(memoryPieceCaughtMessages, "기억의 조각을 되찾았다!"); case FishingItemType.None: default: return string.IsNullOrWhiteSpace(displayName) ? "무언가를 낚았다!" : displayName; } } private string GetDefaultHint(FishingItemType itemType, bool countsAsCleanupItem) { FishingItemIconData iconData = GetIconData(itemType); string iconHint = iconData != null ? iconData.hintText : null; switch (itemType) { case FishingItemType.Fish: return PickRandomText(fishHintMessages, string.IsNullOrWhiteSpace(iconHint) ? "평범한 물고기다." : iconHint); case FishingItemType.Trash: return PickRandomText(trashHintMessages, string.IsNullOrWhiteSpace(iconHint) ? "연못이 조금 맑아졌다." : iconHint); case FishingItemType.MemoryPiece: return PickRandomText(memoryPieceHintMessages, string.IsNullOrWhiteSpace(iconHint) ? "잃어버린 기억의 일부다." : iconHint); default: if (!string.IsNullOrWhiteSpace(iconHint)) return iconHint; return countsAsCleanupItem ? "연못이 조금 맑아졌다." : string.Empty; } } private string CombineHintMessage(string defaultHint, string extraMessage) { bool hasDefault = !string.IsNullOrWhiteSpace(defaultHint); bool hasExtra = !string.IsNullOrWhiteSpace(extraMessage); if (hasDefault && hasExtra) return $"{defaultHint}\n{extraMessage}"; if (hasDefault) return defaultHint; if (hasExtra) return extraMessage; return string.Empty; } private string PickRandomText(string[] messages, string fallback) { if (messages == null || messages.Length == 0) return fallback; int validCount = 0; for (int i = 0; i < messages.Length; i++) { if (!string.IsNullOrWhiteSpace(messages[i])) validCount++; } if (validCount == 0) return fallback; int targetIndex = UnityEngine.Random.Range(0, validCount); int currentIndex = 0; for (int i = 0; i < messages.Length; i++) { if (string.IsNullOrWhiteSpace(messages[i])) continue; if (currentIndex == targetIndex) return messages[i]; currentIndex++; } return fallback; } public void ShowNotice(string message) { if (noticeRoutine != null) StopCoroutine(noticeRoutine); noticeRoutine = StartCoroutine(NoticeRoutine(message)); } private IEnumerator NoticeRoutine(string message) { if (memoryPieceNoticePanel != null) memoryPieceNoticePanel.SetActive(true); if (memoryPieceNoticeCanvasGroup != null) { memoryPieceNoticeCanvasGroup.alpha = 0f; memoryPieceNoticeCanvasGroup.interactable = false; memoryPieceNoticeCanvasGroup.blocksRaycasts = false; } if (noticeText != null) { noticeText.gameObject.SetActive(true); noticeText.text = message; } if (effects != null) { effects.FadeCanvasGroup(memoryPieceNoticePanel, memoryPieceNoticeCanvasGroup, true, panelFadeTime); if (memoryPieceNoticePanel != null) effects.Pop(memoryPieceNoticePanel.transform, panelPopScale, panelPopTime); } else if (memoryPieceNoticeCanvasGroup != null) { memoryPieceNoticeCanvasGroup.alpha = 1f; } if (noticeShowTime > 0f) yield return new WaitForSeconds(noticeShowTime); else yield return null; if (effects != null) effects.FadeCanvasGroup(memoryPieceNoticePanel, memoryPieceNoticeCanvasGroup, false, panelFadeTime); else if (memoryPieceNoticePanel != null) memoryPieceNoticePanel.SetActive(false); if (noticeText != null) noticeText.gameObject.SetActive(false); noticeRoutine = null; } public void HideNotice() { HideNotice(false); } private void HideNotice(bool instant) { if (noticeRoutine != null) { StopCoroutine(noticeRoutine); noticeRoutine = null; } if (instant || effects == null) { if (memoryPieceNoticePanel != null) memoryPieceNoticePanel.SetActive(false); if (memoryPieceNoticeCanvasGroup != null) { memoryPieceNoticeCanvasGroup.alpha = 0f; memoryPieceNoticeCanvasGroup.interactable = false; memoryPieceNoticeCanvasGroup.blocksRaycasts = false; } } else { effects.FadeCanvasGroup(memoryPieceNoticePanel, memoryPieceNoticeCanvasGroup, false, panelFadeTime); } if (noticeText != null) noticeText.gameObject.SetActive(false); } public void HideControllerGuide() { SetControllerGuideVisible(false, false); } public void SetControllerGuideVisible(bool visible) { SetControllerGuideVisible(visible, false); } private void SetControllerGuideVisible(bool visible, bool instant) { if (effects != null && !instant) { effects.FadeCanvasGroup(controllerGuidePanel, controllerGuideCanvasGroup, visible, panelFadeTime); } else { if (controllerGuidePanel != null) controllerGuidePanel.SetActive(visible); if (controllerGuideCanvasGroup != null) { controllerGuideCanvasGroup.alpha = visible ? 1f : 0f; controllerGuideCanvasGroup.interactable = visible; controllerGuideCanvasGroup.blocksRaycasts = visible; } } } public void HideRoundResult() { if (resultRoutine != null) { StopCoroutine(resultRoutine); resultRoutine = null; } if (resultText != null) resultText.gameObject.SetActive(false); } private void SetGameplayUIVisible(bool visible) { SetGameObjectVisible(gameplayBackgroundRoot, visible); if (titleText != null) titleText.gameObject.SetActive(visible); if (pondStateText != null) pondStateText.gameObject.SetActive(visible); if (objectiveText != null) objectiveText.gameObject.SetActive(visible); SetGameObjectVisible(counterPanel, visible); SetGameObjectVisible(itemSlotPanel, visible); SetGameObjectVisible(cleanupGaugeRoot, visible); SetSimpleReelUIVisible(visible); SetControllerGuideVisible(visible && showControllerGuideOnInitialize, true); if (!visible) { HideRoundResult(); HideCaughtItem(true); HideNotice(true); } } private void SetGameObjectVisible(GameObject target, bool visible) { if (target != null) target.SetActive(visible); } public void ShowFinalResult(string text) { HideRoundResult(); HideCaughtItem(true); HideNotice(true); if (showOnlyFinalResult) SetGameplayUIVisible(false); else SetControllerGuideVisible(false, true); if (finalResultPanel != null) finalResultPanel.SetActive(true); if (finalResultCanvasGroup != null) { finalResultCanvasGroup.alpha = 0f; finalResultCanvasGroup.interactable = true; finalResultCanvasGroup.blocksRaycasts = true; } if (finalResultText != null) { finalResultText.gameObject.SetActive(true); finalResultText.text = text; } if (effects != null) { effects.FadeCanvasGroup(finalResultPanel, finalResultCanvasGroup, true, panelFadeTime); if (finalResultPanel != null) effects.Pop(finalResultPanel.transform, finalPanelPopScale, finalPanelPopTime); } else if (finalResultCanvasGroup != null) { finalResultCanvasGroup.alpha = 1f; } } public void HideFinalResult() { HideFinalResult(true, false); } public void HideFinalResult(bool showGameplayAfterHide) { HideFinalResult(showGameplayAfterHide, false); } private void HideFinalResult(bool showGameplayAfterHide, bool instant) { if (instant || effects == null) { if (finalResultPanel != null) finalResultPanel.SetActive(false); if (finalResultCanvasGroup != null) { finalResultCanvasGroup.alpha = 0f; finalResultCanvasGroup.interactable = false; finalResultCanvasGroup.blocksRaycasts = false; } } else { effects.FadeCanvasGroup(finalResultPanel, finalResultCanvasGroup, false, panelFadeTime); } if (finalResultText != null) finalResultText.gameObject.SetActive(false); if (showGameplayAfterHide && showOnlyFinalResult && restoreGameplayUIAfterFinalResult) SetGameplayUIVisible(true); } private GameObject FindGameObject(params string[] names) { Transform found = FindTransformByName(transform, names); return found != null ? found.gameObject : null; } private T FindComponentByName(params string[] names) where T : Component { Transform found = FindTransformByName(transform, names); return found != null ? found.GetComponent() : null; } private Transform FindTransformByName(Transform root, params string[] names) { if (root == null || names == null) return null; for (int i = 0; i < names.Length; i++) { Transform exact = FindTransformRecursive(root, names[i], false); if (exact != null) return exact; } for (int i = 0; i < names.Length; i++) { Transform normalized = FindTransformRecursive(root, names[i], true); if (normalized != null) return normalized; } return null; } private Transform FindTransformRecursive(Transform current, string targetName, bool normalize) { if (current == null || string.IsNullOrEmpty(targetName)) return null; string currentName = normalize ? NormalizeName(current.name) : current.name; string target = normalize ? NormalizeName(targetName) : targetName; if (currentName == target) return current; for (int i = 0; i < current.childCount; i++) { Transform found = FindTransformRecursive(current.GetChild(i), targetName, normalize); if (found != null) return found; } return null; } private string NormalizeName(string value) { return value.Replace(" ", string.Empty) .Replace("_", string.Empty) .Replace("-", string.Empty) .ToLowerInvariant(); } }