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{fileID: 1508875807} - - {fileID: 550804656} - {fileID: 1411466694} - {fileID: 1673720196} diff --git a/unity-client/Assets/Scripts/NPCDialogueManager.cs b/unity-client/Assets/Scripts/NPCDialogueManager.cs index ebe79ed..5e6bdb3 100644 --- a/unity-client/Assets/Scripts/NPCDialogueManager.cs +++ b/unity-client/Assets/Scripts/NPCDialogueManager.cs @@ -4,9 +4,29 @@ using UnityEngine.Networking; 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 targetDialogueText = ""; // 목표 대사 텍스트 - private Coroutine typingCoroutine; // 타이핑 코루틴 제어용 + private string targetDialogueText = ""; // 목표 대사 텍스트 + 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 public void RequestNPCDialogue(int currentGeneration) @@ -14,14 +34,39 @@ public class NPCDialogueManager : MonoBehaviour 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) { - // 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) { StopCoroutine(typingCoroutine); } + 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 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}"); lastDialogueText = "문지기 발두르가 침묵하고 있습니다. (서버 연결 실패)"; + if (dialogueText != null) + { + dialogueText.text = lastDialogueText; + } } else { @@ -54,6 +103,10 @@ public class NPCDialogueManager : MonoBehaviour { Debug.LogError($"[Dialogue] JSON 파싱 에러: {ex.Message}"); 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) { lastDialogueText = ""; - // 문지기가 고민하면서 한 글자씩 읊조리는 속도 (0.04초 간격) float letterDelay = 0.04f; foreach (char letter in fullText.ToCharArray()) { 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 if (letter == ',' || letter == '.') { @@ -83,15 +141,13 @@ public class NPCDialogueManager : MonoBehaviour typingCoroutine = null; } - // 디버그용 임시 GUI 버튼 및 대사 출력창 + // 디버그용 임시 OnGUI 버튼 private void OnGUI() { 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")) { - // 플레이어 오브젝트를 찾아 현재 세대 값을 가져옵니다. Player player = FindObjectOfType(); if (player != null) { @@ -103,21 +159,16 @@ public class NPCDialogueManager : MonoBehaviour } } - // 대사 출력 박스 배경 및 텍스트 렌더링 - GUI.color = Color.white; - GUI.Box(new Rect(Screen.width - 450, 70, 430, 120), "늙은 문지기 '발두르'의 조언"); - - GUIStyle dialogueStyle = new GUIStyle(GUI.skin.label); - dialogueStyle.wordWrap = true; - dialogueStyle.fontSize = 14; - - GUI.Label(new Rect(Screen.width - 440, 95, 410, 90), lastDialogueText, dialogueStyle); + if (dialoguePanel != null && dialoguePanel.activeSelf) + { + 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); + dialogueStyle.wordWrap = true; + dialogueStyle.fontSize = 14; + + 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; -} diff --git a/unity-client/Assets/Scripts/NPCInteraction.cs b/unity-client/Assets/Scripts/NPCInteraction.cs new file mode 100644 index 0000000..07555fe --- /dev/null +++ b/unity-client/Assets/Scripts/NPCInteraction.cs @@ -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(); + 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(); + 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(); + 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(); + if (player != null) + { + if (dialogueManager != null) + { + Debug.Log("[NPC] 플레이어가 멀어졌습니다. 대화창을 닫습니다."); + dialogueManager.CloseDialogue(); + } + } + } +} diff --git a/unity-client/Assets/Scripts/NPCInteraction.cs.meta b/unity-client/Assets/Scripts/NPCInteraction.cs.meta new file mode 100644 index 0000000..9439772 --- /dev/null +++ b/unity-client/Assets/Scripts/NPCInteraction.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 531f5ebc513124b65ab6db8bdff1d091 \ No newline at end of file diff --git a/unity-client/Assets/Scripts/Player.cs b/unity-client/Assets/Scripts/Player.cs index 334f85e..c962572 100644 --- a/unity-client/Assets/Scripts/Player.cs +++ b/unity-client/Assets/Scripts/Player.cs @@ -1,4 +1,6 @@ using UnityEngine; +using UnityEngine.UI; +using TMPro; public struct Inputs { @@ -29,7 +31,7 @@ public class Player : MonoBehaviour // 이동 관련 변수 [SerializeField] private float speed = 5f; [SerializeField] public int hp = 5; - private int maxHp; + [SerializeField] public int maxHp = 5; private bool isFacingRight = false; private int currentAnimationState = -1; @@ -43,6 +45,10 @@ public class Player : MonoBehaviour public int Generation => generation; public string CharacterName => characterName; + [Header("UI 연결")] + public TextMeshProUGUI nameText; + public Image hpImage; + private static readonly string[] RANDOM_NAMES = new string[] { "자르반", "가렌", "럭스", "다리우스", "야스오", "티모", "아리", "이즈리얼", @@ -80,6 +86,22 @@ public class Player : MonoBehaviour 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 (animator != null) @@ -256,6 +278,10 @@ public class Player : MonoBehaviour // 이름 랜덤 선택 후 세대 접미사 추가 (예: 자르반 3세) string baseName = RANDOM_NAMES[Random.Range(0, RANDOM_NAMES.Length)]; characterName = $"{baseName} {generation}세"; + if (nameText != null) + { + nameText.text = characterName; + } Debug.Log($"캐릭터 생성 완료! 이름: {characterName}, 세대: {generation}대"); }