[Style] 폴더 정리

This commit is contained in:
HaeinLEE 2025-05-02 18:42:05 +09:00
parent 39a726b172
commit f991e82fa9
35 changed files with 104 additions and 120 deletions

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message: Let's begin tutorial. First, touch next button.
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message: Well done, now then touch the button which has round shape
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@ -3,35 +3,50 @@ using UnityEngine;
using TMPro;
using UnityEngine.UI;
using System.Collections;
using Unity.VisualScripting;
using UnityEngine.Serialization;
using UnityEngine.Events;
public class TutorialManager : MonoBehaviour
{
[SerializeField] private TutorialStep firstStep;
[SerializeField] private CanvasGroup overlay; // 입력 차단 & 다크닝용
[SerializeField] private TMP_Text tutorialText;
[SerializeField] private Canvas overlayCanvas; // RectTransformUtility를 위한 Canvas
// [SerializeField] private GameObject housingUICanvas; //튜토리얼 동안 입력 제한
[SerializeField] private TutorialStep firstStep; // 인스펙터에서 첫 단계 드래그
[Header("튜토리얼 패널 생성")]
[SerializeField] private GameObject[] tutorialPanelPrefabs;
private GameObject _tutorialPanelObject;
private TutorialPanelController _tutorialPanelController;
[Header("튜토리얼 터치 타겟들")]
[SerializeField] private GameObject[] touchTargets;
[Header("감춰놓을 게임 오브젝트")]
[SerializeField] private GameObject[] lockTargets;
private Coroutine _runningCoroutine;
private CanvasGroup overlay; // 화면 암전 및 입력 차단
private RectTransform targetRt;
public void Start()
private Canvas overlayCanvas; // RectTransformUtility를 위한 Canvas
private Action onTutorialComplete;
public void Start( )
{
StartTutorial();
StartTutorial(null);
}
public void StartTutorial(Action onTutorialEnd, int panelIndex = 0)
{
var parentObject = FindObjectOfType(typeof(Canvas));
if (parentObject != null)
{
overlayCanvas = parentObject as Canvas;
_tutorialPanelObject = Instantiate(tutorialPanelPrefabs[panelIndex], parentObject.GameObject().transform);
overlay = _tutorialPanelObject.GetComponent<CanvasGroup>();
_tutorialPanelController = _tutorialPanelObject.GetComponent<TutorialPanelController>();
}
public void StartTutorial()
{
overlay.gameObject.SetActive(true);
if (_tutorialPanelController != null)
{
onTutorialComplete = onTutorialEnd;
overlay.alpha = 1f;
overlay.blocksRaycasts = true;
RunStep(firstStep);
}
else Debug.Log("패널 생성 실패, 튜토리얼 진행이 불가능합니다.");
}
private void RunStep(TutorialStep step)
@ -43,30 +58,25 @@ public class TutorialManager : MonoBehaviour
private IEnumerator RunStepCoroutine(TutorialStep step)
{
// 단계 시작 이벤트
step.onBegin?.Invoke();
step.onStepBegin?.Invoke();
// 메시지 갱신
tutorialText.text = step.message;
_tutorialPanelController.setTutorialText(step.message);
float elapsed = 0f;
bool done = false;
bool done = false;
//터치해야 할 위치가 있는지 체크
if (step.touchTargetIndex >= 0)
{
targetRt = touchTargets[step.touchTargetIndex].GetComponent<RectTransform>();
touchTargets[step.touchTargetIndex].SetActive(true);
}
//화면에서 숨겨야 할 요소가 있는지 체크
if (step.deactiveObjectIndex >= 0)
{
lockTargets[step.deactiveObjectIndex].SetActive(false);
targetRt = _tutorialPanelController.touchTargets[step.touchTargetIndex].GetComponent<RectTransform>();
_tutorialPanelController.touchTargets[step.touchTargetIndex].SetActive(true);
}
while (!done)
{
{
// 1) 영역 터치 체크
if (targetRt != null)
{
{
// 클릭 또는 터치 이벤트
bool pressed = Input.GetMouseButtonDown(0) || Input.touchCount > 0;
if (pressed)
@ -81,11 +91,7 @@ public class TutorialManager : MonoBehaviour
{
Debug.Log("타겟 터치");
targetRt = null;
touchTargets[step.touchTargetIndex].SetActive(false);
if (step.deactiveObjectIndex >= 0)
{
lockTargets[step.deactiveObjectIndex].SetActive(true);
}
_tutorialPanelController.touchTargets[step.touchTargetIndex].SetActive(false);
done = true;
}
else
@ -94,23 +100,18 @@ public class TutorialManager : MonoBehaviour
}
}
}
// 타임아웃 체크
if (step.timeout > 0f && elapsed >= step.timeout)
done = true;
// 키 입력 체크
if (step.requiredKey != KeyCode.None && Input.GetKeyDown(step.requiredKey))
done = true;
elapsed += Time.deltaTime;
yield return null;
}
// 단계 완료 이벤트
step.onComplete?.Invoke();
step.onStepComplete?.Invoke();
// 다음 단계로
if (step.nextStep != null)
RunStep(step.nextStep);
@ -120,8 +121,19 @@ public class TutorialManager : MonoBehaviour
private void EndTutorial()
{
tutorialText.text = "";
_tutorialPanelController.setTutorialText("");
overlay.alpha = 0f;
overlay.blocksRaycasts = false;
if(onTutorialComplete!=null)
{
onTutorialComplete?.Invoke();
onTutorialComplete = null;
}
if (_tutorialPanelObject == null)
return;
Destroy(_tutorialPanelObject);
_tutorialPanelController = null;
}
}

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@ -0,0 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
[RequireComponent(typeof(CanvasGroup))]
public class TutorialPanelController : MonoBehaviour
{
[SerializeField] private TMP_Text tutorialText;
[Header("튜토리얼 터치 타겟들")]
public GameObject[] touchTargets;
public void setTutorialText(string tutorialText)
{
this.tutorialText.text = tutorialText;
}
public void Show(int index)
{
touchTargets[index].SetActive(true);
}
public void Hide(int index)
{
touchTargets[index].SetActive(false);
}
}

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@ -1,22 +1,21 @@
// TutorialStep.cs
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Serialization;
[CreateAssetMenu(fileName = "TutorialStep", menuName = "Tutorial/Tutorial Step")]
public class TutorialStep : ScriptableObject
{
[TextArea(2, 5)]
public string message; // 플레이어에게 보여줄 텍스트
public UnityEvent onBegin; // 단계 시작 시 추가로 실행할 이벤트
public UnityEvent onComplete; // 단계 완료 시 실행할 이벤트
public float timeout = 0f; // 0 이상이면 이 시간 경과 후 자동 완료
public KeyCode requiredKey = KeyCode.None; // 지정 Key 입력 시 완료
public float timeout = 2f; // 0 이상이면 이 시간 경과 후 자동 완료
[Tooltip("터치해야 할 위치가 있다면, 게임매니저에게 인덱스 전달")]
[Tooltip("단계별로 시작, 완료시 추가로 실행할 이벤트")]
public UnityEvent onStepBegin; // 단계 시작 시 추가로 실행할 이벤트
public UnityEvent onStepComplete; // 단계 완료 시 실행할 이벤트
[Tooltip("터치해야 할 위치가 있다면, 튜토리얼 매니저에게 인덱스 전달")]
public int touchTargetIndex=-1;
[Tooltip("배경캔버스에서 끌 오브젝트 인덱스 전달")]
public int deactiveObjectIndex=-1;
[Tooltip("다음 단계로 넘어갈 TutorialStep, null이면 튜토리얼 종료")]
public TutorialStep nextStep;

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