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

View File

@@ -0,0 +1,213 @@
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);
}
}