mirror of
https://github.com/HoonTB/Project-AS.git
synced 2025-12-26 11:51:21 +09:00
feat: Implement core visual novel systems for variable management, character layout, and script handling
This commit is contained in:
@@ -37,6 +37,13 @@ public class Script
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return null;
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}
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public ScriptAction PeekNext()
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{
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if (_currentIndex < _actions.Count - 1)
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return _actions[_currentIndex + 1];
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return null;
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}
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public void JumpTo(string labelName)
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{
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_currentIndex = _labelMap[labelName] - 1; // Continue() 호출 시 해당 인덱스가 되도록 -1
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@@ -69,7 +69,11 @@ public class ScriptManager : MonoBehaviour
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if (!isChoiceAvailable && !IsPointerOverInteractiveUI() && (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Space)))
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{
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if (dialogueTween.isAlive)
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{
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director.CompleteAllActions();
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dialogueTween.Complete();
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}
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else
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NextStep();
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}
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@@ -107,13 +111,20 @@ public class ScriptManager : MonoBehaviour
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if (action.Type == "char")
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{
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string charFile = action.GetParam("img");
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if (string.IsNullOrEmpty(charFile))
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{
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charFile = action.GetParam("target");
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}
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string charEntrance = action.GetParam("enter");
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if (charEntrance == "") charEntrance = "center";
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if (charEntrance.ToLower() == "center") director.AddCharacter(charFile, VisualNovelLayoutDirector.EntranceType.Center);
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if (charEntrance.ToLower() == "top") director.AddCharacter(charFile, VisualNovelLayoutDirector.EntranceType.Top);
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if (charEntrance.ToLower() == "left") director.AddCharacter(charFile, VisualNovelLayoutDirector.EntranceType.Left);
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if (charEntrance.ToLower() == "right") director.AddCharacter(charFile, VisualNovelLayoutDirector.EntranceType.Right);
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if (charEntrance.ToLower() == "bottomleft") director.AddCharacter(charFile, VisualNovelLayoutDirector.EntranceType.BottomLeft);
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if (charEntrance.ToLower() == "bottomright") director.AddCharacter(charFile, VisualNovelLayoutDirector.EntranceType.BottomRight);
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if (charEntrance.ToLower() == "leftrun") director.AddCharacter(charFile, VisualNovelLayoutDirector.EntranceType.LeftRun);
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if (charEntrance.ToLower() == "rightrun") director.AddCharacter(charFile, VisualNovelLayoutDirector.EntranceType.RightRun);
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Debug.Log($"ScriptManager :: Character: {charFile}");
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NextStep();
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return;
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@@ -124,12 +135,15 @@ public class ScriptManager : MonoBehaviour
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string exitType = action.GetParam("exit");
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if (exitType == "") exitType = "center";
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VisualNovelLayoutDirector.EntranceType type = VisualNovelLayoutDirector.EntranceType.Center;
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VisualNovelLayoutDirector.EntranceType type = new();
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if (exitType.ToLower() == "center") type = VisualNovelLayoutDirector.EntranceType.Center;
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if (exitType.ToLower() == "left") type = VisualNovelLayoutDirector.EntranceType.Left;
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if (exitType.ToLower() == "right") type = VisualNovelLayoutDirector.EntranceType.Right;
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if (exitType.ToLower() == "bottomleft") type = VisualNovelLayoutDirector.EntranceType.BottomLeft;
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if (exitType.ToLower() == "bottomright") type = VisualNovelLayoutDirector.EntranceType.BottomRight;
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if (exitType.ToLower() == "top") type = VisualNovelLayoutDirector.EntranceType.Top;
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if (exitType.ToLower() == "leftrun") type = VisualNovelLayoutDirector.EntranceType.LeftRun;
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if (exitType.ToLower() == "rightrun") type = VisualNovelLayoutDirector.EntranceType.RightRun;
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director.RemoveCharacter(charName, type);
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Debug.Log($"ScriptManager :: Remove Character: {charName} to {exitType}");
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@@ -143,7 +157,7 @@ public class ScriptManager : MonoBehaviour
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if (charAnim == "") charAnim = "center";
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if (charAnim.ToLower() == "jump") director.PlayAction(charName, VisualNovelLayoutDirector.ActionType.Jump);
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if (charAnim.ToLower() == "shake") director.PlayAction(charName, VisualNovelLayoutDirector.ActionType.Shake);
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if (charAnim.ToLower() == "shakehorizontal") director.PlayAction(charName, VisualNovelLayoutDirector.ActionType.ShakeHorizontal);
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if (charAnim.ToLower() == "run") director.PlayAction(charName, VisualNovelLayoutDirector.ActionType.Run);
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if (charAnim.ToLower() == "nod") director.PlayAction(charName, VisualNovelLayoutDirector.ActionType.Nod);
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if (charAnim.ToLower() == "punch") director.PlayAction(charName, VisualNovelLayoutDirector.ActionType.Punch);
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Debug.Log($"ScriptManager :: Action: {charName} {charAnim}");
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@@ -162,10 +176,13 @@ public class ScriptManager : MonoBehaviour
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if (action.Type == "spk")
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{
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string speaker = action.GetParam("name");
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if (speakerSprite.activeSelf == false)
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speakerSprite.SetActive(true);
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if (speaker == "")
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speakerSprite.SetActive(false);
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speaker = VariableManager.Instance.ReplaceVariables(speaker);
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Debug.Log($"ScriptManager :: Speaker: {speaker}");
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speakerText.SetText(speaker);
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speakerText.ForceMeshUpdate(true);
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NextStep();
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@@ -175,7 +192,14 @@ public class ScriptManager : MonoBehaviour
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{
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string dialogue = action.GetParam("content");
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dialogue = VariableManager.Instance.ReplaceVariables(dialogue);
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DisplayDialogue(dialogue);
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if (_currentScript.PeekNext()?.Type == "choices")
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{
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NextStep();
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}
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return;
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}
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if (action.Type == "goto")
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@@ -62,7 +62,7 @@ public class VariableManager
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public string ReplaceVariables(string text)
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{
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if (string.IsNullOrEmpty(text)) return text;
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if (string.IsNullOrEmpty(text) || !text.Contains("{")) return text;
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foreach (var kvp in _variables)
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{
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@@ -1,4 +1,5 @@
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using System.Collections;
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using System.Collections.Generic;
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using PrimeTween;
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using UnityEngine;
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using UnityEngine.UI;
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@@ -6,8 +7,8 @@ using UnityEngine.UI;
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public class VisualNovelLayoutDirector : MonoBehaviour
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{
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// ========================= [Enums] =========================
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public enum EntranceType { Left, Right, BottomLeft, BottomRight, Center, Top }
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public enum ActionType { Jump, Shake, Nod, Punch, ShakeHorizontal }
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public enum EntranceType { Left, Right, BottomLeft, BottomRight, Center, Top, LeftRun, RightRun }
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public enum ActionType { Jump, Shake, Nod, Punch, Run }
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[Header("UI 연결")]
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public Transform characterPanel;
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@@ -18,22 +19,81 @@ public class VisualNovelLayoutDirector : MonoBehaviour
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public float defaultDuration = 0.5f;
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public float moveDistance = 800f;
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// ========================= [Queue System] =========================
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private Dictionary<string, Queue<IEnumerator>> actionQueues = new();
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private Dictionary<string, Coroutine> activeCoroutines = new();
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private void EnqueueAction(string charName, IEnumerator action)
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{
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if (!actionQueues.ContainsKey(charName))
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{
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actionQueues[charName] = new Queue<IEnumerator>();
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}
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actionQueues[charName].Enqueue(action);
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if (!activeCoroutines.ContainsKey(charName) || activeCoroutines[charName] == null)
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{
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activeCoroutines[charName] = StartCoroutine(ProcessActionQueue(charName));
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}
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}
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public void CompleteAllActions()
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{
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// 1. Stop all active processing coroutines
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foreach (var kvp in activeCoroutines)
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{
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if (kvp.Value != null) StopCoroutine(kvp.Value);
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}
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activeCoroutines.Clear();
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// 2. Process remaining items in queues immediately
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foreach (var queue in actionQueues.Values)
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{
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while (queue.Count > 0)
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{
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var action = queue.Dequeue();
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RunImmediate(action);
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}
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}
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// 3. Ensure all tweens are done (visuals snap to end)
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Tween.CompleteAll();
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}
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private void RunImmediate(IEnumerator enumerator)
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{
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while (enumerator.MoveNext())
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{
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var current = enumerator.Current;
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if (current is IEnumerator nested)
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{
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RunImmediate(nested);
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}
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// Force complete any tweens that might have been started
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Tween.CompleteAll();
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}
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}
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private IEnumerator ProcessActionQueue(string charName)
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{
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while (actionQueues.ContainsKey(charName) && actionQueues[charName].Count > 0)
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{
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IEnumerator action = actionQueues[charName].Dequeue();
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yield return StartCoroutine(action);
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}
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activeCoroutines.Remove(charName);
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}
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// ========================= [1. 등장 (Entry)] =========================
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public void AddCharacter(string fileName, EntranceType type)
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{
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// 중복 방지
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if (FindSlot(fileName) != null)
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{
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Debug.LogWarning($"이미 존재하는 캐릭터입니다: {fileName}");
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return;
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}
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string path = "Images/Characters/" + fileName;
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Sprite loadedSprite = Resources.Load<Sprite>(path);
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Debug.Log($"VisualNovelLayoutDirector :: AddCharacter: {fileName} ({path})");
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if (loadedSprite != null)
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{
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StartCoroutine(SpawnRoutine(fileName, loadedSprite, type));
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EnqueueAction(fileName, SpawnRoutine(fileName, loadedSprite, type));
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}
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else
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{
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@@ -43,6 +103,11 @@ public class VisualNovelLayoutDirector : MonoBehaviour
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private IEnumerator SpawnRoutine(string name, Sprite sprite, EntranceType type)
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{
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if (FindSlot(name) != null)
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{
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Debug.LogWarning($"이미 존재하는 캐릭터입니다: {name}");
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yield break;
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}
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// 1. 슬롯 생성
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GameObject newSlot = Instantiate(slotPrefab, characterPanel);
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@@ -51,9 +116,7 @@ public class VisualNovelLayoutDirector : MonoBehaviour
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LayoutElement layoutElement = newSlot.GetComponent<LayoutElement>();
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// [변경] MotionContainer 생성 및 계층 구조 변경
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// 기존: Slot -> Image
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// 변경: Slot -> MotionContainer -> Image
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// Slot -> MotionContainer -> Image
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GameObject motionContainer = new("MotionContainer");
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RectTransform containerRect = motionContainer.AddComponent<RectTransform>();
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motionContainer.transform.SetParent(newSlot.transform, false);
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@@ -71,82 +134,121 @@ public class VisualNovelLayoutDirector : MonoBehaviour
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// 2. 초기화
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charImage.sprite = sprite;
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charImage.SetNativeSize();
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FitImageToScreen(charImage);
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layoutElement.preferredWidth = 0; layoutElement.minWidth = 0;
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// 3. 순서 재배치 (기존 로직 유지)
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// 3. 순서 재배치
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int totalCount = characterPanel.childCount;
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switch (type)
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{
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case EntranceType.Left:
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case EntranceType.LeftRun:
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case EntranceType.BottomLeft:
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newSlot.transform.SetSiblingIndex(0); break;
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case EntranceType.Right:
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case EntranceType.RightRun:
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case EntranceType.BottomRight:
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newSlot.transform.SetSiblingIndex(totalCount - 1); break;
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case EntranceType.Center:
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case EntranceType.Top:
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newSlot.transform.SetSiblingIndex((totalCount - 1) / 2); break;
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// 삭제 중인 캐릭터를 제외하고 순서 계산
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List<Transform> activeChildren = new();
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for (int i = 0; i < totalCount; i++)
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{
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Transform child = characterPanel.GetChild(i);
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if (child != newSlot.transform && !child.name.Contains("_Removing"))
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{
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activeChildren.Add(child);
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}
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}
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int targetIndex = activeChildren.Count / 2;
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if (targetIndex < activeChildren.Count)
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{
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// activeChildren[targetIndex]의 현재 인덱스 앞에 배치
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newSlot.transform.SetSiblingIndex(activeChildren[targetIndex].GetSiblingIndex());
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}
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else
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{
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// 맨 뒤로
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newSlot.transform.SetSiblingIndex(totalCount - 1);
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}
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break;
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}
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// 4. 위치 잡기 및 애니메이션
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// [변경] 움직임은 MotionContainer가 담당
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Vector2 startPos = GetDirectionVector(type);
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containerRect.anchoredPosition = startPos; // Image -> Container
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containerRect.anchoredPosition = startPos;
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charImage.color = new Color(1, 1, 1, 0);
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yield return new WaitForEndOfFrame();
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Tween.Custom(layoutElement, 0f, charWidth, defaultDuration, (t, x) => t.preferredWidth = x, Ease.OutQuart);
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Tween.UIAnchoredPosition(containerRect, Vector2.zero, defaultDuration, Ease.OutQuart); // Image -> Container
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Tween.Alpha(charImage, 1f, defaultDuration);
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// Tween 실행 및 대기
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switch (type)
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{
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case EntranceType.LeftRun:
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case EntranceType.RightRun:
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StartCoroutine(PlayActionRoutine(newSlot.transform, ActionType.Run));
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break;
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}
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yield return Sequence.Create()
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.Group(Tween.Custom(layoutElement, 0f, charWidth, defaultDuration, (t, x) => t.preferredWidth = x, Ease.OutQuart))
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.Group(Tween.UIAnchoredPosition(containerRect, Vector2.zero, defaultDuration, Ease.OutQuart))
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.Group(Tween.Alpha(charImage, 1f, defaultDuration))
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.ToYieldInstruction();
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}
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// ========================= [2. 퇴장 (Exit)] =========================
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public void RemoveCharacter(string characterName, EntranceType exitTo)
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{
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Transform targetSlot = FindSlot(characterName);
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if (targetSlot != null)
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{
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StartCoroutine(ExitRoutine(targetSlot, exitTo));
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}
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else
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{
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Debug.LogWarning($"삭제 실패: '{characterName}' 캐릭터를 찾을 수 없습니다.");
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}
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EnqueueAction(characterName, ExitRoutine(characterName, exitTo));
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}
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private IEnumerator ExitRoutine(Transform slotTransform, EntranceType exitTo)
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private IEnumerator ExitRoutine(string characterName, EntranceType exitTo)
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{
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// 중복 호출 방지를 위해 이름을 바꿔둠 (빠르게 연타했을 때 에러 방지)
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slotTransform.name += "_Removing";
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Transform targetSlot = FindSlot(characterName);
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LayoutElement layoutElement = slotTransform.GetComponent<LayoutElement>();
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if (targetSlot == null)
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{
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Debug.LogWarning($"삭제 실패: '{characterName}' 캐릭터를 찾을 수 없습니다.");
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yield break;
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}
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// 중복 호출 방지를 위해 이름을 바꿔둠
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targetSlot.name += "_Removing";
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LayoutElement layoutElement = targetSlot.GetComponent<LayoutElement>();
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// [변경] 계층 구조 반영
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Transform container = slotTransform.GetChild(0); // MotionContainer
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Transform container = targetSlot.GetChild(0); // MotionContainer
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RectTransform containerRect = container.GetComponent<RectTransform>();
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Image charImage = container.GetChild(0).GetComponent<Image>(); // Image
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Vector2 targetPos = GetDirectionVector(exitTo);
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// 이미지 날리기 & 투명화
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// [변경] 움직임은 Container, 투명도는 Image
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Tween.UIAnchoredPosition(containerRect, targetPos, defaultDuration, Ease.OutQuart);
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Tween.Alpha(charImage, 0f, defaultDuration * 0.8f);
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switch (exitTo)
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{
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case EntranceType.LeftRun:
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case EntranceType.RightRun:
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StartCoroutine(PlayActionRoutine(targetSlot, ActionType.Run));
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break;
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}
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// 공간 닫기
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yield return Tween.Custom(layoutElement, layoutElement.preferredWidth, 0f, defaultDuration,
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(t, x) => t.preferredWidth = x, Ease.OutQuart).ToYieldInstruction();
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// 이미지 날리기 & 투명화 & 공간 닫기 (동시 실행 및 대기)
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yield return Sequence.Create()
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.Group(Tween.UIAnchoredPosition(containerRect, targetPos, defaultDuration, Ease.OutQuart))
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.Group(Tween.Alpha(charImage, 0f, defaultDuration * 0.8f))
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.Group(Tween.Custom(layoutElement, layoutElement.preferredWidth, 0f, defaultDuration, (t, x) => t.preferredWidth = x, Ease.OutQuart))
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.ToYieldInstruction();
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Destroy(slotTransform.gameObject);
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Destroy(targetSlot.gameObject);
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}
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// ========================= [3. 액션 (Action)] =========================
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public void PlayAction(string characterName, ActionType action)
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{
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StartCoroutine(PlayActionRoutine(characterName, action));
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EnqueueAction(characterName, PlayActionRoutine(characterName, action));
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}
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private IEnumerator PlayActionRoutine(string characterName, ActionType action)
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@@ -159,6 +261,11 @@ public class VisualNovelLayoutDirector : MonoBehaviour
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yield break;
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}
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yield return PlayActionRoutine(targetSlot, action);
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}
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private IEnumerator PlayActionRoutine(Transform targetSlot, ActionType action)
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{
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// [변경] 계층 구조 반영: Slot -> Container -> Image
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// 액션은 Image에만 적용 (Container는 이동 담당)
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RectTransform targetImageRect = targetSlot.GetChild(0).GetChild(0).GetComponent<RectTransform>();
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@@ -167,42 +274,56 @@ public class VisualNovelLayoutDirector : MonoBehaviour
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Tween.StopAll(targetImageRect);
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targetImageRect.anchoredPosition = Vector2.zero;
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Tween actionTween = default;
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Sequence actionSequence = default;
|
||||
bool isSequence = false;
|
||||
|
||||
switch (action)
|
||||
{
|
||||
case ActionType.Jump:
|
||||
// frequency: 2 (위로 갔다가 한두 번 띠용~ 하고 멈춤)
|
||||
Tween.PunchLocalPosition(targetImageRect, new Vector3(0, 100f, 0), 0.5f, frequency: 2);
|
||||
actionTween = Tween.PunchLocalPosition(targetImageRect, new Vector3(0, 100f, 0), 0.5f, frequency: 2);
|
||||
break;
|
||||
|
||||
case ActionType.Shake:
|
||||
// 좌우 흔들기 (진동 횟수 10번)
|
||||
Tween.ShakeLocalPosition(targetImageRect, new Vector3(50f, 0, 0), 0.5f, frequency: 10);
|
||||
actionTween = Tween.ShakeLocalPosition(targetImageRect, new Vector3(50f, 0, 0), 0.5f, frequency: 10);
|
||||
break;
|
||||
|
||||
case ActionType.ShakeHorizontal:
|
||||
// 상하 흔들기 (진동 횟수 10번)
|
||||
Tween.PunchLocalPosition(targetImageRect, new Vector3(0, 50f, 0), 0.5f, frequency: 10);
|
||||
case ActionType.Run:
|
||||
actionTween = Tween.PunchLocalPosition(targetImageRect, new Vector3(0, 50f, 0), 0.5f, frequency: 10);
|
||||
break;
|
||||
|
||||
case ActionType.Nod:
|
||||
// (Sequence는 변경 없음)
|
||||
Sequence.Create()
|
||||
isSequence = true;
|
||||
actionSequence = Sequence.Create()
|
||||
.Chain(Tween.UIAnchoredPositionY(targetImageRect, -30f, 0.15f, Ease.OutQuad))
|
||||
.Chain(Tween.UIAnchoredPositionY(targetImageRect, 0f, 0.15f, Ease.InQuad));
|
||||
break;
|
||||
|
||||
case ActionType.Punch:
|
||||
// frequency: 1 (커졌다가 딱 한 번 출렁이고 복구됨)
|
||||
Tween.PunchScale(targetImageRect, new Vector3(0.2f, 0.2f, 0), 0.4f, frequency: 1);
|
||||
actionTween = Tween.PunchScale(targetImageRect, new Vector3(0.2f, 0.2f, 0), 0.4f, frequency: 1);
|
||||
break;
|
||||
}
|
||||
|
||||
if (isSequence)
|
||||
{
|
||||
if (actionSequence.isAlive) yield return actionSequence.ToYieldInstruction();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (actionTween.isAlive) yield return actionTween.ToYieldInstruction();
|
||||
}
|
||||
}
|
||||
|
||||
// ========================= [4. 표정 변경 (Change Expression)] =========================
|
||||
public void ChangeExpression(string characterName, string spriteName)
|
||||
{
|
||||
EnqueueAction(characterName, ChangeExpressionRoutine(characterName, spriteName));
|
||||
}
|
||||
|
||||
private IEnumerator ChangeExpressionRoutine(string characterName, string spriteName)
|
||||
{
|
||||
Transform targetSlot = FindSlot(characterName);
|
||||
if (targetSlot == null) return;
|
||||
if (targetSlot == null) yield break;
|
||||
|
||||
// [변경] 계층 구조 반영
|
||||
Image charImage = targetSlot.GetChild(0).GetChild(0).GetComponent<Image>();
|
||||
@@ -210,10 +331,7 @@ public class VisualNovelLayoutDirector : MonoBehaviour
|
||||
|
||||
if (newSprite != null)
|
||||
{
|
||||
// [수정] 기존 이미지를 복제하여 오버레이 생성
|
||||
// Instantiate는 원본의 위치, 회전, 크기(Scale)를 그대로 복사하므로
|
||||
// 별도로 위치나 스케일을 0/1로 초기화하면 안 됨 (좌우 반전된 캐릭터 등이 원상복구 되어버릴 수 있음)
|
||||
// 1. 마스크 컨테이너 생성 (Softness 효과를 위해)
|
||||
// 1. 마스크 컨테이너 생성
|
||||
GameObject maskObj = new("MaskContainer");
|
||||
maskObj.transform.SetParent(charImage.transform, false); // [변경] 부모를 이미지로 설정하여 액션(Scale/Move) 동기화
|
||||
|
||||
@@ -231,8 +349,7 @@ public class VisualNovelLayoutDirector : MonoBehaviour
|
||||
RectMask2D rectMask = maskObj.AddComponent<RectMask2D>();
|
||||
rectMask.softness = new Vector2Int(0, (int)softnessOffset); // 세로 방향 Softness 설정
|
||||
|
||||
// 2. 오버레이 이미지 생성 및 설정
|
||||
// [변경] Instantiate 대신 직접 생성 (이미지에 자식이 있을 경우 복제 방지)
|
||||
// 2. 오버레이 이미지 생성
|
||||
GameObject overlayObj = new("ExpressionOverlay");
|
||||
overlayObj.transform.SetParent(maskObj.transform, false);
|
||||
|
||||
@@ -251,7 +368,7 @@ public class VisualNovelLayoutDirector : MonoBehaviour
|
||||
overlayRect.pivot = new Vector2(0.5f, 1f);
|
||||
overlayRect.anchoredPosition = new Vector2(0, -softnessOffset); // 원위치 유지
|
||||
|
||||
overlayImage.SetNativeSize();
|
||||
FitImageToScreen(overlayImage);
|
||||
|
||||
// 렌더링 순서 보장 (마스크 컨테이너를 가장 앞으로)
|
||||
maskObj.transform.SetAsLastSibling();
|
||||
@@ -260,15 +377,14 @@ public class VisualNovelLayoutDirector : MonoBehaviour
|
||||
// 목표 높이: 캐릭터 이미지 높이 + 오프셋
|
||||
float targetHeight = overlayRect.sizeDelta.y + softnessOffset;
|
||||
|
||||
Tween.UISizeDelta(maskRect, new Vector2(currentWidth, targetHeight), 0.5f, Ease.OutQuart)
|
||||
.OnComplete(() =>
|
||||
{
|
||||
// 원본 교체 및 정리
|
||||
charImage.sprite = newSprite;
|
||||
charImage.SetNativeSize();
|
||||
yield return Tween.UISizeDelta(maskRect, new Vector2(currentWidth, targetHeight), 0.5f, Ease.OutQuart)
|
||||
.ToYieldInstruction();
|
||||
|
||||
Destroy(maskObj); // 마스크 컨테이너 삭제 (자식인 오버레이도 같이 삭제됨)
|
||||
});
|
||||
// 원본 교체 및 정리
|
||||
charImage.sprite = newSprite;
|
||||
FitImageToScreen(charImage);
|
||||
|
||||
Destroy(maskObj);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -287,11 +403,32 @@ public class VisualNovelLayoutDirector : MonoBehaviour
|
||||
{
|
||||
return type switch
|
||||
{
|
||||
EntranceType.Left => new Vector2(-moveDistance, 0),
|
||||
EntranceType.Right => new Vector2(moveDistance, 0),
|
||||
EntranceType.Left or EntranceType.LeftRun => new Vector2(-moveDistance, 0),
|
||||
EntranceType.Right or EntranceType.RightRun => new Vector2(moveDistance, 0),
|
||||
EntranceType.Center or EntranceType.BottomLeft or EntranceType.BottomRight => new Vector2(0, -moveDistance),
|
||||
EntranceType.Top => new Vector2(0, moveDistance),
|
||||
_ => Vector2.zero,
|
||||
};
|
||||
}
|
||||
|
||||
private void FitImageToScreen(Image image)
|
||||
{
|
||||
image.SetNativeSize();
|
||||
|
||||
Canvas rootCanvas = GetComponentInParent<Canvas>();
|
||||
if (rootCanvas == null) return;
|
||||
|
||||
RectTransform canvasRect = rootCanvas.GetComponent<RectTransform>();
|
||||
// 화면 높이의 95%를 넘지 않도록 설정
|
||||
float maxHeight = canvasRect.rect.height * 0.95f;
|
||||
|
||||
if (image.rectTransform.rect.height > maxHeight)
|
||||
{
|
||||
float aspectRatio = image.rectTransform.rect.width / image.rectTransform.rect.height;
|
||||
float newHeight = maxHeight;
|
||||
float newWidth = newHeight * aspectRatio;
|
||||
|
||||
image.rectTransform.sizeDelta = new Vector2(newWidth, newHeight);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user