DEG-137 [Feat] 말풍선 최종

This commit is contained in:
Sehyeon 2025-05-12 16:34:27 +09:00
parent e01987c1d8
commit 5041233ba7
5 changed files with 103 additions and 18 deletions

View File

@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using Random = UnityEngine.Random;
public class PlayerStats : MonoBehaviour
@ -74,12 +75,33 @@ public class PlayerStats : MonoBehaviour
LoadMessagePanel();
CheckBubble();
SceneManager.sceneLoaded += OnSceneLoaded; // 씬 전환 이벤트
}
#region (Bubble)
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
// 새 씬에서 메시지 패널 다시 로드
LoadMessagePanel();
CheckBubble();
}
// OnDestroy에서 이벤트 구독 해제
private void OnDestroy()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
private void LoadMessagePanel()
{
if (messagePanelInstance != null) // 기존 패널 파괴
{
Destroy(messagePanelInstance);
messagePanelInstance = null;
}
GameObject messagePanelPrefab = Resources.Load<GameObject>("Prefabs/MessagePanel");
if (messagePanelPrefab != null)
@ -88,6 +110,7 @@ public class PlayerStats : MonoBehaviour
messagePanelInstance = Instantiate(messagePanelPrefab, canvas.transform);
speechBubbleFollower = messagePanelInstance.GetComponent<SpeechBubbleFollower>();
speechBubbleFollower.SetPlayerTransform();
if (speechBubbleFollower != null)
{
@ -122,8 +145,12 @@ public class PlayerStats : MonoBehaviour
public void HideBubble()
{
if(!isActiveBubble)
speechBubbleFollower.HideMessage();
speechBubbleFollower.HideMessage();
}
public void ShowAndHideBubble(string text)
{
speechBubbleFollower.ShowAndHide(text);
}
#endregion
@ -263,6 +290,8 @@ public class PlayerStats : MonoBehaviour
return ( wakeUpTime + 24f ) - timeStat; // 다음 날 오전 8시까지 남은 시간
}
}
#region Modify Stats
// 행동에 따른 내부 스탯 변경 메서드
public void ModifyTime(float time, ActionType actionType)
@ -323,4 +352,6 @@ public class PlayerStats : MonoBehaviour
ReputationStat = _gameConstants.maxReputation;
}
}
#endregion
}

View File

@ -1,3 +1,4 @@
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
@ -13,12 +14,18 @@ public class SpeechBubbleFollower : MonoBehaviour
private RectTransform rectTransform;
private CanvasGroup canvasGroup;
private float minDistance = 3f;
private float maxDistance = 8f;
private float minOffsetScale = 0.7f;
private Coroutine hideCoroutine; // 자동 숨김용 코루틴
// 랜덤 메시지
private string[] workReminderMessages = new string[]
{
"8시.. 출근하자.",
"출근...해야 하나.",
"회사가 날 기다린다."
"회사가 기다린다."
};
private void Awake()
@ -35,7 +42,11 @@ public class SpeechBubbleFollower : MonoBehaviour
private void Start()
{
mainCamera = Camera.main;
SetPlayerTransform();
}
public void SetPlayerTransform()
{
if (playerTransform == null)
{
playerTransform = GameObject.FindGameObjectWithTag("Player").transform;
@ -46,15 +57,23 @@ public class SpeechBubbleFollower : MonoBehaviour
{
if (!gameObject.activeInHierarchy || playerTransform == null)
return;
// Z축 거리 계산
float zDistance = Mathf.Abs(mainCamera.transform.position.z - playerTransform.position.z);
// 거리에 따른 오프셋 비율 계산 (멀어질수록 작아짐)
float normalizedDistance = Mathf.Clamp01((zDistance - minDistance) / (maxDistance - minDistance));
float offsetScale = Mathf.Lerp(1f, minOffsetScale, normalizedDistance);
// 실제 적용할 오프셋 계산
Vector3 scaledOffset = offset * offsetScale;
// 플레이어 위치를 스크린 좌표로 변환
Vector3 screenPosition = mainCamera.WorldToScreenPoint(playerTransform.position);
// 화면 상의 위치만 사용 (z값은 무시)
screenPosition.z = 0;
// 고정된 오프셋 적용
rectTransform.position = screenPosition + offset;
// 위치 적용
transform.position = screenPosition + scaledOffset;
}
public void ShowMessage() // 랜덤 텍스트 표시
@ -72,4 +91,30 @@ public class SpeechBubbleFollower : MonoBehaviour
{
gameObject.SetActive(false);
}
public void ShowAndHide(string text)
{
// 텍스트 설정
if (bubbleText != null)
bubbleText.text = text;
// 말풍선 활성화
gameObject.SetActive(true);
canvasGroup.alpha = 1f;
// 이전에 실행 중인 코루틴이 있다면 중지
if (hideCoroutine != null)
StopCoroutine(hideCoroutine);
// 3초 후 자동 숨김 코루틴 시작
hideCoroutine = StartCoroutine(HideAfterDelay(3f));
}
// 일정 시간 후 말풍선을 숨기는 코루틴
private IEnumerator HideAfterDelay(float delay)
{
yield return new WaitForSeconds(delay);
HideMessage();
hideCoroutine = null;
}
}

View File

@ -23,6 +23,7 @@ public class InteractionController : MonoBehaviour
// 상호작용 가능한 사물 범위에 들어올 때
private void OnTriggerEnter(Collider other)
{
PlayerStats.Instance.HideBubble();
if(other.gameObject.layer == LayerMask.NameToLayer("NPC"))
{
housingCanvasController.ShowNpcInteractionButton(() =>
@ -47,6 +48,7 @@ public class InteractionController : MonoBehaviour
if (interactionLayerMask == (interactionLayerMask | (1 << other.gameObject.layer)))
{
PlayerStats.Instance.ShowBubble();
housingCanvasController.HideInteractionButton();
housingCanvasController.interactionTextsController.InitInteractionTexts();
}
@ -65,17 +67,18 @@ public class InteractionController : MonoBehaviour
{
if (!PlayerStats.Instance.CanWork()) // 출근 가능한 시간이 아닐 경우
{
// 텍스트 출력 X ??
Debug.Log("Can't work");
housingCanvasController.interactionTextsController.ActiveTexts( "출근 가능한 시간이 아닙니다!");
PlayerStats.Instance.ShowAndHideBubble("출근 시간이 아냐");
return;
}
}
PlayerStats.Instance.PerformAction(interactionType);
if (interactionType == ActionType.Dungeon)
{
if (PlayerStats.Instance.CanWork()) // 출근 시간인데 던전에 가려하는 경우
{
PlayerStats.Instance.ShowAndHideBubble("출근 시간해야 해");
return;
}
GameManager.Instance.ChangeToGameScene();
}
else
@ -83,9 +86,12 @@ public class InteractionController : MonoBehaviour
GameManager.Instance.PlayInteractionSound(interactionType);
interactionAnimationPanelController.ShowAnimationPanel(interactionType,interactionTexts.AnimationText);
}
PlayerStats.Instance.PerformAction(interactionType);
}
else
{
PlayerStats.Instance.ShowAndHideBubble("체력이 없어...");
housingCanvasController.interactionTextsController.ActiveTexts(interactionTexts.LackOfHealth);
}
});

View File

@ -25,6 +25,8 @@ public class InteractionAnimationPanelController : MonoBehaviour
public void ShowAnimationPanel(ActionType actionType, string animationText)
{
PlayerStats.Instance.HideBubble();
// 1) 패널 활성화
panel.SetActive(true);
// 2) 기존 코루틴 정리
@ -110,6 +112,7 @@ public class InteractionAnimationPanelController : MonoBehaviour
// 패널 닫히고 결근 체크, 상호작용 패널과 결근 엔딩 채팅창이 겹치지 않기 위함
PlayerStats.Instance.CheckAbsent();
PlayerStats.Instance.ShowBubble();
}
public void TutorialSleepAnimation()

View File

@ -185,7 +185,7 @@
{
"id": "player_zero_3",
"name": "주인공",
"text": "내가... 해고? 내가? \n 이럴.. 이럴리가 없어!!",
"text": "내가... 해고? 내가?",
"nextId": "fairy_zero_4",
"phase": "zero"
},