DEG-144-체력0탈진-연출-추가이전에 로딩패널 구현 #39

Merged
heain0122 merged 4 commits from DEG-144-체력0탈진-연출-추가 into main 2025-05-12 14:56:56 +00:00
12 changed files with 194 additions and 5 deletions

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Assets/LIN/ReHousing Copy.unity (Stored with Git LFS)

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerStateEx : IPlayerState
{
private PlayerController _playerController;
public void Enter(PlayerController playerController)
{
// 파라미터가 존재하는지 확인 후 처리
_playerController.SafeSetBool("Dizzy", true);
}
public void Update()
{
}
public void Exit()
{
// 파라미터가 존재하는지 확인 후 처리
_playerController.SafeSetBool("Dizzy", false);
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@ -15,6 +15,10 @@ public class HousingCanvasController : MonoBehaviour
[SerializeField] private GameObject suddenPanel;
[SerializeField] private TMP_Text suddenText;
[SerializeField] private GameObject[] suddenEventImages;
[Header("로딩(스위칭) 패널")]
[SerializeField] private GameObject switchingPanel;
private SwitchingPanelController switchingPanelController;
private Coroutine _autoHideCoroutine;
@ -27,6 +31,19 @@ public class HousingCanvasController : MonoBehaviour
interactionButton.SetActive(false);
suddenPanel.SetActive(false);
}
/// <summary>
/// 씬전환 로딩 패널 테스트용 코드.던전에서도 씬전환 할 때 해당 코드 사용하시면 됩니다.
/// </summary>
private void Update()
{
if (Input.GetKeyDown(KeyCode.A))
{
var _switchingPanel = Instantiate(switchingPanel,this.transform);
switchingPanelController = _switchingPanel.GetComponent<SwitchingPanelController>();
switchingPanelController.FadeAndSceneLoad("ReDungeon");
}
}
#region NPC
@ -75,7 +92,6 @@ public class HousingCanvasController : MonoBehaviour
#region
public void ShowSuddenEventPanel(string actText, Action onSuddenButtonPressed)
{
Debug.Log("call evenet panel show");
suddenPanel.SetActive(true);
suddenText.text = actText;
OnSuddenButtonPressed += onSuddenButtonPressed;

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@ -16,6 +16,8 @@ public static class HousingConstants
public static int AFTER_WORK_DENOMINATOR = 2;
//돌발 이벤트 보여줄 시간
public static float SUDDENEVENT_IAMGE_SHOW_TIME = 4.0f;
//전환효과(Switching) 패널 애니메이션 시간
public static float SWITCH_PANEL_AINIM_DURATION = 2.0f;
#region

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using TMPro;
using UnityEngine.SceneManagement;
public class SwitchingPanelController : MonoBehaviour
{
[SerializeField] private GameObject Loading_UI;
[SerializeField] TMP_Text Loading_text;
private CanvasGroup canvasGroup;
Review

이 변수는 현재 사용하지 않는 것 같은데, 어디에 사용할 예정이신가요?

이 변수는 현재 사용하지 않는 것 같은데, 어디에 사용할 예정이신가요?
Review

ReHousing 씬은 가능하다면 현재(프리팹화 된) 씬 기준으로 하시는 게 나을 것 같습니다..!

ReHousing 씬은 가능하다면 현재(프리팹화 된) 씬 기준으로 하시는 게 나을 것 같습니다..!
Review

구현 방법이 바뀌면서 필요없어진 변수 입니다. 삭제 했습니다.

구현 방법이 바뀌면서 필요없어진 변수 입니다. 삭제 했습니다.
private void Awake()
{
canvasGroup = this.GetComponent<CanvasGroup>();
canvasGroup.alpha = 0;
}
IEnumerator LoadScene(string sceneName){
Loading_UI.SetActive(true);
AsyncOperation async = SceneManager.LoadSceneAsync(sceneName);
async.allowSceneActivation = false; //퍼센트 딜레이용
float past_time = 0;
float percentage = 0;
while(!(async.isDone)){
yield return null;
past_time += Time.deltaTime;
if(percentage >= 90){
percentage = Mathf.Lerp(percentage, 100, past_time);
if(percentage == 100){
async.allowSceneActivation = true; //씬 전환 준비 완료
}
}
else{
percentage = Mathf.Lerp(percentage, async.progress * 100f, past_time);
if(percentage >= 90) past_time = 0;
}
Loading_text.text = percentage.ToString("0") + "%"; //로딩 퍼센트 표기
}
}
public void FadeAndSceneLoad(string sceneName)
{
if (canvasGroup == null) return;
canvasGroup.DOFade(1.0f, HousingConstants.SWITCH_PANEL_AINIM_DURATION).OnComplete(() =>
{
StartCoroutine(LoadScene(sceneName));
});
}
}

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