상호작용이 불가능한 상태에서도 모달 UI가 나타나도록 변경
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@@ -9,6 +9,8 @@ namespace Northbound
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[SerializeField] private GameObject modalPanel;
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[SerializeField] private TextMeshProUGUI keyText;
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[SerializeField] private TextMeshProUGUI interactText;
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[SerializeField] private GameObject unavailablePanel;
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[SerializeField] private TextMeshProUGUI unavailableText;
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[Header("Settings")]
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[SerializeField] private string defaultKey = "E";
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@@ -27,6 +29,11 @@ namespace Northbound
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{
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modalPanel.SetActive(false);
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}
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if (unavailablePanel != null)
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{
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unavailablePanel.SetActive(false);
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}
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}
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public void ShowModal(IInteractable interactable)
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@@ -54,6 +61,11 @@ namespace Northbound
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{
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modalPanel.SetActive(false);
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}
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if (unavailablePanel != null)
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{
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unavailablePanel.SetActive(false);
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}
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}
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public void UpdateModalContent()
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@@ -86,5 +98,48 @@ namespace Northbound
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return prompt;
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}
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/// <summary>
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/// 상호작용 불가능 메시지를 표시합니다.
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/// </summary>
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/// <param name="interactable">상호작용 불가능한 대상</param>
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public void ShowUnavailableMessage(IInteractable interactable)
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{
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if (interactable == null)
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{
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HideModal();
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return;
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}
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if (unavailablePanel != null)
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{
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// unavailablePanel이 할당된 경우 전용 패널 사용
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if (modalPanel != null)
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{
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modalPanel.SetActive(false);
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}
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unavailablePanel.SetActive(true);
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if (unavailableText != null)
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{
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string prompt = interactable.GetInteractionPrompt();
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unavailableText.text = ExtractInteractText(prompt);
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}
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}
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else if (modalPanel != null && interactText != null)
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{
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// unavailablePanel이 없는 경우 modalPanel을 사용하여 불가능 메시지 표시
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modalPanel.SetActive(true);
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if (keyText != null)
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{
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keyText.text = "";
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}
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string prompt = interactable.GetInteractionPrompt();
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interactText.text = ExtractInteractText(prompt);
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}
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}
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}
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}
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@@ -12,6 +12,7 @@ namespace Northbound
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[SerializeField] private PlayerInteraction playerInteraction;
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private IInteractable _currentInteractable;
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private IInteractable _previousUnavailableInteractable;
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private bool _isEnabled = false;
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private void Awake()
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@@ -33,14 +34,13 @@ namespace Northbound
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FindModalComponent();
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if (interactableModal != null)
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{
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interactableModal.HideModal();
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}
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else
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if (interactableModal == null)
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{
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Debug.LogError("[InteractableModalManager] InteractableModal is still null in Start!");
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}
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// Start()에서 HideModal()을 호출하지 않음 - 첫 번째 Update에서 Modal이 표시되지 않는 문제 방지
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// modalPanel과 unavailablePanel은 InteractableModal.Start()에서 이미 false로 설정됨
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}
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private void FindModalComponent()
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@@ -88,16 +88,26 @@ namespace Northbound
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_isEnabled = true;
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IInteractable detectedInteractable = GetDetectedInteractable();
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IInteractable unavailableInteractable = playerInteraction.CurrentUnavailableInteractable;
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if (detectedInteractable != _currentInteractable)
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bool interactableChanged = detectedInteractable != _currentInteractable;
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bool unavailableChanged = unavailableInteractable != _previousUnavailableInteractable;
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if (interactableChanged || unavailableChanged)
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{
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_currentInteractable = detectedInteractable;
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_previousUnavailableInteractable = unavailableInteractable;
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if (_currentInteractable != null)
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{
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Debug.Log($"[InteractableModalManager] Show modal for interactable");
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ShowModal(_currentInteractable);
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}
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else if (unavailableInteractable != null)
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{
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Debug.Log($"[InteractableModalManager] Show unavailable message");
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ShowUnavailableMessageModal(unavailableInteractable);
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}
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else
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{
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Debug.Log($"[InteractableModalManager] Hide modal");
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@@ -149,6 +159,14 @@ namespace Northbound
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}
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}
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private void ShowUnavailableMessageModal(IInteractable interactable)
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{
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if (interactableModal != null)
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{
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interactableModal.ShowUnavailableMessage(interactable);
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}
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}
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private void UpdateModalContent()
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{
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if (interactableModal != null)
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@@ -34,6 +34,7 @@ namespace Northbound
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private PlayerInputActions _inputActions;
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private IInteractable _currentInteractable;
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private IInteractable _unavailableInteractable;
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private Camera _mainCamera;
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private Animator _animator;
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private EquipmentSocket _equipmentSocket;
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@@ -45,6 +46,7 @@ namespace Northbound
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public bool IsInteracting => _isInteracting;
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public float WorkPower => workPower;
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public IInteractable CurrentUnavailableInteractable => _unavailableInteractable;
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public override void OnNetworkSpawn()
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{
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@@ -92,30 +94,42 @@ namespace Northbound
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{
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Vector3 origin = rayOrigin.position;
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Vector3 direction = useForwardDirection ? transform.forward : _mainCamera.transform.forward;
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Ray ray = new Ray(origin, direction);
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if (showDebugRay)
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{
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Debug.DrawRay(ray.origin, ray.direction * interactionRange,
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Debug.DrawRay(ray.origin, ray.direction * interactionRange,
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_currentInteractable != null ? Color.green : Color.yellow);
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}
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if (Physics.Raycast(ray, out RaycastHit hit, interactionRange, interactableLayer))
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{
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IInteractable interactable = hit.collider.GetComponent<IInteractable>();
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if (interactable == null)
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interactable = hit.collider.GetComponentInParent<IInteractable>();
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if (interactable != null && interactable.CanInteract(OwnerClientId))
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if (interactable != null)
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{
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_currentInteractable = interactable;
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return;
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if (interactable.CanInteract(OwnerClientId))
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{
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_currentInteractable = interactable;
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_unavailableInteractable = null;
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return;
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}
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else
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{
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// CanInteract가 false인 경우 추적
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_currentInteractable = null;
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_unavailableInteractable = interactable;
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return;
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}
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}
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}
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_currentInteractable = null;
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_unavailableInteractable = null;
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}
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private void OnInteract(InputAction.CallbackContext context)
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