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196 changed files with 2443 additions and 297290 deletions

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# 디폴트 무시된 파일
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/workspace.xml
# Rider에서 무시된 파일
/projectSettingsUpdater.xml
/modules.xml
/contentModel.xml
/.idea.Degulleo3D-main.iml
# 에디터 기반 HTTP 클라이언트 요청
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

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is inbetween humanoid transforms and has rotation animation that will be discarded.\n\t'RigLArmThumb1'
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that will be discarded.\n"
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position: {x: -0.14621475, y: -0.00000015258789, z: -0.00000045776366}
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scale: {x: 1.0000014, y: 1, z: 0.9999994}
- name: RigRArmMiddle1
parentName: RigRArmPalm
position: {x: -0.44137198, y: -0.00010253906, z: 0.017746143}
rotation: {x: 0.00001227855, y: 0.0032224786, z: 0.019110452, w: 0.9998122}
scale: {x: 1.0000005, y: 0.99999964, z: 0.9999999}
- name: RigRArmMiddle2
parentName: RigRArmMiddle1
position: {x: -0.19211425, y: -0.00000015258789, z: -0.0000007122755}
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scale: {x: 1.0000012, y: 0.9999994, z: 0.9999996}
- name: RigRArmMiddle3
parentName: RigRArmMiddle2
position: {x: -0.1458392, y: 0, z: -0.00000050008293}
rotation: {x: 0.0011144101, y: -0.004212657, z: 0.11531538, w: 0.9933194}
scale: {x: 1.000001, y: 0.9999997, z: 1}
- name: RigRArmPinky1
parentName: RigRArmPalm
position: {x: -0.40341452, y: 0.000115966795, z: 0.17729923}
rotation: {x: -0.00000056624384, y: 0.003354017, z: 0.015847152, w: 0.9998688}
scale: {x: 1.000001, y: 0.9999999, z: 1.0000005}
- name: RigRArmPinky2
parentName: RigRArmPinky1
position: {x: -0.2302999, y: -0.00000015258789, z: -0.00000087738033}
rotation: {x: -0.00042451004, y: -0.00044025356, z: 0.037765555, w: 0.9992865}
scale: {x: 1.000001, y: 0.9999989, z: 0.99999905}
- name: RigRArmPinky3
parentName: RigRArmPinky2
position: {x: -0.1458392, y: -0.00000015258789, z: -0.0000004959106}
rotation: {x: 0.0011145847, y: -0.0042127063, z: 0.11531535, w: 0.9933194}
scale: {x: 1.0000021, y: 0.9999987, z: 1.0000004}
- name: RigRArmThumb1
parentName: RigRArmPalm
position: {x: -0.08617187, y: -0.005578155, z: -0.19163635}
rotation: {x: -0.3067906, y: -0.3871433, z: -0.05557807, w: 0.86770433}
scale: {x: 1.0000036, y: 0.99999976, z: 0.9999967}
- name: RigRArmThumb2
parentName: RigRArmThumb1
position: {x: -0.21924491, y: 0.00000015258789, z: -0.00000057220456}
rotation: {x: 0.09846809, y: 0.017227547, z: 0.025147874, w: 0.99467325}
scale: {x: 1.0000012, y: 0.9999994, z: 1.0000017}
- name: RigRArmThumb3
parentName: RigRArmThumb2
position: {x: -0.1682283, y: 0.00000015258789, z: -0.00000036239624}
rotation: {x: 0.068085276, y: 0.052145686, z: -0.035044286, w: 0.99569935}
scale: {x: 1.0000011, y: 0.9999969, z: 1.0000023}
- name: RigRLegPlatform
parentName: Alien Big Blink(Clone)
position: {x: 0.18593769, y: 0.000000013539717, z: 0.015741296}
rotation: {x: 0.50000006, y: -0.50000006, z: -0.49999997, w: 0.49999997}
scale: {x: 1, y: 1, z: 1}
armTwist: 0.5
foreArmTwist: 0.5
upperLegTwist: 0.5
legTwist: 0.5
armStretch: 0.05
legStretch: 0.05
feetSpacing: 0
globalScale: 1
rootMotionBoneName: RigPelvis
hasTranslationDoF: 0
hasExtraRoot: 1
skeletonHasParents: 1
lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: f5b071ac2a6be234eb5ea944f88d72d0,
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addHumanoidExtraRootOnlyWhenUsingAvatar: 1
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@ -83,9 +83,8 @@ public class DungeonLogic : MonoBehaviour
if (!isCompleted && !isFailed)
{
Debug.Log("던전 공략 성공~!");
GameManager.Instance.ClearStage(); // 스테이지 수 증가
isCompleted = true;
// OnDungeonSuccess?.Invoke();
OnDungeonSuccess?.Invoke();
_dungeonPanelController.SetBossHealthBar(0.0f); // 보스 체력 0 재설정
@ -101,7 +100,7 @@ public class DungeonLogic : MonoBehaviour
{
Debug.Log("던전 공략 실패~!");
isFailed = true;
// OnDungeonFailure?.Invoke();
OnDungeonFailure?.Invoke();
_player.SetState(PlayerState.Dead);

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@ -0,0 +1,113 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class ChatWindowController : MonoBehaviour, IPointerClickHandler
{
[SerializeField] private TMP_Text chatText;
[SerializeField] private Image clickIndicator;
private Coroutine _typingCoroutine;
private Coroutine _clickCoroutine;
private string _inputText;
private Queue<string> _inputQueue;
public delegate void OnComplete();
public OnComplete onComplete;
private void Start()
{
Init("마무리", () =>
{
Debug.Log("대화 끝.");
});
ShowText(_inputQueue.Dequeue());
}
public void Init(string text, OnComplete onComplete)
{
_inputQueue = new Queue<string>();
_inputQueue.Enqueue("아 망했어 오늘도 지각이다!!!! 이러면 진짜 해고당할 수도 있어!!!\n어떡하지 큰일이다!!!");
_inputQueue.Enqueue("톼사하셈 ㅋ");
_inputQueue.Enqueue("톼사하셈 ㅋ");
_inputQueue.Enqueue("스킵도 가능 톼사하셈 ㅋ톼사하셈 ㅋ톼사하셈 ㅋ톼사하셈 ㅋ톼사하셈 ㅋ");
_inputQueue.Enqueue(text);
this.onComplete = onComplete;
}
//화면에 표시할 텍스트 삽입 함수
private void ShowText(string text)
{
var clickIndicatorColor = clickIndicator.color;
clickIndicatorColor.a = 1;
clickIndicator.color = clickIndicatorColor;
_inputText = text;
if (_typingCoroutine != null)
{
StopCoroutine(_typingCoroutine);
}
_typingCoroutine = StartCoroutine(TypingEffectCoroutine(_inputText));
}
//텍스트 타이핑효과 코루틴
private IEnumerator TypingEffectCoroutine(string text)
{
StringBuilder strText = new StringBuilder();
for (int i = 0; i < text.Length; i++)
{
strText.Append(text[i]);
chatText.text = strText.ToString();
yield return new WaitForSeconds(0.1f);
}
_clickCoroutine = StartCoroutine(ClickIndicatorCoroutine());
_typingCoroutine = null;
}
private IEnumerator ClickIndicatorCoroutine()
{
bool flag = true;
var clickIndicatorColor = clickIndicator.color;
while (true)
{
clickIndicatorColor.a = flag? 0:1;
flag = !flag;
clickIndicator.color = clickIndicatorColor;
yield return new WaitForSeconds(0.5f);
}
}
//대화창 클릭 시 호출 함수
public void OnPointerClick(PointerEventData eventData)
{
if (_typingCoroutine != null)
{
StopCoroutine(_typingCoroutine);
_typingCoroutine = null;
chatText.text = _inputText;
_clickCoroutine = StartCoroutine(ClickIndicatorCoroutine());
}
else
{
if (_clickCoroutine != null)
{
StopCoroutine(_clickCoroutine);
_clickCoroutine = null;
}
if (_inputQueue.Count > 0)
{
ShowText(_inputQueue.Dequeue());
}
else
{
onComplete?.Invoke();
}
}
}
}

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@ -1,65 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.PlayerLoop;
using UnityEngine.UI;
public class ClearPanelController : PanelController, IPointerClickHandler
{
[SerializeField] private CanvasGroup clearPanel;
[SerializeField] private Image clearPanelArmImage;
[SerializeField] private Image clearTextImage;
private Image _clearPanelBGImage;
public Action onCompleted;
private void Awake()
{
base.Awake();
_clearPanelBGImage = GetComponent<Image>();
}
private void Start()
{
//임시 코드
Show(() =>
{
Debug.Log("OnCompleted");
});
}
public void Show(Action onCompleted)
{
base.Show();
this.onCompleted = onCompleted;
Init();
}
private void Init()
{
_clearPanelBGImage.DOFade(0, 0);
clearTextImage.rectTransform.localScale = Vector3.zero;
clearTextImage.DOFade(0, 0);
clearPanel.DOFade(0, 0);
ClearAnimation();
}
private void ClearAnimation()
{
Sequence seq = DOTween.Sequence();
seq.Append(_clearPanelBGImage.DOFade(0.98f, 0.5f))
.Append(clearPanel.DOFade(1, 0.5f))
.Append(clearPanelArmImage.rectTransform.DORotate(new Vector3(0, 0, 15), 0.3f))
.Append(clearPanelArmImage.rectTransform.DORotate(Vector3.zero, 0.3f))
.Join(clearTextImage.rectTransform.DOScale(1f, 0.5f).SetEase(Ease.OutBack))
.Join(clearTextImage.DOFade(1, 0.5f));
}
public void OnPointerClick(PointerEventData eventData)
{
onCompleted?.Invoke();
Hide();
}
}

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@ -1,65 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using UnityEngine.EventSystems;
public class FailedPanelController : PanelController, IPointerClickHandler
{
[SerializeField] private CanvasGroup failedPanel;
[SerializeField] private Image failedPanelArmImage;
[SerializeField] private Image failedTextImage;
private Image _failedPanelBGImage;
public Action onCompleted;
private void Awake()
{
base.Awake();
_failedPanelBGImage = GetComponent<Image>();
}
private void Start()
{
//임시 코드
Show(() =>
{
Debug.Log("OnCompleted");
});
}
public void Show(Action onCompleted)
{
base.Show();
this.onCompleted = onCompleted;
Init();
}
private void Init()
{
_failedPanelBGImage.DOFade(0, 0);
failedTextImage.DOFade(0, 0);
failedTextImage.rectTransform.DOScale(0, 0);
failedPanel.DOFade(0, 0);
FailedAnimation();
}
private void FailedAnimation()
{
Sequence seq = DOTween.Sequence();
seq.Append(_failedPanelBGImage.DOFade(0.98f, 0.5f))
.Append(failedPanel.DOFade(1, 0.5f))
.Append(failedPanelArmImage.rectTransform.DORotate(new Vector3(0, 0, 15), 0.3f))
.Append(failedPanelArmImage.rectTransform.DORotate(Vector3.zero, 0.3f))
.Join(failedTextImage.rectTransform.DOScale(1f, 0.5f).SetEase(Ease.OutBack))
.Join(failedTextImage.DOFade(1, 0.5f));
}
public void OnPointerClick(PointerEventData eventData)
{
onCompleted?.Invoke();
Hide();
}
}

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@ -9,7 +9,7 @@ public class PanelController : MonoBehaviour
{
private CanvasGroup _canvasGroup;
protected void Awake()
private void Awake()
{
_canvasGroup = GetComponent<CanvasGroup>();
if (_canvasGroup == null) return;

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@ -1,151 +0,0 @@
{
"dialogues": [
{
"id": "fairy_intro_1",
"name": "???",
"text": "일어나라 소년, 아니 청년, ...아니 34세의 회사원... 그대의 도움이 필요하다.",
"nextId": "fairy_intro_2",
"phase": "intro"
},
{
"id": "fairy_intro_2",
"name": "냉장고 요정",
"text": "나는 냉장고의 요정. \n이 냉장고는 세상을 멸망시킬 던전이 잠들어 있다, 그대가 부디 클리어 해주길 바란다. \n...일주일 안에!",
"nextId": "player_intro_1",
"phase": "intro"
},
{
"id": "player_intro_1",
"name": "주인공",
"text": "...(어쩐지 감자 마켓 온도가 -99도더니...) 내가 왜",
"nextId": "fairy_intro_3",
"phase": "intro"
},
{
"id": "fairy_intro_3",
"name": "냉장고 요정",
"text": "안 하면 냉장고 터진다.",
"nextId": "player_intro_2",
"phase": "intro"
},
{
"id": "player_intro_2",
"name": "주인공",
"text": "안돼! 3만원에 사온 내 비X코프 냉장고가! \n(실제 냉장고 상호명과는 아무 관계 없습니다.)",
"nextId": "fairy_intro_4",
"phase": "intro"
},
{
"id": "fairy_intro_4",
"name": "냉장고 요정",
"text": "또한 냉장고 폭파로 인한 화재가 발생할 수 있으며, 이는 부주의로 인하였기에 보험 적용에 제한이 있을 수 있습니다.",
"nextId": "player_intro_3",
"phase": "intro"
},
{
"id": "player_intro_3",
"name": "주인공",
"text": "할 수 밖에 없잖아...!!",
"nextId": "",
"phase": "intro"
},
{
"id": "fairy_gameplay_1",
"name": "냉장고 요정",
"text": "일주일 후 평판이 3이면 좋은 일이 발생할 지도 몰라",
"nextId": "",
"phase": "gameplay"
},
{
"id": "fairy_gameplay_2",
"name": "냉장고 요정",
"text": "출근 한 번 안했다고 평판 2씩이나 깎는 회사가 있으려나...",
"nextId": "player_gameplay_2",
"phase": "gameplay"
},
{
"id": "player_gameplay_2",
"name": "주인공",
"text": "(여기 있다.)",
"nextId": "",
"phase": "gameplay"
},
{
"id": "fairy_gameplay_3",
"name": "냉장고 요정",
"text": "던전은 총 2스테이지까지 있으며 모두 클리어한다면...",
"nextId": "player_gameplay_3",
"phase": "gameplay"
},
{
"id": "player_gameplay_3",
"name": "주인공",
"text": "한다면... 뭐지?",
"nextId": "",
"phase": "gameplay"
},
{
"id": "fairy_end_1",
"name": "냉장고 요정",
"text": "일주일이 지났네! 수고했어! 이제 이 비스X프 냉장고는 너의 것이야!",
"nextId": "player_end_1",
"phase": "end"
},
{
"id": "player_end_1",
"name": "주인공",
"text": "(네 도움이 없었다면 불가능했을 거야. 정말 고마워.) \n아자!!!!!!!!!",
"nextId": "fairy_end_2",
"phase": "end"
},
{
"id": "fairy_end_2",
"name": "냉장고 요정",
"text": "네 덕분에 이 세계는 다시 평화를 되찾았어.",
"nextId": "player_end_2",
"phase": "end"
},
{
"id": "player_end_2",
"name": "주인공",
"text": "그래... 이제 넌 어떻게 되는 거지?",
"nextId": "fairy_end_3",
"phase": "end"
},
{
"id": "fairy_end_3",
"name": "냉장고 요정",
"text": "여기 있지...?",
"nextId": "player_end_3",
"phase": "end"
},
{
"id": "player_end_3",
"name": "주인공",
"text": "?",
"nextId": "fairy_end_4",
"phase": "end"
},
{
"id": "fairy_end_4",
"name": "냉장고 요정",
"text": "?",
"nextId": "player_end_4",
"phase": "end"
},
{
"id": "player_end_4",
"name": "주인공",
"text": "... ?",
"nextId": "fairy_end_5",
"phase": "end"
},
{
"id": "fairy_end_5",
"name": "냉장고 요정",
"text": "... GameManager.Instance.ShowCredit(GamePhase.End);",
"nextId": "",
"phase": "end"
}
]
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: cac8b86426d9414c912671dbc2fa7959
timeCreated: 1745890651

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@ -17,8 +17,6 @@ public abstract class CharacterBase : MonoBehaviour
[Header("상태 이상")]
public List<StatusEffect> statusEffects = new List<StatusEffect>();
private Dictionary<Type, Coroutine> _statusEffectCoroutines = new();
private Dictionary<Type, StatusEffect> _activeStatusEffects = new();
public event Action OnDeath; // 사망 이벤트
public event Action<CharacterBase> OnGetHit; // 피격 이벤트
@ -55,38 +53,8 @@ public abstract class CharacterBase : MonoBehaviour
// 상태이상 추가 메서드
public virtual void AddStatusEffect(StatusEffect effect)
{
var type = effect.GetType();
// 기존 효과가 있다면 제거
if (_activeStatusEffects.TryGetValue(type, out var existingEffect))
{
existingEffect.RemoveEffect(this);
if (_statusEffectCoroutines.TryGetValue(type, out Coroutine oldRoutine))
{
StopCoroutine(oldRoutine);
_statusEffectCoroutines.Remove(type);
}
statusEffects.Remove(existingEffect);
}
// 새 효과 적용
effect.ApplyEffect(this);
statusEffects.Add(effect);
_activeStatusEffects[type] = effect;
// 효과 종료 처리 예약
Coroutine routine = StartCoroutine(RemoveStatusEffectAfterDuration(effect));
_statusEffectCoroutines[type] = routine;
}
private IEnumerator RemoveStatusEffectAfterDuration(StatusEffect effect)
{
yield return new WaitForSeconds(effect.duration);
effect.RemoveEffect(this);
statusEffects.Remove(effect);
_activeStatusEffects.Remove(effect.GetType());
_statusEffectCoroutines.Remove(effect.GetType());
// TODO: 상태이상 처리 로직 추가
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: bbabce589758407ab99ff5a16cc2bc54
timeCreated: 1746076455

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@ -1,31 +0,0 @@
using UnityEngine;
public class SlowDebuff : StatusEffect
{
private float _slowMultiplier;
public SlowDebuff(float duration, float slowMultiplier)
{
this.effectName = "Slow";
this.duration = duration;
_slowMultiplier = slowMultiplier;
}
public override void ApplyEffect(CharacterBase target)
{
if (target is PlayerController pc)
{
pc.moveSpeed *= _slowMultiplier;
Debug.Log($"{target.characterName}에게 이동 속도 감소 적용됨");
}
}
public override void RemoveEffect(CharacterBase target)
{
if (target is PlayerController pc)
{
pc.moveSpeed /= _slowMultiplier;
Debug.Log($"{target.characterName}의 이동 속도 회복됨");
}
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 053f010106f049d79b6c4baa5b946dbe
timeCreated: 1746076472

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@ -1,26 +0,0 @@
using UnityEngine;
public class MagicAoEField : AoeControllerBase
{
protected override void HitCheck()
{
var hits = Physics.OverlapSphere(transform.position, _data.radius, _data.targetLayer);
foreach (var hit in hits)
{
if (hit.CompareTag("Player"))
{
Debug.Log($"{hit.name}에게 {_data.damage} 데미지 적용");
// TODO: 실제 데미지 처리 로직 호출
// 임시 데이미 처리 로직
PlayerController playerController = hit.transform.GetComponent<PlayerController>();
if (playerController != null)
{
// playerController.AddStatusEffect(_slowDebuff);
var slow = new SlowDebuff(10f, 0.5f); // 10초간 50% 속도
playerController.AddStatusEffect(slow);
}
}
}
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: c95a161cc89f499e91a540156c7ba7aa
timeCreated: 1746074656

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@ -1,58 +1,16 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.AI;
using Random = UnityEngine.Random;
public class CasterDemonController : EnemyController
{
// Animation
public static readonly int Cast = Animator.StringToHash("Cast");
public static readonly int Flee = Animator.StringToHash("Flee");
private bool _doneBattleSequence = true;
private bool _isFirstNoPath = true;
private Coroutine _currentSequence;
[SerializeField] private Transform teleportTransform;
[SerializeField] private Transform bulletShotPosition;
[SerializeField] private GameObject magicMissilePrefab;
[SerializeField] private GameObject teleportEffectPrefab;
[Header("각종 데미지 이펙트 세트")]
[SerializeField] private GameObject chariotWarning;
[SerializeField] private GameObject chariotEffect;
[Space(10)]
[SerializeField] private GameObject slowFieldWarning;
[SerializeField] private GameObject slowFieldEffect;
private float _teleportDistance = 4f; // 플레이어 뒤로 떨어질 거리
// 텔레포트 쿨타임
private float _teleportTimer = 0;
private const float TeleportThresholdTime = 20f;
private bool CanTeleport {
get
{
if (_teleportTimer >= TeleportThresholdTime )
{
_teleportTimer = 0;
return true;
}
return false;
}
}
private void LateUpdate()
{
_teleportTimer += Time.deltaTime;
}
public override void BattleSequence()
{
// 전투 행동이 이미 진행 중일 경우 실행 막기
@ -62,11 +20,12 @@ public class CasterDemonController : EnemyController
_doneBattleSequence = false;
// TODO : 배틀 중일 때 루프
// Debug.Log("## 몬스터의 교전 행동 루프");
Debug.Log("## 몬스터의 교전 행동 루프");
Thinking();
}
}
private void Thinking()
{
int selectedPattern = Random.Range(0, 10);
@ -92,32 +51,43 @@ public class CasterDemonController : EnemyController
case 8:
case 9:
// SetSequence(ShotMagicMissile());
SetSequence(SlowFieldSpell());
StartCoroutine(ShotMagicMissile());
break;
}
}
public override void OnCannotFleeBehaviour(Action action)
public override void OnCannotFleeBehaviour()
{
if (CanTeleport)
{
action();
Teleport();
}
// 구석에 끼인 경우 탈출
Debug.Log("## 텔레포트 시전");
Teleport();
}
private IEnumerator ShotMagicMissile()
{
for (int i = 0; i < 3; i++)
{
var aimPosition = TargetPosOracle(out var basePos, out var rb);
// 1. 기본 위치
Vector3 basePos = TraceTargetTransform.position;
Vector3 aimPosition = basePos;
// 플레이어 위치를 바라보고
// 2. 플레이어 Rigidbody로 속도 얻기
if (TraceTargetTransform.TryGetComponent<Rigidbody>(out var rb))
{
// 아주 짧은 시간만 예측
float predictionTime = 0.3f;
aimPosition += rb.velocity * predictionTime;
}
// 높이는 변경할 필요 없음
float fixedY = bulletShotPosition.position.y;
aimPosition.y = fixedY;
// 3. 그 위치를 바라보고
transform.LookAt(aimPosition);
// 미사일 생성 및 초기화
// 4. 미사일 생성 및 초기화
var missile = Instantiate(
magicMissilePrefab,
bulletShotPosition.position,
@ -134,89 +104,21 @@ public class CasterDemonController : EnemyController
_doneBattleSequence = true;
}
private Vector3 TargetPosOracle(out Vector3 basePos, out Rigidbody rb)
{
// 1. 기본 위치
basePos = TraceTargetTransform.position;
Vector3 aimPosition = basePos;
// 2. 플레이어 Rigidbody로 속도 얻기
if (TraceTargetTransform.TryGetComponent<Rigidbody>(out rb))
{
// 아주 짧은 시간만 예측
float predictionTime = 0.3f;
aimPosition += rb.velocity * predictionTime;
}
// 높이는 변경할 필요 없음
float fixedY = bulletShotPosition.position.y;
aimPosition.y = fixedY;
return aimPosition;
}
private void Teleport()
{
Vector3 startPos = transform.position;
if (teleportEffectPrefab != null)
Instantiate(teleportEffectPrefab, startPos, Quaternion.identity);
Instantiate(teleportEffectPrefab, transform.position, Quaternion.identity);
// 텔레포트와 함께 시전하는 범위 공격
var aoe = Instantiate(chariotWarning, startPos, Quaternion.identity).GetComponent<ChariotAoeController>();
if (Agent != null && teleportTransform != null)
Agent.Warp(teleportTransform.position);
else if (teleportTransform != null)
transform.position = teleportTransform.position;
var effectData = new DamageEffectData
{
damage = (int)attackPower,
radius = 10,
delay = 1.5f,
targetLayer = TargetLayerMask,
explosionEffectPrefab = chariotEffect
};
aoe.SetEffect(effectData, null, null);
// 중앙으로 이동
Agent.Warp(Vector3.zero);
if (teleportEffectPrefab != null)
Instantiate(teleportEffectPrefab, Vector3.zero, Quaternion.identity);
if (teleportEffectPrefab != null && teleportTransform != null)
Instantiate(teleportEffectPrefab, teleportTransform.position, Quaternion.identity);
}
private IEnumerator SlowFieldSpell()
{
var aimPosition = TargetPosOracle(out var basePos, out var rb);
// 1. 시전 애니메이션
transform.LookAt(aimPosition);
SetAnimation(Cast);
// 2. 장판 생성과 세팅
var effectData = new DamageEffectData
{
damage = 0,
radius = 7.5f,
delay = 2.5f,
targetLayer = TargetLayerMask,
explosionEffectPrefab = slowFieldEffect
};
var fixedPos = new Vector3(aimPosition.x, 0, aimPosition.z);
var warning = Instantiate(chariotWarning, fixedPos, Quaternion.identity).GetComponent<MagicAoEField>();
warning.SetEffect(effectData, null, null);
// TODO : 효과 적용
// 3. 짧은 텀 후 끝내기
yield return new WaitForSeconds(1f);
_doneBattleSequence = true;
}
private void SetSequence(IEnumerator newSequence)
{
if (_currentSequence != null)
{
StopCoroutine(_currentSequence);
}
_currentSequence = StartCoroutine(newSequence);
}
}

View File

@ -122,10 +122,6 @@ public abstract class EnemyController : CharacterBase
{
Debug.LogWarning("OnCannotFleeBehaviour가 구현되지 않음 : OnCannotFleeBehaviour() 오버라이드하여 구현하십시오.");
}
public virtual void OnCannotFleeBehaviour(Action action)
{
Debug.LogWarning("OnCannotFleeBehaviour가 구현되지 않음 : OnCannotFleeBehaviour() 오버라이드하여 구현하십시오.");
}
#endregion

View File

@ -1,7 +1,5 @@
using System;
using UnityEngine;
using UnityEngine;
using UnityEngine.AI;
using Random = UnityEngine.Random;
public class EnemyStateFlee :IEnemyState
{
@ -12,14 +10,13 @@ public class EnemyStateFlee :IEnemyState
// 경로 탐색 주기 조절용
private float _fleeSearchTimer = 0;
private const float FleeThresholdTime = 0.2f;
private float _fleeThresholdTime = 0.2f;
// 막다른길 검사용
private Vector3 _lastPosition;
private float _stuckTimer = 0f;
private const float StuckThresholdTime = 1f; // 1초 동안 거의 못 움직이면 막힌 걸로 간주
private const float StuckMoveThreshold = 0.1f; // 이내 이동은 “제자리”로 본다
private int _stuckCount = 0;
public void Enter(EnemyController enemyController)
{
@ -28,12 +25,11 @@ public class EnemyStateFlee :IEnemyState
_playerTransform = _enemyController.TraceTargetTransform;
_lastPosition = _enemyController.transform.position;
_enemyController.Agent.ResetPath();
_enemyController.Agent.isStopped = false;
_stuckTimer = 0f;
_fleeSearchTimer = 0;
_enemyController.SetAnimation(CasterDemonController.Flee, true);
}
public void Update()
@ -80,6 +76,8 @@ public class EnemyStateFlee :IEnemyState
_stuckTimer += Time.deltaTime;
if (_stuckTimer >= StuckThresholdTime)
{
Debug.Log("## 끼임");
HandleDeadEnd();
_stuckTimer = 0f;
}
@ -93,7 +91,7 @@ public class EnemyStateFlee :IEnemyState
private void FindPositionFlee()
{
_fleeSearchTimer += Time.deltaTime;
if (_fleeSearchTimer <= FleeThresholdTime) return;
if (_fleeSearchTimer <= _fleeThresholdTime) return;
// 1) 목표 도망 위치 계산
Vector3 fleeDirection = (_enemyController.transform.position - _playerTransform.position).normalized;
@ -109,11 +107,6 @@ public class EnemyStateFlee :IEnemyState
private void HandleDeadEnd()
{
if (_stuckCount >= 4)
{
_enemyController.OnCannotFleeBehaviour(() => { _stuckCount = 0;});
return;
}
// 무작위 도망 지점 샘플링 시도
Vector3 randomDirection = Random.insideUnitSphere * (_fleeDistance * 2);
randomDirection += _playerTransform.position;
@ -122,16 +115,20 @@ public class EnemyStateFlee :IEnemyState
{
// 샘플링에 성공했으면 일단 그 위치로 가 보도록 세팅
Debug.Log("## 일단 가봄");
_stuckCount++;
_enemyController.Agent.SetDestination(hit.position);
// _enemyController.OnCannotFleeBehaviour();
_enemyController.OnCannotFleeBehaviour();
}
else
{
// 대체 경로도 찾을 수 없는 경우
Debug.Log("## 대체 경로도 못찾음");
_enemyController.OnCannotFleeBehaviour();
}
}
public void Exit()
{
_enemyController.SetAnimation(CasterDemonController.Flee, false);
_enemyController.Agent.isStopped = true;
_enemyController.Agent.ResetPath();
_playerTransform = null;

View File

@ -1,224 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using Random = UnityEngine.Random;
// 대화 데이터 클래스
[Serializable]
public class DialogueStruct
{
public string id; // 대화 고유 ID, 세이브용
public string name;
public string text;
public string nextId;
public string phase; // 단계 (intro, gameplay, end)
}
[Serializable]
public class DialogueData // 전체 데이터 클래스
{
public DialogueData()
{
dialogues = new List<DialogueStruct>();
}
public List<DialogueStruct> dialogues;
}
public enum GamePhase // 단계별로 출력되는 대화가 달라짐
{
Intro, // 인트로 설명문
Gameplay, // 게임 진행 팁? 등
End // 엔딩 대화
}
public class ChatWindowController : MonoBehaviour, IPointerClickHandler
{
[SerializeField] private TMP_Text nameText;
[SerializeField] private TMP_Text chatText;
[SerializeField] private Image clickIndicator;
[SerializeField] private GameObject chatWindowObject; // 대화 종료용
[SerializeField] private AudioClip typingClip; // 타이핑 사운드
private Coroutine _typingCoroutine;
private Coroutine _clickCoroutine;
private string _inputText;
private Queue<DialogueStruct> _inputQueue;
public delegate void OnComplete();
public OnComplete onComplete;
private FairyDialogueManager _dialogueManager;
private void Awake()
{
_inputQueue = new Queue<DialogueStruct>();
chatWindowObject.SetActive(false); // 일단 비활성화로 시작
}
private void Start()
{
_dialogueManager = new FairyDialogueManager(this);
onComplete = () => {
// 대화문 종료 call back
Debug.Log("대화가 완료되었습니다.");
};
}
// 외부 호출용 함수 (대화 시작)
public void SetGamePhase(GamePhase phase)
{
_dialogueManager.SetGamePhase(phase);
// Gameplay 상태라면 랜덤 대화 출력
if (phase == GamePhase.Gameplay) _dialogueManager.ShowRandomGameplayDialogue();
}
#region Show and Hide
// 대화창 표시
public void ShowWindow()
{
chatWindowObject.SetActive(true);
if (_inputQueue.Count > 0)
{
ShowNextDialogue();
}
}
// 대화창 숨기기
public void HideWindow()
{
chatWindowObject.SetActive(false);
onComplete?.Invoke(); // 대화창 중지하며 콜백 호출
// 진행 중인 모든 코루틴 중지
if (_typingCoroutine != null)
{
StopCoroutine(_typingCoroutine);
_typingCoroutine = null;
}
if (_clickCoroutine != null)
{
StopCoroutine(_clickCoroutine);
_clickCoroutine = null;
}
}
#endregion
// 대화 시퀀스 설정
public void SetDialogueSequence(List<DialogueStruct> sequence)
{
// 기존 큐 초기화
_inputQueue.Clear();
// 새 대화 시퀀스를 큐에 추가
foreach (DialogueStruct dialog in sequence)
{
_inputQueue.Enqueue(dialog);
}
}
// 다음 대화 표시
private void ShowNextDialogue()
{
if (_inputQueue.Count == 0)
{
HideWindow();
onComplete?.Invoke();
return;
}
DialogueStruct dialog = _inputQueue.Dequeue();
// 이름 텍스트 업데이트
if (nameText != null)
{
nameText.text = dialog.name;
}
// 클릭 인디케이터 활성화
var clickIndicatorColor = clickIndicator.color;
clickIndicatorColor.a = 1;
clickIndicator.color = clickIndicatorColor;
_inputText = dialog.text;
// 이전 타이핑 코루틴 중단
if (_typingCoroutine != null)
{
StopCoroutine(_typingCoroutine);
}
// 새 타이핑 코루틴 시작
_typingCoroutine = StartCoroutine(TypingEffectCoroutine(_inputText));
}
//텍스트 타이핑효과 코루틴
private IEnumerator TypingEffectCoroutine(string text)
{
StringBuilder strText = new StringBuilder();
for (int i = 0; i < text.Length; i++)
{
strText.Append(text[i]);
chatText.text = strText.ToString();
yield return new WaitForSeconds(0.05f);
SoundManager.Instance.PlaySFX(typingClip); // 타이핑 사운드
}
_clickCoroutine = StartCoroutine(ClickIndicatorCoroutine());
_typingCoroutine = null;
}
private IEnumerator ClickIndicatorCoroutine()
{
bool flag = true;
var clickIndicatorColor = clickIndicator.color;
while (true)
{
clickIndicatorColor.a = flag? 0:1;
flag = !flag;
clickIndicator.color = clickIndicatorColor;
yield return new WaitForSeconds(0.5f);
}
}
//대화창 클릭 시 호출 함수
public void OnPointerClick(PointerEventData eventData)
{
if (_typingCoroutine != null)
{
StopCoroutine(_typingCoroutine);
_typingCoroutine = null;
if (chatText != null) chatText.text = _inputText;
if (clickIndicator != null) _clickCoroutine = StartCoroutine(ClickIndicatorCoroutine());
}
else
{
if (_clickCoroutine != null)
{
StopCoroutine(_clickCoroutine);
_clickCoroutine = null;
}
if (_inputQueue.Count > 0) // 대화가 남은 경우
{
ShowNextDialogue();
}
else
{
HideWindow(); // 대화 종료되면 창 닫기
}
}
}
}

View File

@ -1,199 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Random = UnityEngine.Random;
public class FairyDialogueManager
{
private ChatWindowController _chatWindow;
private string _dialogueFileName;
private GamePhase _currentGamePhase = GamePhase.Intro; // 현재 게임 단계
private DialogueData _database;
private Dictionary<string, DialogueStruct> _dialogueDict;
private Dictionary<string, List<DialogueStruct>> _phaseDialogues;
// 이미 보여준 게임플레이 대화 추적
private HashSet<string> _shownGameplayDialogueIds;
private string _fairyName = "냉장고 요정";
public FairyDialogueManager(ChatWindowController chatWindow, string dialogueFileName = "dialogue.json")
{
_chatWindow = chatWindow;
_dialogueFileName = dialogueFileName;
_shownGameplayDialogueIds = new HashSet<string>();
LoadDialogueData();
OrganizeDialogues();
}
// 대화 데이터베이스 로드
private void LoadDialogueData()
{
string filePath = "Dialogues/" + _dialogueFileName.Replace(".json", "");
TextAsset jsonFile = Resources.Load<TextAsset>(filePath);
if (jsonFile == null)
{
Debug.LogError($"경로 오류로 인한 대화 데이터 로딩 실패 : {filePath}");
_database = new DialogueData { dialogues = new List<DialogueStruct>() };
return;
}
try {
_database = JsonUtility.FromJson<DialogueData>(jsonFile.text);
_dialogueDict = new Dictionary<string, DialogueStruct>(); // 대화 사전 초기화
foreach (DialogueStruct entry in _database.dialogues)
{
_dialogueDict[entry.id] = entry;
}
}
catch (Exception e) {
Debug.LogError($"JSON 파싱 오류: {e.Message}");
_database = new DialogueData { dialogues = new List<DialogueStruct>() };
}
}
// 대화를 단계별로 분류
private void OrganizeDialogues()
{
_phaseDialogues = new Dictionary<string, List<DialogueStruct>>();
foreach (DialogueStruct entry in _database.dialogues)
{
// 단계별 분류
if (!_phaseDialogues.ContainsKey(entry.phase))
{
_phaseDialogues[entry.phase] = new List<DialogueStruct>();
}
_phaseDialogues[entry.phase].Add(entry);
}
}
// 게임 단계 설정, GamePlay는 따로 실행
public void SetGamePhase(GamePhase phase)
{
_currentGamePhase = phase;
if (phase == GamePhase.Intro)
{
StartPhaseDialogue("intro");
}
else if (phase == GamePhase.End)
{
StartPhaseDialogue("end");
}
}
// 단계별 시작 대화 찾기 및 시작
private void StartPhaseDialogue(string phaseName)
{
if (!_phaseDialogues.ContainsKey(phaseName) || _phaseDialogues[phaseName].Count == 0)
{
Debug.LogWarning($"No dialogues found for phase: {phaseName}");
return;
}
// 첫 대화 찾기 (요정이 먼저 말함)
DialogueStruct startEntry = _phaseDialogues[phaseName]
.FirstOrDefault(d => d.name == _fairyName && !string.IsNullOrEmpty(d.nextId));
if (startEntry == null)
{
startEntry = _phaseDialogues[phaseName][0];
}
// 대화 시퀀스 시작
StartDialogueSequence(startEntry.id);
}
// Gameplay일 때 랜덤 대화 출력
public void ShowRandomGameplayDialogue()
{
if (_currentGamePhase != GamePhase.Gameplay) return;
// 요정 대화 중 아직 보여주지 않은 것 찾기
var availableDialogues = _phaseDialogues["gameplay"]
.Where(d => d.name == _fairyName && !_shownGameplayDialogueIds.Contains(d.id))
.ToList();
// 모든 대화를 다 보여줬다면 다시 초기화
if (availableDialogues.Count == 0)
{
_shownGameplayDialogueIds.Clear();
availableDialogues = _phaseDialogues["gameplay"]
.Where(d => d.name == _fairyName)
.ToList();
}
// 랜덤 대화 선택
if (availableDialogues.Count > 0)
{
int randomIndex = Random.Range(0, availableDialogues.Count);
DialogueStruct randomDialogue = availableDialogues[randomIndex];
// 보여준 대화 기록
_shownGameplayDialogueIds.Add(randomDialogue.id);
// 대화 시퀀스 시작
StartDialogueSequence(randomDialogue.id);
}
}
// 대화 ID로 대화 시작
public void StartDialogueSequence(string startDialogueId)
{
if (!_dialogueDict.ContainsKey(startDialogueId)) return;
DialogueStruct startEntry = _dialogueDict[startDialogueId]; // 시작 대화
List<DialogueStruct> sequence = BuildDialogueSequence(startEntry); // 대화 시퀀스 구성
// 대화창에 대화 시퀀스 전달
_chatWindow.SetDialogueSequence(sequence);
_chatWindow.ShowWindow();
}
// 연결된 대화 시퀀스 구성
private List<DialogueStruct> BuildDialogueSequence(DialogueStruct startEntry)
{
List<DialogueStruct> sequence = new List<DialogueStruct>();
HashSet<string> visitedIds = new HashSet<string>(); // 순환 참조 방지
DialogueStruct currentEntry = startEntry;
while (currentEntry != null && !visitedIds.Contains(currentEntry.id))
{
sequence.Add(currentEntry);
visitedIds.Add(currentEntry.id);
// 다음 대화가 없으면 종료
if (string.IsNullOrEmpty(currentEntry.nextId) ||
!_dialogueDict.ContainsKey(currentEntry.nextId))
{
break;
}
// 다음 대화로 이동
currentEntry = _dialogueDict[currentEntry.nextId];
}
return sequence;
}
// 특정 대화 ID로 대화 시작 (세이브/로드 시 사용)
public void StartDialogueById(string dialogueId)
{
if (_dialogueDict.ContainsKey(dialogueId))
{
StartDialogueSequence(dialogueId);
}
else
{
Debug.LogError($"Dialogue ID not found: {dialogueId}");
}
}
}

View File

@ -40,7 +40,4 @@ public class GameConstants
// 날짜 한계 값
public static int maxDays = 7;
// 스테이지 한계 값
public static int maxStage = 3; // 기본 값 1 + 스테이지 2가지
}

View File

@ -11,18 +11,13 @@ public partial class GameManager : Singleton<GameManager>
private Canvas _canvas;
// 게임 진행 상태
private int currentDay = 1; // 날짜
private int currentDay = 1;
public int CurrentDay => currentDay;
private int maxDays = GameConstants.maxDays;
private int stageLevel = 1; // 스테이지 정보
public int StageLevel => stageLevel;
// 날짜 변경 이벤트, 추후에 UI 상의 날짜를 변경할 때 사용
public event Action<int> OnDayChanged;
private ChatWindowController chatWindowController; // 대화창 컨트롤러
private void Start()
{
// 오디오 초기화
@ -41,23 +36,6 @@ public partial class GameManager : Singleton<GameManager>
}
playerStats.OnDayEnded += AdvanceDay;
}
#region
public void StartNPCDialogue(GamePhase phase) // intro, gameplay, end 존재
{
if(chatWindowController == null)
SetChatWindowController();
chatWindowController.SetGamePhase(phase);
}
private void SetChatWindowController()
{
chatWindowController = FindObjectOfType<ChatWindowController>();
}
#endregion
// 날짜 진행
public void AdvanceDay()
@ -66,12 +44,19 @@ public partial class GameManager : Singleton<GameManager>
OnDayChanged?.Invoke(currentDay);
// 최대 일수 도달 체크
if (currentDay > maxDays) // 8일차에 검사
if (currentDay > maxDays)
{
TriggerTimeEnding();
}
}
// 엔딩 트리거
private void TriggerTimeEnding()
{
// TODO: 엔딩 처리 로직
Debug.Log("7일이 지나 게임이 종료됩니다.");
}
public void ChangeToGameScene()
{
SceneManager.LoadScene("Game"); // 던전 Scene

View File

@ -1,61 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// 엔딩 타입 정의
public enum EndingType
{
Normal, // 던전 공략 O
Bad, // 던전 공략 X
Happy // 던전 공략 O, 평판 기본 스탯 값 * 1.5 이상
}
public partial class GameManager
{
private float happyEndReputation = 3.0f;
public void ClearStage()
{
Debug.Log($"스테이지 레벨 {stageLevel}을 클리어 하셨습니다!");
stageLevel++;
}
// 엔딩 관련 메서드. 7일차에 실행
private void TriggerTimeEnding()
{
// npc와의 마지막 대화 출력
StartNPCDialogue(GamePhase.End);
// 플레이어 상태에 따라 엔딩 판별
EndingType endingType = DetermineEnding();
// 엔딩 타입에 따라 다른 씬이나 UI 표시
switch (endingType)
{
case EndingType.Normal:
Debug.Log("던전 공략 성공");
// TODO: 엔딩 관련 패널 띄우기
break;
case EndingType.Bad:
Debug.Log("던전 공략 실패");
break;
case EndingType.Happy:
Debug.Log("던전 공략 성공과 훌륭한 평판 작");
break;
}
}
// 던전 스테이지와 평판 수치로 엔딩 판별
private EndingType DetermineEnding()
{
if (stageLevel < GameConstants.maxStage) // 현재 스테이지 1 혹은 2
return EndingType.Bad;
if (playerStats.ReputationStat >= happyEndReputation) // 평판이 일정 수치 이상
return EndingType.Happy;
return EndingType.Normal;
}
}

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