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modified by 신채환 + // CanInteract 메서드가 거리를 인자로 받도록 변경 + public override bool CanInteract(float distance) { return !isHeld; } diff --git a/302/Assets/Scripts/Gun.cs b/302/Assets/Scripts/Gun.cs index 081b93e..4786abf 100644 --- a/302/Assets/Scripts/Gun.cs +++ b/302/Assets/Scripts/Gun.cs @@ -79,7 +79,9 @@ public override void OnInteract() } } - public override bool CanInteract() + // modified by 신채환 + // CanInteract 메서드가 거리를 인자로 받도록 변경 + public override bool CanInteract(float distance) { return !isAnimating; } diff --git a/302/Assets/Scripts/Interactable.cs b/302/Assets/Scripts/Interactable.cs index 6c002c3..d4f619d 100644 --- a/302/Assets/Scripts/Interactable.cs +++ b/302/Assets/Scripts/Interactable.cs @@ -3,5 +3,7 @@ public interface IInteractable { string GetInteractionPrompt(); // 상호작용 프롬프트 텍스트 반환 (예: "E키를 눌러 책상 조사하기") void OnInteract(); // 상호작용 시 실행될 메서드 - bool CanInteract(); // 현재 상호작용 가능한지 여부 반환 + bool CanInteract(float distance); // 현재 상호작용 가능한지 여부 반환 + // modified by 신채환 + // CanInteract 메서드가 거리를 인자로 받도록 변경 } \ No newline at end of file diff --git a/302/Assets/Scripts/InteractableObject.cs b/302/Assets/Scripts/InteractableObject.cs index 35b8342..f9a1ac3 100644 --- a/302/Assets/Scripts/InteractableObject.cs +++ b/302/Assets/Scripts/InteractableObject.cs @@ -24,7 +24,9 @@ public virtual void OnInteract() Debug.Log($"Interacting with {gameObject.name}"); } - public virtual bool CanInteract() + // modified by 신채환 + // CanInteract 메서드가 거리를 인자로 받도록 변경 + public virtual bool CanInteract(float distance) { return canInteract; } diff --git a/302/Assets/Scripts/InteractionController.cs b/302/Assets/Scripts/InteractionController.cs index bcda5a9..903c25a 100644 --- a/302/Assets/Scripts/InteractionController.cs +++ b/302/Assets/Scripts/InteractionController.cs @@ -42,7 +42,9 @@ private void Update() // Debug.Log($"Hit interactable: {hit.collider.gameObject.name}"); IInteractable interactable = hit.collider.GetComponent(); - if (interactable != null && interactable.CanInteract()) + // modified by 신채환 + // CanInteract 메서드가 거리를 인자로 받도록 변경 + if (interactable != null && interactable.CanInteract(hit.distance)) { currentInteractable = interactable; interactionCursor.gameObject.SetActive(true); diff --git a/302/Assets/Scripts/MainSpotlight.cs b/302/Assets/Scripts/MainSpotlight.cs index ed6adf1..87c343d 100644 --- a/302/Assets/Scripts/MainSpotlight.cs +++ b/302/Assets/Scripts/MainSpotlight.cs @@ -140,9 +140,11 @@ private IEnumerator DanceSequence() canInteract = true; } - public override bool CanInteract() + // modified by 신채환 + // CanInteract 메서드가 거리를 인자로 받도록 변경 + public override bool CanInteract(float distance) { - return base.CanInteract() && !isDancing; + return base.CanInteract(distance) && !isDancing; } private void OnDrawGizmosSelected() diff --git a/302/Assets/Scripts/SCH_AnomalyInteractable.cs b/302/Assets/Scripts/SCH_AnomalyInteractable.cs new file mode 100644 index 0000000..1faa0eb --- /dev/null +++ b/302/Assets/Scripts/SCH_AnomalyInteractable.cs @@ -0,0 +1,86 @@ +using UnityEngine; + +[RequireComponent(typeof(Collider))] +public class SCH_AnomalyInteractable : SCH_AnomalyObject, IInteractable +{ + /********** + * fields * + **********/ + + // 오브젝트 이름 + public string nameCameraMain; + + // 가변 수치 + public string prompt; + public float distanceInteractionMax; + + // 오브젝트 + protected GameObject _objectCameraMain; + + // 기타 수치 + protected bool _canInteract; + + /************** + * properties * + **************/ + + // 클래스 이름 + public override string Name { get; } = "SCH_AnomalyInteractable"; + + /********************************* + * implementation: IInteractable * + *********************************/ + + // 상호작용 프롬프트 텍스트 반환 (예: "E키를 눌러 책상 조사하기") + public string GetInteractionPrompt() + { + return prompt; + } + + // 상호작용 시 실행될 메서드 + public void OnInteract() + { + Log("Interaction occurs."); + + if (Manager != null) { + Log("Call `Manager.InteractionSuccess` begin"); + Manager.InteractionSuccess(); + Log("Call `Manager.InteractionSuccess` end"); + } else { + Log("Call `Manager.InteractionSuccess`: failed", mode: 1); + } + + _canInteract = false; + } + + // 현재 상호작용 가능한지 여부 반환 + public bool CanInteract(float distance) + { + return _canInteract && distance <= distanceInteractionMax; + } + + /********************************* + * implementation: SCH_Behaviour * + *********************************/ + + // 필드를 초기화하는 메서드 + protected override bool InitFields() + { + bool res = base.InitFields(); + + // _objectCameraMain + _objectCameraMain = GameObject.Find(nameCameraMain); + if (_objectCameraMain != null) { + Log("Initialize `_objectCameraMain`: success"); + } else { + Log("Initialize `_objectCameraMain`: failed", mode: 1); + res = false; + } + + // _canInteract + _canInteract = true; + Log("Initialize `_canInteract`: success"); + + return res; + } +} diff --git a/302/Assets/Scripts/SCH_AnomalyInteractable.cs.meta b/302/Assets/Scripts/SCH_AnomalyInteractable.cs.meta new file mode 100644 index 0000000..005a0f0 --- /dev/null +++ b/302/Assets/Scripts/SCH_AnomalyInteractable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: da930507353dcde4686c1dd1fd2174b7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/302/Assets/Scripts/SCH_AnomalyManager.cs b/302/Assets/Scripts/SCH_AnomalyManager.cs new file mode 100644 index 0000000..9f15665 --- /dev/null +++ b/302/Assets/Scripts/SCH_AnomalyManager.cs @@ -0,0 +1,100 @@ +using System.Collections.Generic; +using UnityEngine; + +public class SCH_AnomalyManager : SCH_Behaviour +{ + /********** + * fields * + **********/ + + // 이상현상 오브젝트 리스트 + protected List _objects; + + /************** + * properties * + **************/ + + // 클래스 이름 + public override string Name { get; } = "SCH_AnomalyManager"; + + /************ + * messeges * + ************/ + + // This function is called when the object becomes enabled and active. + protected override void OnEnable() + { + base.OnEnable(); + + Log("Call `SetAnomaly` begin"); + if (SetAnomaly()) { + Log("Call `SetAnomaly` end: success"); + } else { + Log("Call `SetAnomaly` end: failed", mode: 1); + } + } + + /********************************* + * implementation: SCH_Behaviour * + *********************************/ + + // 필드를 초기화하는 메서드 + protected override bool InitFields() + { + bool res = base.InitFields(); + + // _objects + _objects = new List(); + Log("Initialize `_objects`: success"); + + return res; + } + + /******************* + * virtual methods * + *******************/ + + // 상호작용 성공 시 불리는 메서드 + public virtual bool InteractionSuccess() + { + bool res = true; + + Log("Call `_manager.SetStageClear` begin"); + GameManager.Instance.SetStageClear(); + Log("Call `_manager.SetStageClear` end"); + + Log("Call `ResetAnomaly` begin"); + if (ResetAnomaly()) { + Log("Call `ResetAnomaly` end: success"); + } else { + Log("Call `ResetAnomaly` end: failed", mode: 1); + res = false; + } + + return res; + } + + // 이상현상을 시작하는 메서드 + protected virtual bool SetAnomaly() + { + return true; + } + + // 이상현상을 초기화하는 메서드 + protected virtual bool ResetAnomaly() + { + bool res = true; + + foreach (SCH_AnomalyObject obj in _objects) { + Log("Call `obj.ResetAnomaly` begin"); + if (obj.ResetAnomaly()) { + Log("Call `obj.ResetAnomaly` end: success"); + } else { + Log("Call `obj.ResetAnomaly` end: failed", mode: 1); + res = false; + } + } + + return res; + } +} diff --git a/302/Assets/Scripts/SCH_AnomalyManager.cs.meta b/302/Assets/Scripts/SCH_AnomalyManager.cs.meta new file mode 100644 index 0000000..b6db713 --- /dev/null +++ b/302/Assets/Scripts/SCH_AnomalyManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9f939c9044127924eb3211c64773ac1b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/302/Assets/Scripts/SCH_AnomalyObject.cs b/302/Assets/Scripts/SCH_AnomalyObject.cs new file mode 100644 index 0000000..c7a46f3 --- /dev/null +++ b/302/Assets/Scripts/SCH_AnomalyObject.cs @@ -0,0 +1,47 @@ +using UnityEngine; + +public class SCH_AnomalyObject : SCH_Behaviour +{ + /************** + * properties * + **************/ + + // 클래스 이름 + public override string Name { get; } = "SCH_AnomalyObject"; + + // 이상현상 매니저 + public SCH_AnomalyManager Manager { get; set; } + + /************ + * messeges * + ************/ + + // This function is called when the object becomes enabled and active. + protected override void OnEnable() + { + base.OnEnable(); + + Log("Call `SetAnomaly` begin"); + if (SetAnomaly()) { + Log("Call `SetAnomaly` end: success"); + } else { + Log("Call `SetAnomaly` end: failed", mode: 1); + } + } + + /******************* + * virtual methods * + *******************/ + + // 이상현상을 시작하는 메서드 + protected virtual bool SetAnomaly() + { + return true; + } + + // 이상현상을 초기화하는 메서드 + public virtual bool ResetAnomaly() + { + return true; + } +} diff --git a/302/Assets/Scripts/SCH_AnomalyObject.cs.meta b/302/Assets/Scripts/SCH_AnomalyObject.cs.meta new file mode 100644 index 0000000..bbd6f0a --- /dev/null +++ b/302/Assets/Scripts/SCH_AnomalyObject.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e9507597c2a6b8349bc4bcdec3ea0a02 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/302/Assets/Scripts/SCH_Behaviour.cs b/302/Assets/Scripts/SCH_Behaviour.cs new file mode 100644 index 0000000..654a002 --- /dev/null +++ b/302/Assets/Scripts/SCH_Behaviour.cs @@ -0,0 +1,56 @@ +using UnityEngine; + +public class SCH_Behaviour : MonoBehaviour +{ + /************** + * properties * + **************/ + + // 클래스 이름 + public virtual string Name { get; } = "SCH_Behaviour"; + + /************ + * messeges * + ************/ + + // This function is called when the object becomes enabled and active. + protected virtual void OnEnable() + { + Log("Call `InitFields` begin"); + if (InitFields()) { + Log("Call `InitFields` end: success"); + } else { + Log("Call `InitFields` end: failed", mode: 1); + } + } + + /******************* + * virtual methods * + *******************/ + + // 필드를 초기화하는 메서드 + protected virtual bool InitFields() + { + return true; + } + + /**************** + * util methods * + ****************/ + + // 로깅 용 메서드 + protected void Log(string messege, int mode = 0) + { + switch (mode) { + case 0: + Debug.Log($"[{Name}] {messege}"); + break; + case 1: + Debug.LogWarning($"[{Name}] {messege}"); + break; + case 2: + Debug.LogError($"[{Name}] {messege}"); + break; + } + } +} diff --git a/302/Assets/Scripts/SCH_Behaviour.cs.meta b/302/Assets/Scripts/SCH_Behaviour.cs.meta new file mode 100644 index 0000000..3bc4b7a --- /dev/null +++ b/302/Assets/Scripts/SCH_Behaviour.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 03c1ca66295c1994497b07245fc971c6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly10_abnormalTile.cs b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly10_abnormalTile.cs index 92fb3e9..d8957f4 100644 --- a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly10_abnormalTile.cs +++ b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly10_abnormalTile.cs @@ -24,10 +24,12 @@ public string GetInteractionPrompt() } // Determines if interaction is currently possible - public bool CanInteract() + public bool CanInteract(float distance) { return !hasInteracted; // Interaction is allowed only once } + // modified by 신채환 + // CanInteract 메서드가 거리를 인자로 받도록 변경 // Handles interaction with the object public void OnInteract() diff --git a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly11_openeddoor.cs b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly11_openeddoor.cs index e2cc72c..bf55702 100644 --- a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly11_openeddoor.cs +++ b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly11_openeddoor.cs @@ -33,10 +33,12 @@ public string GetInteractionPrompt() } // Determines if interaction is currently possible - public bool CanInteract() + public bool CanInteract(float distance) { return movingPart != null && !hasInteracted; } + // modified by 신채환 + // CanInteract 메서드가 거리를 인자로 받도록 변경 // Handles interaction with the opened door public void OnInteract() diff --git a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly12_tiltedlight.cs b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly12_tiltedlight.cs index 2df28a3..50fdccf 100644 --- a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly12_tiltedlight.cs +++ b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly12_tiltedlight.cs @@ -13,10 +13,12 @@ public string GetInteractionPrompt() } // Determines if interaction is currently possible - public bool CanInteract() + public bool CanInteract(float distance) { return !hasInteracted; // 한 번만 상호작용 가능 } + // modified by 신채환 + // CanInteract 메서드가 거리를 인자로 받도록 변경 // Handles interaction with the tilted light public void OnInteract() diff --git a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly13_lookingeye.cs b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly13_lookingeye.cs index 129e7d3..65c6e30 100644 --- a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly13_lookingeye.cs +++ b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly13_lookingeye.cs @@ -82,10 +82,12 @@ private void ResetEyeRotations() } // 인터페이스 구현: 상호작용 가능 여부 반환 - public bool CanInteract() + public bool CanInteract(float distance) { return !hasInteracted; } + // modified by 신채환 + // CanInteract 메서드가 거리를 인자로 받도록 변경 // 인터페이스 구현: 상호작용 시 표시할 텍스트 public string GetInteractionPrompt() diff --git a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly15_spider.cs b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly15_spider.cs index 6229a89..efaeda3 100644 --- a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly15_spider.cs +++ b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly15_spider.cs @@ -58,10 +58,12 @@ public string GetInteractionPrompt() return "Press Left Click to interact with the figure"; } - public bool CanInteract() + public bool CanInteract(float distance) { return !hasInteracted; } + // modified by 신채환 + // CanInteract 메서드가 거리를 인자로 받도록 변경 public void OnInteract() { diff --git a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly16_marker.cs b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly16_marker.cs index 2e8e8ad..09f2ce4 100644 --- a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly16_marker.cs +++ b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly16_marker.cs @@ -183,10 +183,12 @@ public string GetInteractionPrompt() return "Press Left Click to interact with the red line"; } - public bool CanInteract() + public bool CanInteract(float distance) { return !hasInteracted; } + // modified by 신채환 + // CanInteract 메서드가 거리를 인자로 받도록 변경 public void OnInteract() { diff --git a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly17_mic.cs b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly17_mic.cs index b4ba49d..1f907ac 100644 --- a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly17_mic.cs +++ b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly17_mic.cs @@ -149,10 +149,12 @@ public string GetInteractionPrompt() return "Press Left Click to interact with the mic"; } - public bool CanInteract() + public bool CanInteract(float distance) { return !hasInteracted; } + // modified by 신채환 + // CanInteract 메서드가 거리를 인자로 받도록 변경 public void OnInteract() { diff --git a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly18Manager.cs b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly18Manager.cs index a7f496f..03d048e 100644 --- a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly18Manager.cs +++ b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly18Manager.cs @@ -1,241 +1,97 @@ -using System.Collections; -using System.Collections.Generic; using UnityEngine; -public class Anomaly18Manager : MonoBehaviour +public class Anomaly18Manager : SCH_AnomalyManager { - /************* - * Constants * - *************/ - - private string NAME = "Anomaly18Manager"; - /********** * fields * **********/ - // 게임매니저, 벽, 시계 오브젝트의 이름 - public string nameGameManager; + // 오브젝트 이름 public string nameWall; public string nameClock; - // 벽, 시계 오브젝트의 위치 - public Vector3 positionWall; - public Vector3 positionClock; - - // 벽, 시계 오브젝트의 이동 방향 - // (길이가 `1.0f`이어야 한다!) - public Vector3 directionWall; - public Vector3 directionClock; - - // 오브젝트 이동 위치 - public float positionNormal; - public float positionAnomaly; - - // 책상, 의자 프리팹 - public GameObject prefabDesks; - public GameObject prefabChairs; - public GameObject[] prefabInteractables; - - // 초기화 소요 시간 - public float durationMove; - public float durationFade; + // 프리팹 + public GameObject[] prefabs; - // 게임 매니저 - private GameManager _manager; + // 오브젝트 + private SCH_AnomalyObject _objectWall; + private SCH_AnomalyObject _objectClock; - // 벽, 시계 오브젝트 - private GameObject _objectWall; - private GameObject _objectClock; + /************** + * properties * + **************/ - // 프리팹 오브젝트 리스트 - private List _objects; + // 클래스 이름 + public override string Name { get; } = "Anomaly18Manager"; - /********************** - * overridden methods * - **********************/ + /********************************* + * implementation: SCH_Behaviour * + *********************************/ - // Start is called on the frame when a script is enabled just - // before any of the Update methods are called the first time. - void Start() + // 필드를 초기화하는 메서드 + protected override bool InitFields() { - if (!InitFields()) { - return; - } - - if (!SetWallLocation(positionAnomaly)) { - return; - } - - if (!InstantiatePrefabs()) { - return; - } - } - - /*************** - * new methods * - ***************/ - - // 상호작용 성공 시 처리 함수 - // - // 반환 값 - // - true: 처리 성공 - // - false: 처리 실패 - public void InteractionSuccess() - { - _manager.SetStageClear(); - - if (!ResetAnomaly()) { - return; - } - } - - // Private fields를 초기화하는 함수 - // - // 반환 값 - // - true: 초기화 성공 - // - false: 초기화 실패 - private bool InitFields() - { - bool res = true; - - // `_manager` 초기화 - _manager = GameObject.Find(nameGameManager).GetComponent(); - if (_manager != null) { - Debug.Log($"[{NAME}] Find `_manager` successfully."); - } else { - Debug.LogWarning($"[{NAME}] Cannot find `_manager`."); - res = false; - } + bool res = base.InitFields(); - // `_objectWall` 초기화 - _objectWall = GameObject.Find(nameWall); + // _objectWall + _objectWall = GameObject.Find(nameWall).GetComponent(); if (_objectWall != null) { - Debug.Log($"[{NAME}] Find `_objectWall` successfully."); + _objects.Add(_objectWall); + Log("Initialize `_objectWall`: success"); } else { - Debug.LogWarning($"[{NAME}] Cannot find `_objectWall`."); + Log("Initialize `_objectWall`: failed", mode: 1); res = false; } - // `_objectClock` 초기화 - _objectClock = GameObject.Find(nameClock); + // _objectClock + _objectClock = GameObject.Find(nameClock).GetComponent(); if (_objectClock != null) { - Debug.Log($"[{NAME}] Find `_objectClock` successfully."); + _objects.Add(_objectClock); + Log("Initialize `_objectClock`: success"); } else { - Debug.LogWarning($"[{NAME}] Cannot find `_objectClock`."); + Log("Initialize `_objectClock`: failed", mode: 1); res = false; } - // `_objects` 초기화 - _objects = new List(); - Debug.Log($"[{NAME}] Initialize `_objects` successfully."); - return res; } - // 벽의 위치를 설정하는 함수 - // - // 반환 값 - // - true: 설정 성공 - // - false: 설정 실패 - private bool SetWallLocation(float position) - { - _objectWall.transform.position = positionWall + directionWall * position; - _objectClock.transform.position = positionClock + directionClock * position; + /************************************** + * implementation: SCH_AnomalyManager * + **************************************/ - return true; - } - - // 프리팹을 생성하는 함수 - // - // 반환 값 - // - true: 생성 성공 - // - false: 생성 실패 - private bool InstantiatePrefabs() + // 이상현상을 시작하는 메서드 + protected override bool SetAnomaly() { - GameObject obj; - bool res = true; - - _objects.Clear(); + bool res = base.SetAnomaly(); - if (prefabDesks != null) { - _objects.Add(Instantiate(prefabDesks)); - Debug.Log($"[{NAME}] Instantiate `prefabDesks` successfully."); + // 벽 + if (_objectWall) { + _objectWall.enabled = true; + _objectWall.Manager = this; + Log("Set `_objectWall`: success"); } else { - Debug.LogWarning($"[{NAME}] Cannot find `prefabDesks`."); + Log("Set `_objectWall`: failed", mode: 1); res = false; } - foreach (GameObject prefab in prefabInteractables) { - if (prefab != null) { - obj = Instantiate(prefab); - obj.GetComponent().Manager = this; - _objects.Add(obj); - Debug.Log($"[{NAME}] Instantiate a prefab in `prefabInteractable` successfully."); - } else { - Debug.LogWarning($"[{NAME}] Cannot find prefab in `prefabInteractables`."); - res = false; - } - } - - if (prefabChairs != null) { - _objects.Add(Instantiate(prefabChairs)); - Debug.Log($"[{NAME}] Instantiate `prefabChairs` successfully."); + // 시계 + if (_objectClock) { + _objectClock.enabled = true; + _objectClock.Manager = this; + Log("Set `_objectClock`: success"); } else { - Debug.LogWarning($"[{NAME}] Cannot find `prefabChairs`."); + Log("Set `_objectClock`: failed", mode: 1); res = false; } - return res; - } - - // 이상현상을 초기화하는 함수 - // - // 반환 값 - // - ture: 초기화 성공 - // - false: 초기화 실패 - private bool ResetAnomaly() - { - Anomaly18_Object scriptObject; - Anomaly18_Prefab scriptPrefab; - bool res = true; - - // `_objectWall` 초기화 - scriptObject = _objectWall.GetComponent(); - if (scriptObject != null) { - Debug.Log($"[{NAME}] Find `Anomaly18_Object` in `_objectWall` successfully."); - StartCoroutine( - scriptObject.MoveAsync( - positionWall + directionWall * positionAnomaly, - directionWall * (positionNormal - positionAnomaly), - durationMove - ) - ); - } else { - Debug.LogWarning($"[{NAME}] Cannot find `Anomaly18_Object` in `_objectWall`."); - res = false; - } - - // `_objectClock` 초기화 - scriptObject = _objectClock.GetComponent(); - if (scriptObject != null) { - Debug.Log($"[{NAME}] Find `Anomaly18_Object` in `_objectClock` successfully."); - StartCoroutine( - scriptObject.MoveAsync( - positionClock + directionClock * positionAnomaly, - directionClock * (positionNormal - positionAnomaly), - durationMove - ) - ); - } else { - Debug.LogWarning($"[{NAME}] Cannot find `Anomaly18_Object` in `_objectClock`."); - res = false; - } + // 프리팹 + foreach (GameObject prefab in prefabs) { + SCH_AnomalyObject obj = Instantiate(prefab).GetComponent(); - // 프리팹 초기화 - foreach (GameObject obj in _objects) { - scriptPrefab = obj.GetComponent(); - StartCoroutine(scriptPrefab.FadeAsync(durationFade)); + obj.Manager = this; + _objects.Add(obj); + Log($"Set `{prefab.name}`: success"); } return res; diff --git a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly18_Interactable.cs b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly18_Interactable.cs index b12c00c..1f713cc 100644 --- a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly18_Interactable.cs +++ b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly18_Interactable.cs @@ -1,40 +1,83 @@ using System.Collections; -using System.Collections.Generic; using UnityEngine; -public class Anomaly18_Interactable : InteractableObject, IInteractable +public class Anomaly18_Interactable : SCH_AnomalyInteractable { - /************* - * constants * - *************/ - - private string NAME = "Anomaly18_Interactable"; - /********** * fields * **********/ - // 해당 오브젝트를 생성한 이상현상 매니저 - public Anomaly18Manager Manager { get; set; } + // 가변 수치 + public float duration; + + /************** + * properties * + **************/ + + // 클래스 이름 + public override string Name { get; } = "Anomaly18_Prefab"; + + /************************************* + * implementation: SCH_AnomalyObject * + *************************************/ + + // 이상현상을 초기화하는 메서드 + public override bool ResetAnomaly() + { + bool res = base.ResetAnomaly(); + + Log("Call `FadeAsync` asynchronously"); + StartCoroutine(FadeAsync()); + + return res; + } - /********************** - * overridden methods * - **********************/ + /*********** + * methods * + ***********/ - // 상호작용 시 실행될 메서드 - public override void OnInteract() + // 지속시간 동안 투명해지다가 사라지는 메서드 + private IEnumerator FadeAsync() { - if (canInteract) { - canInteract = false; + Collider[] colliders = GetComponentsInChildren(); + Renderer[] renderers = GetComponentsInChildren(); + Color color; + float timeStart = Time.time; + float time, alpha; - base.OnInteract(); + foreach (Collider collider in colliders) { + collider.enabled = false; + } - if (Manager != null) { - Debug.Log($"[{NAME}] Call `Anomaly18Manager.InteractionSuccess`"); - Manager.InteractionSuccess(); - } else { - Debug.LogWarning($"[{NAME}] `Manager` is not set."); + foreach (Renderer renderer in renderers) { + foreach (Material material in renderer.materials) { + material.renderQueue = 3000; + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.DisableKeyword("_ALPHATEST_ON"); + material.EnableKeyword("_ALPHABLEND_ON"); + material.SetFloat("_Mode", 2); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + material.SetInt("_ZWrite", 0); } } + + yield return null; + + while ((time = Time.time - timeStart) < duration) { + alpha = 1.0f - time / duration; + + foreach (Renderer renderer in renderers) { + foreach (Material material in renderer.materials) { + color = material.color; + color.a = alpha; + material.color = color; + } + } + + yield return null; + } + + Destroy(gameObject); } } diff --git a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly18_Object.cs b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly18_Object.cs index 66c5869..4b247dd 100644 --- a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly18_Object.cs +++ b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly18_Object.cs @@ -1,16 +1,63 @@ using System.Collections; -using System.Collections.Generic; using UnityEngine; -public class Anomaly18_Object : MonoBehaviour +public class Anomaly18_Object : SCH_AnomalyObject { - /*************** - * new methods * - ***************/ + /********** + * fields * + **********/ - // 초기 위치부터 최종 위치까지 지속시간 동안 움직이는 함수 - public IEnumerator MoveAsync(Vector3 positionInit, Vector3 displacement, float duration) + // 가변 수치 + public Vector3 position; + public Vector3 direction; + + public float valueNormal; + public float valueAnomaly; + + public float duration; + + /************** + * properties * + **************/ + + // 클래스 이름 + public override string Name { get; } = "Anomaly18_Object"; + + /************************************* + * implementation: SCH_AnomalyObject * + *************************************/ + + // 이상현상을 시작하는 메서드 + protected override bool SetAnomaly() + { + bool res = base.SetAnomaly(); + + transform.position = position + direction * valueAnomaly; + Log("Set position: success"); + + return res; + } + + // 이상현상을 초기화하는 메서드 + public override bool ResetAnomaly() { + bool res = base.ResetAnomaly(); + + Log("Call `MoveAsync` asynchronously"); + StartCoroutine(MoveAsync()); + + return res; + } + + /*********** + * methods * + ***********/ + + // 초기 위치부터 최종 위치까지 지속시간 동안 움직이는 메서드 + private IEnumerator MoveAsync() + { + Vector3 positionInit = position + direction * valueAnomaly; + Vector3 displacement = direction * (valueNormal - valueAnomaly); float timeStart = Time.time; float time; @@ -21,5 +68,7 @@ public IEnumerator MoveAsync(Vector3 positionInit, Vector3 displacement, float d yield return null; } + + enabled = false; } } diff --git a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly18_Prefab.cs b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly18_Prefab.cs index 1eb9a1e..a4334dd 100644 --- a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly18_Prefab.cs +++ b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly18_Prefab.cs @@ -1,21 +1,67 @@ using System.Collections; -using System.Collections.Generic; using UnityEngine; -public class Anomaly18_Prefab : MonoBehaviour +public class Anomaly18_Prefab : SCH_AnomalyObject { - /*************** - * new methods * - ***************/ + /********** + * fields * + **********/ - // 지속시간 동안 투명해지다가 사라지는 함수 - public IEnumerator FadeAsync(float duration) + // 가변 수치 + public float duration; + + /************** + * properties * + **************/ + + // 클래스 이름 + public override string Name { get; } = "Anomaly18_Prefab"; + + /************************************* + * implementation: SCH_AnomalyObject * + *************************************/ + + // 이상현상을 초기화하는 메서드 + public override bool ResetAnomaly() { - Renderer[] renderers = gameObject.GetComponentsInChildren(); + bool res = base.ResetAnomaly(); + + Log("Call `FadeAsync` asynchronously"); + StartCoroutine(FadeAsync()); + + return res; + } + + /*********** + * methods * + ***********/ + + // 지속시간 동안 투명해지다가 사라지는 메서드 + private IEnumerator FadeAsync() + { + Collider[] colliders = GetComponentsInChildren(); + Renderer[] renderers = GetComponentsInChildren(); Color color; float timeStart = Time.time; float time, alpha; + foreach (Collider collider in colliders) { + collider.enabled = false; + } + + foreach (Renderer renderer in renderers) { + foreach (Material material in renderer.materials) { + material.renderQueue = 3000; + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.DisableKeyword("_ALPHATEST_ON"); + material.EnableKeyword("_ALPHABLEND_ON"); + material.SetFloat("_Mode", 2); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + material.SetInt("_ZWrite", 0); + } + } + yield return null; while ((time = Time.time - timeStart) < duration) { diff --git a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly1Manager.cs b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly1Manager.cs index f51e0d0..4b2e52e 100644 --- a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly1Manager.cs +++ b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly1Manager.cs @@ -1,123 +1,58 @@ -using System.Collections; -using System.Collections.Generic; using UnityEngine; -public class Anomaly1Manager : MonoBehaviour +public class Anomaly1Manager : SCH_AnomalyManager { - /************* - * constants * - *************/ - - private const string NAME = "Anomaly1Manager"; - /********** * fields * **********/ - // 오브젝트의 이름 - public string nameGameManager; + // 오브젝트 이름 public string nameChair; // 프리팹 public GameObject prefabGirl; - // 수치 + // 가변 수치 public Vector3 positionChair; - // 게임 매니저 - private GameManager _manager; - - // 오브젝트 - private GameObject _objectChair; + /************** + * properties * + **************/ - /********************** - * overridden methods * - **********************/ - - // Start is called on the frame when a script is enabled just - // before any of the Update methods are called the first time. - void Start() - { - if (!InitFields()) { - return; - } - - if (!SetAnomaly()) { - return; - } - } + // 클래스 이름 + public override string Name { get; } = "Anomaly1Manager"; - /*************** - * new methods * - ***************/ - - // 상호작용 성공 시 처리 메서드 - public void InteractionSuccess() - { - _manager.SetStageClear(); - - if (!ResetAnomaly()) { - return; - } - } - - // Private fields를 초기화하는 메서드 - private bool InitFields() - { - bool res = true; - - // `_manager` 초기화 - _manager = GameObject.Find(nameGameManager).GetComponent(); - if (_manager != null) { - Debug.Log($"[{NAME}] Find `_manager` successfully."); - } else { - Debug.LogWarning($"[{NAME}] Cannot find `_manager`."); - res = false; - } - - // `_objectChair` 초기화 - _objectChair = GameObject.Find(nameChair); - if (_objectChair != null) { - Debug.Log($"[{NAME}] Find `_objectChair` successfully."); - } else { - Debug.LogWarning($"[{NAME}] Cannot find `_objectChair`."); - res = false; - } - - return res; - } + /************************************** + * implementation: SCH_AnomalyManager * + **************************************/ // 이상현상을 시작하는 메서드 - private bool SetAnomaly() + protected override bool SetAnomaly() { - bool res = true; + GameObject objectChair = GameObject.Find(nameChair); + bool res = base.SetAnomaly(); // 의자 - if (_objectChair != null) { - _objectChair.transform.position = positionChair; + if (objectChair != null) { + objectChair.transform.position = positionChair; + Log("Set `objectChair`: success"); } else { + Log("Set `objectChair`: failed", mode: 1); res = false; } // 여학생 if (prefabGirl != null) { - Debug.Log($"[{NAME}] Find `prefabGirl` successfully."); - Instantiate(prefabGirl).GetComponent().Manager = this; + SCH_AnomalyObject obj = Instantiate(prefabGirl).GetComponent(); + + obj.Manager = this; + _objects.Add(obj); + Log("Set `prefabGirl`: success"); } else { - Debug.LogWarning($"[{NAME}] Cannot find `prefabGirl`."); + Log("Set `prefabGirl`: failed", mode: 1); res = false; } - if (res) { - Debug.Log($"[{NAME}] Anomaly is set."); - } - return res; } - - // 이상현상을 초기화하는 메서드 - private bool ResetAnomaly() - { - return true; - } } diff --git a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly1_Girl.cs b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly1_Girl.cs index 9758ee9..045706a 100644 --- a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly1_Girl.cs +++ b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly1_Girl.cs @@ -1,112 +1,30 @@ -using System.Collections; -using System.Collections.Generic; using UnityEngine; -public class Anomaly1_Girl : InteractableObject +[RequireComponent(typeof(Animator))] +public class Anomaly1_Girl : SCH_AnomalyInteractable { - /************* - * constants * - *************/ - - private const string NAME = "Anomaly1_Girl"; - - /********** - * fields * - **********/ - - // 오브젝트 이름 - public string nameCamera; - - // 오브젝트 - private GameObject _objectCamera; - - // 상호작용 전인지 여부 - private bool _beforeInteraction; - /************** * properties * **************/ - public Anomaly1Manager Manager { get; set; } - - /********************** - * overridden methods * - **********************/ - - // Start is called on the frame when a script is enabled just - // before any of the Update methods are called the first time. - void Start() - { - if (!InitFields()) { - return; - } - } - - // Update is called every frame, if the MonoBehaviour is enabled. - void Update() - { - if (_beforeInteraction) { - UpdateCanInteract(); - } - } - - // 상호작용 시 실행될 메서드 - public override void OnInteract() - { - base.OnInteract(); - - if (Manager != null) { - Debug.Log($"[{NAME}] Call `Manager.InteractionSuccess`"); - Manager.InteractionSuccess(); + // 클래스 이름 + public override string Name { get; } = "Anomaly1_Girl"; - ResetAnomaly(); - _beforeInteraction = false; - canInteract = false; - } else { - Debug.LogWarning($"[{NAME}] `Manager` is not set."); - } - } - - /*************** - * new methods * - ***************/ - - // Private fields를 초기화하는 메서드 - private bool InitFields() - { - bool res = true; - - // `_objectCamera` 초기화 - _objectCamera = GameObject.Find(nameCamera); - if (_objectCamera != null) { - Debug.Log($"[{NAME}] Find `_objectCamera` successfully."); - } else { - Debug.LogWarning($"[{NAME}] Cannot find `_objectCamera`."); - res = false; - } - - return res; - } - - // `canInteract`를 갱신하는 메서드 - private void UpdateCanInteract() - { - float distance = (_objectCamera.transform.position - transform.position).magnitude; - - canInteract = distance <= interactionRange; - } + /************************************* + * implementation: SCH_AnomalyObject * + *************************************/ // 이상현상을 초기화하는 메서드 - private bool ResetAnomaly() + public override bool ResetAnomaly() { Animator animator = GetComponent(); - bool res = true; + bool res = base.ResetAnomaly(); if (animator != null) { - Debug.Log($"[{NAME}] Find `animator` successfully."); animator.SetBool("Sitting_b", true); + Log("Reset pose: success"); } else { - Debug.LogWarning($"[{NAME}] Cannot find `animator`."); + Log("Reset pose: failed", mode: 1); res = false; } diff --git a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly2Manager.cs b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly2Manager.cs index fb146c4..860af3f 100644 --- a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly2Manager.cs +++ b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly2Manager.cs @@ -1,110 +1,65 @@ -using System.Collections; -using System.Collections.Generic; using UnityEngine; -public class Anomaly2Manager : MonoBehaviour +public class Anomaly2Manager : SCH_AnomalyManager { - /************* - * constants * - *************/ - - private const string NAME = "Anomaly2Manager"; - /********** * fields * **********/ - // 오브젝트의 이름 - public string nameGameManager; + // 오브젝트 이름 public string nameLaptop; - // 게임 메니저 - private GameManager _manager; - - // 노트북 스크립트 - private Anomaly2_Laptop _scriptLaptop; + // 오브젝트 + private SCH_AnomalyObject _objectLaptop; - /********************** - * overridden methods * - **********************/ - - // Start is called on the frame when a script is enabled just - // before any of the Update methods are called the first time. - void Start() - { - if (!InitFields()) { - return; - } + /************** + * properties * + **************/ - if (!SetAnomaly()) { - return; - } - } + // 클래스 이름 + public override string Name { get; } = "Anomaly2Manager"; - /*************** - * new methods * - ***************/ + /********************************* + * implementation: SCH_Behaviour * + *********************************/ - // 상호작용 성공 시 처리 메서드 - public void InteractionSuccess() + // 필드를 초기화하는 메서드 + protected override bool InitFields() { - _manager.SetStageClear(); - - if (!ResetAnomaly()) { - return; - } - } + bool res = base.InitFields(); - // Private fields를 초기화하는 메서드 - private bool InitFields() - { - bool res = true; - - // `_manager` 초기화 - _manager = GameObject.Find(nameGameManager).GetComponent(); - if (_manager != null) { - Debug.Log($"[{NAME}] Find `_manager` successfully."); - } else { - Debug.LogWarning($"[{NAME}] Cannot find `_manager`."); - res = false; - } - - // `_scriptLaptop` 초기화 - _scriptLaptop = GameObject.Find(nameLaptop).GetComponent(); - if (_scriptLaptop != null) { - Debug.Log($"[{NAME}] Find `_scriptLaptop` successfully."); + // _objectLaptop + _objectLaptop = GameObject.Find(nameLaptop).GetComponent(); + if (_objectLaptop != null) { + _objects.Add(_objectLaptop); + Log("Initialize `_objectLaptop`: success"); } else { - Debug.LogWarning($"[{NAME}] Cannot find `_scriptLaptop`."); + Log("Initialize `_objectLaptop`: failed", mode: 1); res = false; } return res; } + /************************************** + * implementation: SCH_AnomalyManager * + **************************************/ + // 이상현상을 시작하는 메서드 - private bool SetAnomaly() + protected override bool SetAnomaly() { - bool res = true; + bool res = base.SetAnomaly(); // 노트북 화면 - if (_scriptLaptop != null) { - _scriptLaptop.enabled = true; - _scriptLaptop.Manager = this; - res &= _scriptLaptop.SetAnomaly(); + if (_objectLaptop != null) { + _objectLaptop.enabled = true; + _objectLaptop.Manager = this; + Log("Set `_objectLaptop`: success"); } else { + Log("Set `_objectLaptop`: failed", mode: 1); res = false; } - if (res) { - Debug.Log($"[{NAME}] Anomaly is set."); - } - return res; } - - // 이상현상을 초기화하는 메서드 - private bool ResetAnomaly() - { - return true; - } } diff --git a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly2_Laptop.cs b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly2_Laptop.cs index f6648e5..2d519ed 100644 --- a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly2_Laptop.cs +++ b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly2_Laptop.cs @@ -1,130 +1,88 @@ -using System.Collections; -using System.Collections.Generic; using UnityEngine; -public class Anomaly2_Laptop : InteractableObject +[RequireComponent(typeof(LaptopFaceController))] +public class Anomaly2_Laptop : SCH_AnomalyInteractable { - /************* - * constants * - *************/ - - private const string NAME = "Anomaly2_Laptop"; - /********** * fields * **********/ - // 오브젝트 - public GameObject objectCamera; - - // 노트북 스크립트 - private LaptopFaceController _scriptLaptop; - - // 상호작용 전인지 여부 - private bool _beforeInteraction; + // 노트북 컨트롤러 + private LaptopFaceController _script; /************** * properties * **************/ - public Anomaly2Manager Manager { get; set; } - - /********************** - * overridden methods * - **********************/ - - // Start is called on the frame when a script is enabled just - // before any of the Update methods are called the first time. - void Start() - { - if (!InitFields()) { - return; - } - } + // 클래스 이름 + public override string Name { get; } = "Anomaly2_Laptop"; - // Update is called every frame, if the MonoBehaviour is enabled. - void Update() - { - if (_beforeInteraction) { - UpdateCanInteract(); - } - } + /********************************* + * implementation: SCH_Behaviour * + *********************************/ - // 상호작용 시 실행될 메서드 - public override void OnInteract() + // 필드를 초기화하는 메서드 + protected override bool InitFields() { - base.OnInteract(); + bool res = base.InitFields(); - if (Manager != null) { - Debug.Log($"[{NAME}] Call `Anomaly2Manager.InteractionSuccess`"); - Manager.InteractionSuccess(); - - ResetAnomaly(); - _beforeInteraction = false; - canInteract = false; + // _script + _script = GetComponent(); + if (_script != null) { + Log("Initialize `_script`: success"); } else { - Debug.LogWarning($"[{NAME}] `Manager` is not set."); + Log("Initialize `_script`: failed", mode: 1); + res = false; } + + return res; } - /*************** - * new methods * - ***************/ + /************************************* + * implementation: SCH_AnomalyObject * + *************************************/ // 이상현상을 시작하는 메서드 - public bool SetAnomaly() + protected override bool SetAnomaly() { - bool res = true; + bool res = base.SetAnomaly(); // 노트북 화면 - if (_scriptLaptop != null) { - _scriptLaptop.StartGazing(); + if (_script != null) { + _script.StartGazing(); + Log("Set laptop screen: success"); } else { + Log("Set laptop screen: failed", mode: 1); res = false; } - gameObject.layer = 3; // 상호작용 레이어 + // 노트북 레이어(3: 상호작용 레이어) + gameObject.layer = 3; + Log("Set laptop layer: success"); return res; } - // Private fields를 초기화하는 메서드 - private bool InitFields() - { - bool res = true; - - // `_scriptLaptop` 초기화 - _scriptLaptop = gameObject.GetComponent(); - if (_scriptLaptop != null) { - Debug.Log($"[{NAME}] Find `_scriptLaptop` successfully."); - } else { - Debug.LogWarning($"[{NAME}] Cannot find `_scriptLaptop`."); - res = false; - } - - return res; - } - - // `canInteract`를 갱신하는 메서드 - private void UpdateCanInteract() - { - float distance = (objectCamera.transform.position - transform.position).magnitude; - - canInteract = distance <= interactionRange; - } - // 이상현상을 초기화하는 메서드 - private bool ResetAnomaly() + public override bool ResetAnomaly() { - bool res = true; + bool res = base.ResetAnomaly(); - if (_scriptLaptop != null) { - _scriptLaptop.ResetScreen(); + // 노트북 화면 + if (_script != null) { + _script.ResetScreen(); + Log("Reset laptop screen: success"); } else { + Log("Reset laptop screen: failed", mode: 1); res = false; } - gameObject.layer = 0; // 일반 레이어 + // 노트북 레이어(0: 일반 레이어) + gameObject.layer = 0; + Log("Reset laptop layer: success"); + + // 실행 종료 + enabled = false; return res; } diff --git a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly30_window.cs b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly30_window.cs index 9a5589f..81b58ff 100644 --- a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly30_window.cs +++ b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly30_window.cs @@ -128,10 +128,12 @@ public override string GetInteractionPrompt() return "Press Left Click to close the window."; } - public override bool CanInteract() + public override bool CanInteract(float distance) { return !hasInteracted; } + // modified by 신채환 + // CanInteract 메서드가 거리를 인자로 받도록 변경 public override void OnInteract() { diff --git a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly3_noHeadSitGirl.cs b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly3_noHeadSitGirl.cs index 029f989..ade9b71 100644 --- a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly3_noHeadSitGirl.cs +++ b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly3_noHeadSitGirl.cs @@ -58,10 +58,12 @@ public string GetInteractionPrompt() } // Determines if interaction is currently possible - public bool CanInteract() + public bool CanInteract(float distance) { return !hasInteracted; // Interaction is allowed only once } + // modified by 신채환 + // CanInteract 메서드가 거리를 인자로 받도록 변경 // Handles interaction with the headless schoolgirl public void OnInteract() diff --git a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly8_micsound.cs b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly8_micsound.cs index 33d31e8..89139fc 100644 --- a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly8_micsound.cs +++ b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly8_micsound.cs @@ -65,10 +65,12 @@ public string GetInteractionPrompt() } // Determines if interaction is currently possible - public bool CanInteract() + public bool CanInteract(float distance) { return !hasInteracted; // Allow interaction only once } + // modified by 신채환 + // CanInteract 메서드가 거리를 인자로 받도록 변경 // Handles interaction with the microphone public void OnInteract()