Merge remote-tracking branch 'origin/main'

This commit is contained in:
2026-07-08 04:28:20 +09:00
11 changed files with 868 additions and 398 deletions
+318 -349
View File
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using UnityEngine;
public class GameManager : MonoBehaviour
{
// 외부에서 쉽게 접근할 수 있는 싱글톤 인스턴스
public static GameManager Instance { get; private set; }
[Header("보존할 플레이어 스탯 데이터")]
public string playerName = "";
public int playerGeneration = 1;
public int playerHp = 5;
public int playerMaxHp = 5;
private void Awake()
{
// 중복 생성 방지 및 싱글톤 유지
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
// 씬이 전환되어도 이 오브젝트가 파괴되지 않고 유지되도록 설정합니다.
DontDestroyOnLoad(gameObject);
}
// 플레이어 스탯을 동기적으로 복사하여 세이브하는 메서드
public void SavePlayerData(Player player)
{
if (player != null)
{
playerName = player.CharacterName;
playerGeneration = player.Generation;
playerHp = player.hp;
playerMaxHp = player.maxHp;
Debug.Log($"[GameManager] 캐릭터 정보 보존 세이브 완료: {playerName} ({playerGeneration}대) | HP: {playerHp}/{playerMaxHp}");
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d42f0450bff4242dca327151c2892fb6
@@ -4,9 +4,29 @@ using UnityEngine.Networking;
public class NPCDialogueManager : MonoBehaviour public class NPCDialogueManager : MonoBehaviour
{ {
[Header("UI 연결")]
public GameObject dialoguePanel; // 대화창 배경 패널
public TMPro.TextMeshProUGUI dialogueText; // 대사 텍스트 TMP 컴포넌트
private string lastDialogueText = "대화 버튼을 눌러 조언을 얻으세요."; private string lastDialogueText = "대화 버튼을 눌러 조언을 얻으세요.";
private string targetDialogueText = ""; // 목표 대사 텍스트 private string targetDialogueText = ""; // 목표 대사 텍스트
private Coroutine typingCoroutine; // 타이핑 코루틴 제어용 private Coroutine typingCoroutine; // 타이핑 코루틴 제어용
// JSON 파싱용 Dialogue 응답 매핑 클래스 (스코프 오류 방지를 위해 내부 클래스로 내장)
[System.Serializable]
public class DialogueResponse
{
public string dialogue;
}
private void Start()
{
// 시작 시 대화 패널을 비활성화해 둡니다.
if (dialoguePanel != null)
{
dialoguePanel.SetActive(false);
}
}
// NPC 대화를 요청하는 메서드 // NPC 대화를 요청하는 메서드
public void RequestNPCDialogue(int currentGeneration) public void RequestNPCDialogue(int currentGeneration)
@@ -14,14 +34,39 @@ public class NPCDialogueManager : MonoBehaviour
StartCoroutine(FetchNPCDialogue(currentGeneration)); StartCoroutine(FetchNPCDialogue(currentGeneration));
} }
// NPC 영역을 벗어났을 때 대화창을 명시적으로 닫는 메서드
public void CloseDialogue()
{
if (typingCoroutine != null)
{
StopCoroutine(typingCoroutine);
typingCoroutine = null;
}
if (dialoguePanel != null)
{
dialoguePanel.SetActive(false); // 대화 배경 끄기
}
}
private IEnumerator FetchNPCDialogue(int currentGeneration) private IEnumerator FetchNPCDialogue(int currentGeneration)
{ {
// 1. 대기 연출: 요청 즉시 로딩중 텍스트를 띄워 렉처럼 보이지 않게 합니다. // 1. 대화 패널 활성화 및 대기 연출 문구 노출
if (dialoguePanel != null)
{
dialoguePanel.SetActive(true);
}
if (typingCoroutine != null) if (typingCoroutine != null)
{ {
StopCoroutine(typingCoroutine); StopCoroutine(typingCoroutine);
} }
lastDialogueText = "늙은 문지기 발두르가 눈을 지그시 감고 네 선조들의 최후를 떠올리는 중입니다..."; lastDialogueText = "늙은 문지기 발두르가 눈을 지그시 감고 네 선조들의 최후를 떠올리는 중입니다...";
if (dialogueText != null)
{
dialogueText.text = lastDialogueText;
}
// FastAPI의 NPC 대화 조회 엔드포인트 URL 구성 // FastAPI의 NPC 대화 조회 엔드포인트 URL 구성
string url = $"http://127.0.0.1:8000/api/game/npc-dialogue?current_generation={currentGeneration}"; string url = $"http://127.0.0.1:8000/api/game/npc-dialogue?current_generation={currentGeneration}";
@@ -36,6 +81,10 @@ public class NPCDialogueManager : MonoBehaviour
{ {
Debug.LogError($"[Dialogue] NPC 대사 조회 실패: {request.error}"); Debug.LogError($"[Dialogue] NPC 대사 조회 실패: {request.error}");
lastDialogueText = "문지기 발두르가 침묵하고 있습니다. (서버 연결 실패)"; lastDialogueText = "문지기 발두르가 침묵하고 있습니다. (서버 연결 실패)";
if (dialogueText != null)
{
dialogueText.text = lastDialogueText;
}
} }
else else
{ {
@@ -54,6 +103,10 @@ public class NPCDialogueManager : MonoBehaviour
{ {
Debug.LogError($"[Dialogue] JSON 파싱 에러: {ex.Message}"); Debug.LogError($"[Dialogue] JSON 파싱 에러: {ex.Message}");
lastDialogueText = "문지기의 말을 이해할 수 없습니다. (데이터 파싱 오류)"; lastDialogueText = "문지기의 말을 이해할 수 없습니다. (데이터 파싱 오류)";
if (dialogueText != null)
{
dialogueText.text = lastDialogueText;
}
} }
} }
} }
@@ -63,13 +116,18 @@ public class NPCDialogueManager : MonoBehaviour
private IEnumerator TypeTextEffect(string fullText) private IEnumerator TypeTextEffect(string fullText)
{ {
lastDialogueText = ""; lastDialogueText = "";
// 문지기가 고민하면서 한 글자씩 읊조리는 속도 (0.04초 간격)
float letterDelay = 0.04f; float letterDelay = 0.04f;
foreach (char letter in fullText.ToCharArray()) foreach (char letter in fullText.ToCharArray())
{ {
lastDialogueText += letter; lastDialogueText += letter;
// 텍스트 UI 컴포넌트 갱신
if (dialogueText != null)
{
dialogueText.text = lastDialogueText;
}
// 쉼표(,)나 마침표(.) 등 문장이 끊기는 지점에서는 살짝 더 더듬는 효과(딜레이 추가) 제공 // 쉼표(,)나 마침표(.) 등 문장이 끊기는 지점에서는 살짝 더 더듬는 효과(딜레이 추가) 제공
if (letter == ',' || letter == '.') if (letter == ',' || letter == '.')
{ {
@@ -83,15 +141,13 @@ public class NPCDialogueManager : MonoBehaviour
typingCoroutine = null; typingCoroutine = null;
} }
// 디버그용 임시 GUI 버튼 및 대사 출력창 // 디버그용 임시 OnGUI 버튼
private void OnGUI() private void OnGUI()
{ {
GUI.backgroundColor = Color.yellow; GUI.backgroundColor = Color.yellow;
// NPC 대화 요청 버튼 (화면 우측 상단 배치)
if (GUI.Button(new Rect(Screen.width - 240, 10, 220, 50), "Debug: Get NPC Dialogue")) if (GUI.Button(new Rect(Screen.width - 240, 10, 220, 50), "Debug: Get NPC Dialogue"))
{ {
// 플레이어 오브젝트를 찾아 현재 세대 값을 가져옵니다.
Player player = FindObjectOfType<Player>(); Player player = FindObjectOfType<Player>();
if (player != null) if (player != null)
{ {
@@ -103,21 +159,16 @@ public class NPCDialogueManager : MonoBehaviour
} }
} }
// 대사 출력 박스 배경 및 텍스트 렌더링 if (dialoguePanel != null && dialoguePanel.activeSelf)
GUI.color = Color.white; {
GUI.Box(new Rect(Screen.width - 450, 70, 430, 120), "늙은 문지기 '발두르'의 조언"); GUI.color = Color.white;
GUI.Box(new Rect(Screen.width - 450, 70, 430, 120), "늙은 문지기 '발두르'의 조언 (Debug)");
GUIStyle dialogueStyle = new GUIStyle(GUI.skin.label); GUIStyle dialogueStyle = new GUIStyle(GUI.skin.label);
dialogueStyle.wordWrap = true; dialogueStyle.wordWrap = true;
dialogueStyle.fontSize = 14; dialogueStyle.fontSize = 14;
GUI.Label(new Rect(Screen.width - 440, 95, 410, 90), lastDialogueText, dialogueStyle); GUI.Label(new Rect(Screen.width - 440, 95, 410, 90), lastDialogueText, dialogueStyle);
}
} }
} }
// JSON 파싱용 Dialogue 응답 매핑 클래스
[System.Serializable]
public class DialogueResponse
{
public string dialogue;
}
@@ -0,0 +1,54 @@
using UnityEngine;
[RequireComponent(typeof(Collider2D))] // 감지를 위한 Collider2D(Trigger 설정)가 필수적으로 요구됩니다.
public class NPCInteraction : MonoBehaviour
{
private NPCDialogueManager dialogueManager;
private void Start()
{
// 1. 씬에 배치된 NPCDialogueManager 컴포넌트를 탐색해 바인딩합니다.
dialogueManager = FindObjectOfType<NPCDialogueManager>();
if (dialogueManager == null)
{
Debug.LogError("[NPC] 씬에서 NPCDialogueManager를 찾을 수 없습니다! DialogueManager 오브젝트가 배치되어 있는지 확인하세요.");
}
// 2. 부착된 콜라이더가 트리거(Trigger)로 체크되어 있지 않다면 강제로 설정하여 물리 막힘 현상을 배제합니다.
Collider2D col = GetComponent<Collider2D>();
if (col != null && !col.isTrigger)
{
col.isTrigger = true;
Debug.LogWarning($"[NPC] {gameObject.name}에 부착된 Collider2D의 'Is Trigger' 속성을 자동으로 켰습니다.");
}
}
// 플레이어가 NPC의 감지 반경(Trigger Collider) 내부로 들어왔을 때 실행
private void OnTriggerEnter2D(Collider2D other)
{
// 충돌한 오브젝트가 플레이어인지 검사합니다.
Player player = other.GetComponent<Player>();
if (player != null)
{
if (dialogueManager != null)
{
Debug.Log($"[NPC] 플레이어({player.CharacterName})가 가까이 왔습니다. 세대({player.Generation}대) 조언을 요청합니다.");
dialogueManager.RequestNPCDialogue(player.Generation);
}
}
}
// 플레이어가 NPC의 감지 반경을 벗어났을 때 실행
private void OnTriggerExit2D(Collider2D other)
{
Player player = other.GetComponent<Player>();
if (player != null)
{
if (dialogueManager != null)
{
Debug.Log("[NPC] 플레이어가 멀어졌습니다. 대화창을 닫습니다.");
dialogueManager.CloseDialogue();
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 531f5ebc513124b65ab6db8bdff1d091
+58 -6
View File
@@ -1,4 +1,6 @@
using UnityEngine; using UnityEngine;
using UnityEngine.UI;
using TMPro;
public struct Inputs public struct Inputs
{ {
@@ -29,9 +31,9 @@ public class Player : MonoBehaviour
// 이동 관련 변수 // 이동 관련 변수
[SerializeField] private float speed = 5f; [SerializeField] private float speed = 5f;
[SerializeField] public int hp = 5; [SerializeField] public int hp = 5;
private int maxHp; [SerializeField] public int maxHp = 5;
private bool isFacingRight = false; private bool isFacingRight = true;
private int currentAnimationState = -1; private int currentAnimationState = -1;
private Animator animator; private Animator animator;
@@ -43,6 +45,10 @@ public class Player : MonoBehaviour
public int Generation => generation; public int Generation => generation;
public string CharacterName => characterName; public string CharacterName => characterName;
[Header("UI 연결")]
public TextMeshProUGUI nameText;
public Image hpImage;
private static readonly string[] RANDOM_NAMES = new string[] private static readonly string[] RANDOM_NAMES = new string[]
{ {
"자르반", "가렌", "럭스", "다리우스", "야스오", "티모", "아리", "이즈리얼", "자르반", "가렌", "럭스", "다리우스", "야스오", "티모", "아리", "이즈리얼",
@@ -63,9 +69,9 @@ public class Player : MonoBehaviour
Debug.LogError($"{gameObject.name} 오브젝트에 SPUM_Prefabs 컴포넌트가 없습니다! 인스펙터를 확인하세요."); Debug.LogError($"{gameObject.name} 오브젝트에 SPUM_Prefabs 컴포넌트가 없습니다! 인스펙터를 확인하세요.");
} }
// 캐릭터 방향 기본 오른쪽 설정 // 오리지널 리소스가 원래 왼쪽을 보고 있으므로, 시작 시 X 스케일을 반전시켜 즉시 오른쪽을 바라보도록 초기화합니다.
Vector3 initialScale = transform.localScale; Vector3 initialScale = transform.localScale;
initialScale.x = Mathf.Abs(initialScale.x); initialScale.x = -Mathf.Abs(initialScale.x);
transform.localScale = initialScale; transform.localScale = initialScale;
animator = GetComponentInChildren<Animator>(); animator = GetComponentInChildren<Animator>();
@@ -74,12 +80,54 @@ public class Player : MonoBehaviour
void Start() void Start()
{ {
// 시작 시 백엔드로부터 다음 세대 정보 조회 // 씬 로딩 후 GameManager에 이미 보존되어 넘어온 캐릭터 정보가 존재한다면 복구합니다.
StartCoroutine(GetNextGenerationFromServer()); if (GameManager.Instance != null && !string.IsNullOrEmpty(GameManager.Instance.playerName))
{
characterName = GameManager.Instance.playerName;
generation = GameManager.Instance.playerGeneration;
hp = GameManager.Instance.playerHp;
maxHp = GameManager.Instance.playerMaxHp;
// UI 텍스트 및 이미지 게이지 동기화
if (nameText != null)
{
nameText.text = characterName;
}
if (hpImage != null && maxHp > 0)
{
float fillRatio = Mathf.Clamp01((float)hp / maxHp);
hpImage.fillAmount = fillRatio;
hpImage.rectTransform.localScale = new Vector3(fillRatio, 1f, 1f);
}
Debug.Log($"[Player] GameManager로부터 이전 캐릭터 정보를 무사히 인계받았습니다: {characterName} | HP: {hp}/{maxHp}");
}
else
{
// 데이터가 보존되지 않은 최초 기동 상태인 경우에만 백엔드 서버에서 신규 세대 번호를 조회하여 할당합니다.
StartCoroutine(GetNextGenerationFromServer());
}
} }
private void Update() private void Update()
{ {
// 안전 조치: maxHp가 비정상(0 이하)이거나 현재 체력이 초과된 경우 자동 동기화
if (maxHp <= 0 || hp > maxHp)
{
maxHp = hp;
}
if (hpImage != null && maxHp > 0)
{
float fillRatio = Mathf.Clamp01((float)hp / maxHp);
hpImage.fillAmount = fillRatio;
// 이미지 컴포넌트의 타입(Simple, Filled 등)과 상관없이 무조건 가로 크기가 깎이도록
// RectTransform의 로컬 스케일 X축도 비율에 맞춰 실시간으로 동기화합니다.
hpImage.rectTransform.localScale = new Vector3(fillRatio, 1f, 1f);
}
if (hp <= 0) if (hp <= 0)
{ {
if (animator != null) if (animator != null)
@@ -256,6 +304,10 @@ public class Player : MonoBehaviour
// 이름 랜덤 선택 후 세대 접미사 추가 (예: 자르반 3세) // 이름 랜덤 선택 후 세대 접미사 추가 (예: 자르반 3세)
string baseName = RANDOM_NAMES[Random.Range(0, RANDOM_NAMES.Length)]; string baseName = RANDOM_NAMES[Random.Range(0, RANDOM_NAMES.Length)];
characterName = $"{baseName} {generation}세"; characterName = $"{baseName} {generation}세";
if (nameText != null)
{
nameText.text = characterName;
}
Debug.Log($"캐릭터 생성 완료! 이름: {characterName}, 세대: {generation}대"); Debug.Log($"캐릭터 생성 완료! 이름: {characterName}, 세대: {generation}대");
} }
@@ -0,0 +1,44 @@
using UnityEngine;
using UnityEngine.SceneManagement;
[RequireComponent(typeof(Collider2D))] // 트리거 판정을 위해 Collider2D가 부착되어 있어야 합니다.
public class WallTransition : MonoBehaviour
{
[Header("전환될 목표 씬 이름")]
[SerializeField] private string targetSceneName = "battleStage";
private void Start()
{
// 물리적인 밀어냄 현상을 방지하고 통과 감지만 할 수 있도록 트리거(Trigger)로 지정합니다.
Collider2D col = GetComponent<Collider2D>();
if (col != null && !col.isTrigger)
{
col.isTrigger = true;
Debug.LogWarning($"[Transition] {gameObject.name}에 부착된 Collider2D를 트리거(Is Trigger = true)로 자동 갱신했습니다.");
}
}
private void OnTriggerEnter2D(Collider2D other)
{
// 닿은 물체가 플레이어 캐릭터인지 확인합니다.
Player player = other.GetComponent<Player>();
if (player != null)
{
Debug.Log($"[Transition] 플레이어 '{player.CharacterName}'가 우측 경계 성벽에 접촉했습니다.");
// 1. 싱글톤 GameManager 인스턴스가 존재할 경우 현재 플레이어의 정보(이름, 세대, HP)를 세이브합니다.
if (GameManager.Instance != null)
{
GameManager.Instance.SavePlayerData(player);
}
else
{
Debug.LogWarning("[Transition] 씬에 GameManager 싱글톤 오브젝트가 존재하지 않아 플레이어 정보 임시 세이브를 스킵합니다.");
}
// 2. 유니티 씬 매니저를 통해 목표 씬(battleStage)을 즉시 로드합니다.
Debug.Log($"[Transition] {targetSceneName} 씬으로 화면을 전환합니다.");
SceneManager.LoadScene(targetSceneName);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0e728dcba3a32418da46f86eb0b8a001
@@ -6,11 +6,11 @@ EditorBuildSettings:
serializedVersion: 2 serializedVersion: 2
m_Scenes: m_Scenes:
- enabled: 1 - enabled: 1
path: Assets/2D_Pixel_Light/Scenes/Basic.unity path: Assets/Scenes/Lobby.unity
guid: bb356265201af4d40b05e21e32f76eaf guid: 6900ea19104f9ce44876ff9a768882d0
- enabled: 1 - enabled: 1
path: Assets/2D_Pixel_Light/Scenes/Complete.unity path: Assets/Scenes/battleStage.unity
guid: c3e82cf2e80ca5542bbc8025185d98c8 guid: 01631e903c99249258c1cf4651fc7cc9
m_configObjects: m_configObjects:
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 2bcd2660ca9b64942af0de543d8d7100, type: 3} com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 2bcd2660ca9b64942af0de543d8d7100, type: 3}
m_UseUCBPForAssetBundles: 0 m_UseUCBPForAssetBundles: 0