#37 OrderToPrisonState, RestorePreviousState and Light setting

This commit is contained in:
IDMhan 2023-10-26 17:52:06 +09:00
parent 2a2f66f1e3
commit a15c9eb789
133 changed files with 4272 additions and 629 deletions

File diff suppressed because it is too large Load Diff

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@ -34,6 +34,13 @@ namespace BlueWaterProject
[MinMaxSlider(2, 50, true)]
public Vector2 heightLimits = new Vector2(2, 50);
[Title("InShip Change Offset")]
private Vector3 targetOffset;
private Vector3 startingOffset;
private float elapsedTime = 0;
private float duration = 0.5f;
private bool isTransitioning = false;
protected override void OnAwake()
{
MainCam = Camera.main;
@ -50,6 +57,14 @@ namespace BlueWaterProject
DredgeCamRotate();
}
private void FixedUpdate()
{
if (isTransitioning)
{
SmoothTransitionFixedUpdate();
}
}
public void CamAssaultMode()
{
dredgeCam.Priority = 0;
@ -80,9 +95,9 @@ namespace BlueWaterProject
private void TakeCamMovement()
{
Vector2 mouseDelta = Mouse.current.delta.ReadValue();
var mouseDelta = Mouse.current.delta.ReadValue();
Vector3 newPosition = takeAimCam.transform.position;
var newPosition = takeAimCam.transform.position;
newPosition.y += mouseDelta.y * sensitivity;
newPosition.y = Mathf.Clamp(newPosition.y, heightLimits.x, heightLimits.y);
newPosition.x = GameManager.Inst.ShipPlayer.transform.position.x;
@ -120,31 +135,34 @@ namespace BlueWaterProject
}
}
private void StartSmoothTransition(Vector3 targetOffset)
private void StartSmoothTransition(Vector3 newTargetOffset)
{
if (currentCoroutine != null)
targetOffset = newTargetOffset;
var transposer = inShipCam.GetCinemachineComponent<CinemachineTransposer>();
if (transposer != null)
{
StopCoroutine(currentCoroutine);
startingOffset = transposer.m_FollowOffset;
}
currentCoroutine = StartCoroutine(SmoothTransition(targetOffset));
elapsedTime = 0;
isTransitioning = true;
}
private IEnumerator SmoothTransition(Vector3 targetOffset)
private void SmoothTransitionFixedUpdate()
{
var transposer = inShipCam.GetCinemachineComponent<CinemachineTransposer>();
if (transposer != null)
{
var elapsedTime = 0f;
var duration = .5f; // 이 값은 원하는 대로 설정하십시오. 이 값은 전환에 걸리는 시간을 결정합니다.
var startingOffset = transposer.m_FollowOffset;
while (elapsedTime < duration)
if (elapsedTime < duration)
{
transposer.m_FollowOffset = Vector3.Lerp(startingOffset, targetOffset, elapsedTime / duration);
elapsedTime += Time.deltaTime;
yield return null;
elapsedTime += Time.fixedDeltaTime;
float t = elapsedTime / duration;
transposer.m_FollowOffset = Vector3.Lerp(startingOffset, targetOffset, t);
}
else
{
transposer.m_FollowOffset = targetOffset;
isTransitioning = false;
}
transposer.m_FollowOffset = targetOffset; // Lerp가 완료되면 목표 오프셋을 확실히 설정합니다.
}
}

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@ -1,42 +1,8 @@
using UnityEngine;
using UnityEngine.AI;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class Npc : BaseCharacter
{
private NpcStateMachine stateMachine;
private NavMeshAgent agent;
private Transform visaualLook;
public Transform[] usuallyPoints;
protected override void Awake()
{
base.Awake();
visaualLook = transform.Find("UnitRoot");
}
protected override void Start()
{
base.Start();
agent = GetComponent<NavMeshAgent>();
stateMachine = gameObject.AddComponent<NpcStateMachine>();
var usuallyPointState = new UsuallyPointState(agent, usuallyPoints, visaualLook);
stateMachine.ChangeState(usuallyPointState);
}
protected override void Update()
{
base.Update();
stateMachine.Update();
// 필요하면 플레이어의 명령을 처리하는 로직을 추가
}
}
}

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@ -1,10 +0,0 @@
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class InShipNpc : Npc
{
}
}

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@ -1,11 +0,0 @@
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@ -0,0 +1,55 @@
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.Serialization;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject.Type
{
public class InShipNpc : Npc
{
private NpcStateMachine stateMachine;
private NavMeshAgent agent;
private Transform visaualLook;
public Transform[] usuallyPoints;
public InShipMapInfo InShipMapInfo { get; set; }
protected override void Awake()
{
base.Awake();
agent = GetComponent<NavMeshAgent>();
visaualLook = transform.Find("UnitRoot");
InShipMapInfo = GameObject.Find("InShipMap").GetComponent<InShipMapInfo>();
}
protected override void Start()
{
base.Start();
stateMachine = gameObject.AddComponent<NpcStateMachine>();
var usuallyPointState = new UsuallyPointState(agent, usuallyPoints, visaualLook);
stateMachine.ChangeState(usuallyPointState);
}
protected override void Update()
{
base.Update();
stateMachine.Update();
// 필요하면 플레이어의 명령을 처리하는 로직을 추가
}
public void OrderToPrison()
{
var orderToPrisonState = new OrderToPrisonState(agent, InShipMapInfo);
stateMachine.ChangeState(orderToPrisonState);
}
public void ReleaseFromPrison()
{
stateMachine.RestorePreviousState();
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0b3f3ab39df54592b0bc3eca90c55f0d
timeCreated: 1698201100

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@ -1,4 +1,5 @@
using System.Collections;
using BlueWaterProject.Type;
using PixelCrushers.DialogueSystem;
using UnityEngine;
using UnityEngine.InputSystem;
@ -55,7 +56,7 @@ namespace BlueWaterProject
private void MoveCharacterPlayer()
{
if (GameManager.Inst.IsConversation) return;
if (GameManager.Inst.IsConversation || GameManager.Inst.IsInteraction) return;
Vector3 movement;
if (GameManager.Inst.IsShipDeckMode)
@ -152,10 +153,9 @@ namespace BlueWaterProject
{
GetComponent<ProximitySelector>().enabled = false;
interactionTarget.GetComponent<DialogueSystemTrigger>().OnConversationStart(interactionTarget);
UiManager.Inst.InShipInteraction.gameObject.SetActive(false);
}
}
public void EndInteraction()
{
@ -169,7 +169,13 @@ namespace BlueWaterProject
{
GameManager.Inst.IsConversation = false;
GetComponent<ProximitySelector>().enabled = true;
UiManager.Inst.InShipInteraction.gameObject.SetActive(true);
}
public void OrderToPrison()
{
interactionTarget.GetComponent<InShipNpc>().OrderToPrison();
}
}
}

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@ -35,8 +35,8 @@ namespace BlueWaterProject
[field: SerializeField] public bool IsInShipMode { get; set; }
[field: SerializeField] public bool IsDredgeMode { get; set; }
[field: SerializeField] public bool IsTakeAim { get; set; }
[field: SerializeField] public bool IsAssaultMode { get; set; }
[field: SerializeField] public bool IsShipDeckMode { get; set; }
[field: SerializeField] public bool IsConversation { get; set; }
[field: SerializeField] public bool IsInteraction { get; set; }
[field: SerializeField] public GlobalValue.PlayerMode CurrentPlayerMode { get; set; }
@ -98,8 +98,8 @@ namespace BlueWaterProject
if (isOn)
{
SwitchTakeAim(false);
SwitchAssaultMode(false);
SwitchInShipMode(false);
SwitchShipDeckMode(false);
CameraManager.Inst.CamDredgeMode();
IsDredgeMode = true;
CurrentPlayerMode = GlobalValue.PlayerMode.DREDGE;
@ -110,41 +110,21 @@ namespace BlueWaterProject
}
}
public void SwitchInShipMode(bool isOn)
{
if (isOn)
{
SwitchTakeAim(false);
SwitchAssaultMode(false);
SwitchDredgeMode(false);
CameraManager.Inst.CamShipDeckMode();
IsInShipMode = true;
CurrentPlayerMode = GlobalValue.PlayerMode.IN_SHIP;
}
else if (IsInShipMode)
{
CameraManager.Inst.CamDredgeMode();
IsInShipMode = false;
}
}
public void SwitchAssaultMode(bool isOn)
public void SwitchShipDeckMode(bool isOn)
{
if (isOn)
{
SwitchTakeAim(false);
SwitchInShipMode(false);
SwitchDredgeMode(false);
CameraManager.Inst.CamAssaultMode();
UiManager.Inst.CardLayoutGroupAnimator.Play();
IsAssaultMode = true;
CurrentPlayerMode = GlobalValue.PlayerMode.ASSAULT;
CameraManager.Inst.CamShipDeckMode();
IsShipDeckMode = true;
CurrentPlayerMode = GlobalValue.PlayerMode.IN_DECK;
}
else if (IsAssaultMode)
else if (IsShipDeckMode)
{
CameraManager.Inst.CamDredgeMode();
UiManager.Inst.CardLayoutGroupAnimator.Reverse();
IsAssaultMode = false;
IsInShipMode = false;
}
}
@ -152,8 +132,8 @@ namespace BlueWaterProject
{
if (isOn)
{
SwitchAssaultMode(false);
SwitchInShipMode(false);
SwitchShipDeckMode(false);
SwitchDredgeMode(false);
CameraManager.Inst.CamTakeAim(true);
Cursor.visible = false;
@ -168,10 +148,27 @@ namespace BlueWaterProject
Cursor.lockState = CursorLockMode.Confined;
IsTakeAim = false;
}
UiManager.Inst.AimOnOff(isOn);
}
public void SwitchInShipMode(bool isOn)
{
if (isOn)
{
SwitchTakeAim(false);
SwitchShipDeckMode(false);
SwitchDredgeMode(false);
CameraManager.Inst.CamInShipMode();
IsInShipMode = true;
CurrentPlayerMode = GlobalValue.PlayerMode.IN_SHIP;
}
else if (IsInShipMode)
{
CameraManager.Inst.CamDredgeMode();
IsInShipMode = false;
}
}
#endregion
}
}

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@ -0,0 +1,34 @@
// ReSharper disable once CheckNamespace
using System;
using UnityEngine;
namespace BlueWaterProject
{
public class InShipMapInfo : MonoBehaviour
{
private GameObject usablePrisonDoor;
public Transform prisonPoint;
private void Init()
{
usablePrisonDoor = GameObject.Find("UsablePrisonDoor");
prisonPoint = GameObject.Find("PrisonPoint").transform;
}
private void Awake()
{
Init();
}
public void OpenPrisonDoor()
{
usablePrisonDoor.SetActive(false);
}
public void ClosePrisonDoor()
{
usablePrisonDoor.SetActive(true);
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 856aad87fa8b411f90b036b9c5e05378
timeCreated: 1698208435

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@ -8,5 +8,6 @@ namespace BlueWaterProject
void OnEnter(NpcStateMachine npcStateMachine);
void OnUpdate(NpcStateMachine npcStateMachine);
void OnExit(NpcStateMachine npcStateMachine);
INpcState Clone();
}
}

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@ -6,6 +6,6 @@ namespace BlueWaterProject
public class NpcStateContext
{
public INpcState PreviousState { get; set; }
public Vector3 PreviousDestination { get; set; }
public Vector3? PreviousDestination { get; set; }
}
}

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@ -1,30 +1,57 @@
using System.Collections;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.AI;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class NpcStateMachine : MonoBehaviour
{
private NavMeshAgent agent;
public INpcState CurrentState { get; private set; }
public NpcStateContext Context { get; private set; } = new NpcStateContext();
private Coroutine coroutine;
public void ChangeState(INpcState newState)
{
ConePreviousState();
StopCoroutines();
CurrentState?.OnExit(this);
CurrentState = newState;
CurrentState.OnEnter(this);
}
public void Update()
{
CurrentState?.OnUpdate(this);
}
public void RestorePreviousState()
{
if (Context.PreviousState != null)
{
ChangeState(Context.PreviousState.Clone());
if (Context.PreviousDestination.HasValue)
{
agent.destination = Context.PreviousDestination.Value; // 이전 목적지로 설정
}
else
{
// 목적지가 없는 경우, 다른 처리를 수행하거나 그대로 둡니다.
}
}
else
{
// 이전 상태가 없거나 복제할 수 없는 경우, 기본 상태로 돌아가거나 다른 처리
Debug.LogWarning("No previous state to restore.");
}
}
public void StartWaitCoroutine(float waitTime, UsuallyPointState state)
{
StartCoroutine(WaitCoroutine(waitTime, state));
coroutine = StartCoroutine(WaitCoroutine(waitTime, state));
}
private IEnumerator WaitCoroutine(float waitTime, UsuallyPointState state)
@ -32,19 +59,27 @@ namespace BlueWaterProject
yield return new WaitForSeconds(waitTime);
state.EndWait();
}
// 이 메소드는 플레이어의 명령을 처리합니다.
public void HandlePlayerCommand(/* 명령 파라미터 */)
private void StopCoroutines()
{
// 이전 상태와 목적지를 저장
Context.PreviousState = CurrentState;
// Context.PreviousDestination = 현재 AI의 목적지;
// 명령 처리 로직
// ...
// 명령 처리 후 원래 상태로 복귀하는 로직
// ...
if (coroutine != null)
{
StopCoroutine(coroutine);
coroutine = null;
}
}
private void ConePreviousState()
{
if (CurrentState != null)
{
var clonedState = CurrentState.Clone();
if (clonedState != null)
{
Context.PreviousState = clonedState;
Context.PreviousDestination = agent.destination;
}
}
}
}
}

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@ -0,0 +1,45 @@
using UnityEngine;
using UnityEngine.AI;
namespace BlueWaterProject
{
public class OrderToPrisonState : INpcState
{
private NavMeshAgent agent;
private InShipMapInfo inShipMapInfo;
public OrderToPrisonState(NavMeshAgent agent, InShipMapInfo inShipMapInfo)
{
this.agent = agent;
this.inShipMapInfo = inShipMapInfo;
}
public void OnEnter(NpcStateMachine npcStateMachine)
{
inShipMapInfo.OpenPrisonDoor();
agent.isStopped = true;
agent.destination = inShipMapInfo.prisonPoint.position;
agent.speed = 10f;
agent.isStopped = false;
}
public void OnUpdate(NpcStateMachine npcStateMachine)
{
if (!agent.pathPending && agent.remainingDistance < 1f)
{
inShipMapInfo.ClosePrisonDoor();
agent.speed = 3.5f;
}
}
public void OnExit(NpcStateMachine npcStateMachine)
{
}
public INpcState Clone()
{
return null;
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 930de8993e844de78eef6da11bb9256b
timeCreated: 1698209521

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@ -72,6 +72,13 @@ namespace BlueWaterProject
// 필요한 경우, 상태를 빠져나올 때 수행할 로직을 여기에 작성
}
public INpcState Clone()
{
var newState = new UsuallyPointState(agent, usuallyPoints, visualLook);
newState.destPoint = this.destPoint; // 이전 목적지를 복제
return newState;
}
private void GoToNextPoint()
{
if (usuallyPoints.Length == 0) return;

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@ -159,10 +159,9 @@ namespace BlueWaterProject
private void OnInteraction(InputValue value) //E
{
if (IsTargeting) UiManager.Inst.CheckRadarOverlap();
if (!IsIslandInteraction) return;
GameManager.Inst.SwitchAssaultMode(true);
else if (!IsIslandInteraction) return;
UiManager.Inst.DefaultInteractionOnOff(false);
StopShipMovement();
//StopShipMovement();
}
private void OnInteractionHold(InputValue value) //E Hold

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@ -45,7 +45,8 @@ namespace BlueWaterProject
DREDGE,
ASSAULT,
TAKE_AIM,
IN_SHIP
IN_SHIP,
IN_DECK
}
public enum InIslandPlayerMode

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--- !u!114 &11475372
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@ -221,7 +221,7 @@ MonoBehaviour:
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