feat: add ScriptManager for VN Gaming

This commit is contained in:
2025-11-26 04:54:51 +09:00
parent 090f9da990
commit d7c5f3113a
11 changed files with 396 additions and 1 deletions

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using System.Collections.Generic;
using UnityEngine;
public class Script
{
private List<ScriptAction> _actions;
private int _currentIndex = -1;
private Dictionary<string, int> _sceneMap = new Dictionary<string, int>();
public Script(List<ScriptAction> actions, Dictionary<string, int> sceneMap)
{
_actions = actions;
_sceneMap = sceneMap;
_currentIndex = -1;
}
public bool HasNextAction()
{
return _currentIndex < _actions.Count - 1;
}
public ScriptAction Continue()
{
if (!HasNextAction())
return null;
_currentIndex++;
ScriptAction currentAction = _actions[_currentIndex];
return currentAction;
}
public ScriptAction GetCurrent()
{
if (_currentIndex >= 0 && _currentIndex < _actions.Count)
return _actions[_currentIndex];
return null;
}
public void JumpTo(string sceneName)
{
_currentIndex = _sceneMap[sceneName] - 1; // Continue() 호출 시 해당 인덱스가 되도록 -1
Debug.Log($"Script :: Jump to scene: {sceneName} (Index: {_currentIndex + 1})");
}
}

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fileFormatVersion: 2
guid: b3f1c6b3f22568a45932d3414362bf0b

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using System.Collections.Generic;
public class ScriptAction
{
public string Type { get; set; }
public Dictionary<string, object> Params { get; set; } = new Dictionary<string, object>();
public List<Dictionary<string, string>> Choices { get; set; }
public string GetParam(string key, string defaultValue = "")
{
return Params.ContainsKey(key) ? Params[key].ToString() : defaultValue;
}
}

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fileFormatVersion: 2
guid: ea31a181cac32d34c9511c7c988fea57

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using System.Collections.Generic;
using PrimeTween;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class ScriptManager : MonoBehaviour
{
[SerializeField]
TextAsset scriptFile;
[SerializeField]
TextMeshProUGUI speakerText;
[SerializeField]
TextMeshProUGUI dialogueText;
[SerializeField]
private GameObject choiceButtonPrefab;
[SerializeField]
private Transform choiceButtonContainer;
[SerializeField]
float charsPerSecond = 45f;
private readonly float shakeAmount = 1.1f;
private bool isChoiceAvailable = false;
private Tween dialogueTween;
private Script _currentScript;
void Start()
{
speakerText.SetText(" ");
speakerText.ForceMeshUpdate(true);
dialogueText.SetText(" ");
dialogueText.ForceMeshUpdate(true);
_currentScript = ScriptParser.Parse(scriptFile.text);
}
void Update()
{
DisplayEffects(dialogueText);
if (!isChoiceAvailable && !IsPointerOverInteractiveUI() && (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Space)))
{
if (dialogueTween.isAlive)
dialogueTween.Complete();
else
NextStep();
}
}
public void DebugReload()
{
speakerText.SetText(" ");
speakerText.ForceMeshUpdate(true);
dialogueText.SetText(" ");
dialogueText.ForceMeshUpdate(true);
_currentScript = ScriptParser.Parse(scriptFile.text);
}
private void NextStep()
{
if (_currentScript.HasNextAction())
{
ScriptAction action = _currentScript.Continue();
ExecuteAction(action);
return;
}
Debug.Log("ScriptManager :: End of Script");
}
private void ExecuteAction(ScriptAction action)
{
if (action.Type == "scene")
{
string sceneName = action.GetParam("name");
Debug.Log($"ScriptManager :: Change Scene: {sceneName}");
NextStep();
return;
}
if (action.Type == "bg")
{
string bgFile = action.GetParam("file");
Debug.Log($"ScriptManager :: Change Background: {bgFile}");
NextStep();
return;
}
if (action.Type == "spk")
{
string speaker = action.GetParam("name");
speakerText.SetText(speaker);
speakerText.ForceMeshUpdate(true);
NextStep();
return;
}
if (action.Type == "msg")
{
string dialogue = action.GetParam("content");
DisplayDialogue(dialogue);
return;
}
if (action.Type == "goto")
{
string targetScene = action.GetParam("scene");
_currentScript.JumpTo(targetScene);
NextStep();
return;
}
if (action.Type == "choices")
{
Debug.Log("ScriptManager :: Show Choices");
isChoiceAvailable = true;
foreach (var choice in action.Choices)
{
string text = choice["content"];
string target = choice["goto"];
GameObject buttonObj = Instantiate(choiceButtonPrefab, choiceButtonContainer);
buttonObj.GetComponentInChildren<TextMeshProUGUI>().text = text;
buttonObj
.GetComponent<Button>()
.onClick.AddListener(() =>
{
foreach (Transform child in choiceButtonContainer)
Destroy(child.gameObject);
isChoiceAvailable = false;
_currentScript.JumpTo(target);
NextStep();
});
}
return;
}
}
private bool IsPointerOverInteractiveUI()
{
PointerEventData eventData = new PointerEventData(EventSystem.current);
eventData.position = Input.mousePosition;
List<RaycastResult> results = new List<RaycastResult>();
EventSystem.current.RaycastAll(eventData, results);
foreach (RaycastResult result in results)
if (result.gameObject.GetComponent<Selectable>() != null)
return true;
return false;
}
private void DisplayDialogue(string text)
{
// Unity 내부 최적화로 인해 줄이 바뀔 시 LinkInfo 배열이 초기화되지 않음.
// 따라서 수동으로 초기화를 수행.
dialogueText.textInfo.linkInfo = new TMP_LinkInfo[0];
dialogueText.SetText(text);
dialogueText.ForceMeshUpdate(true);
dialogueText.maxVisibleCharacters = 0;
dialogueTween = Tween.Custom(
startValue: 0f,
endValue: dialogueText.textInfo.characterCount,
duration: dialogueText.textInfo.characterCount / charsPerSecond,
onValueChange: x => dialogueText.maxVisibleCharacters = Mathf.RoundToInt(x),
ease: Ease.Linear
);
}
private void DisplayEffects(TextMeshProUGUI text)
{
text.ForceMeshUpdate(true);
TMP_TextInfo textInfo = text.textInfo;
TMP_LinkInfo[] linkInfo = textInfo.linkInfo;
Mesh mesh = text.mesh;
Vector3[] vertices = mesh.vertices;
foreach (var link in linkInfo)
{
string linkName = link.GetLinkID();
int start = link.linkTextfirstCharacterIndex;
int end = link.linkTextfirstCharacterIndex + link.linkTextLength;
for (var i = start; i < end; i++)
{
TMP_CharacterInfo c = textInfo.characterInfo[i];
int idx = c.vertexIndex;
if (!c.isVisible)
continue; // 공백은 VertexIndex 0 Return -> Visible이 안 되므로
if (linkName == "shake")
{
Vector3 offset = new Vector3(
Random.Range(-shakeAmount, shakeAmount),
Random.Range(-shakeAmount, shakeAmount)
);
for (byte j = 0; j < 4; j++)
vertices[idx + j] += offset;
}
}
}
mesh.vertices = vertices;
text.canvasRenderer.SetMesh(mesh);
}
}

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using System.Collections.Generic;
using System.Text.RegularExpressions;
public class ScriptParser
{
private static readonly Regex TagRegex = new Regex(@"^\[(\w+)(?:\s+(.*))?\]$");
private static readonly Regex AttrRegex = new Regex(@"(\w+)=(""[^""]*""|'[^']*'|[^ \t\]]+)");
private static readonly Regex ChoiceOptionRegex = new Regex(@"^\*\s*(.+?)\s*>\s*(.+)$");
public static Script Parse(string text)
{
List<ScriptAction> actions = new();
Dictionary<string, int> sceneMap = new();
ScriptAction lastChoice = null;
text = Regex.Replace(text, "<shake>", "<link=shake>");
text = Regex.Replace(text, "</shake>", "</link>");
text = Regex.Replace(text, "\r\n", "\n");
string[] lines = text.Split("\n");
foreach (var rawLine in lines)
{
string line = rawLine.Trim();
if (string.IsNullOrEmpty(line) || line.StartsWith("#"))
continue;
Match tagMatch = TagRegex.Match(line);
if (tagMatch.Success)
{
string tagName = tagMatch.Groups[1].Value;
string attrString = tagMatch.Groups[2].Value;
var scriptAction = new ScriptAction { Type = tagName };
ParseAttributes(attrString, scriptAction.Params);
if (tagName == "scene")
{
string sceneName = scriptAction.GetParam("name");
if (!string.IsNullOrEmpty(sceneName) && !sceneMap.ContainsKey(sceneName))
{
sceneMap[sceneName] = actions.Count;
}
}
else if (tagName == "choices")
{
scriptAction.Choices = new List<Dictionary<string, string>>();
lastChoice = scriptAction;
}
actions.Add(scriptAction);
continue;
}
Match choiceMatch = ChoiceOptionRegex.Match(line);
if (choiceMatch.Success && lastChoice != null)
{
lastChoice.Choices.Add(
new Dictionary<string, string>
{
{ "type", "msg" },
{ "content", choiceMatch.Groups[1].Value.Trim() },
{ "goto", choiceMatch.Groups[2].Value.Trim() },
}
);
continue;
}
actions.Add(new ScriptAction { Type = "msg", Params = { { "content", line } } });
}
return new Script(actions, sceneMap);
}
private static void ParseAttributes(string attrString, Dictionary<string, object> paramDict)
{
if (string.IsNullOrWhiteSpace(attrString))
return;
foreach (Match m in AttrRegex.Matches(attrString))
{
string key = m.Groups[1].Value;
string rawValue = m.Groups[2].Value;
if (rawValue.Length >= 2 && (rawValue.StartsWith("\"") || rawValue.StartsWith("'")))
rawValue = rawValue.Substring(1, rawValue.Length - 2);
paramDict[key] = rawValue;
}
}
}

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