Files
Northbound/Assets/Scripts/PlayerInteraction.cs

276 lines
9.0 KiB
C#

using Unity.Netcode;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Northbound
{
/// <summary>
/// 플레이어가 월드의 오브젝트와 상호작용하는 시스템
/// </summary>
public class PlayerInteraction : NetworkBehaviour
{
[Header("Interaction Settings")]
public float interactionRange = 3f;
public LayerMask interactableLayer = ~0;
[Header("Detection")]
public Transform rayOrigin;
public bool useForwardDirection = true;
[Header("Animation")]
public bool playAnimations = true;
public bool useAnimationEvents = true;
public bool blockDuringAnimation = true;
[Header("Equipment")]
public bool useEquipment = true;
[Header("Debug")]
public bool showDebugRay = true;
private PlayerInputActions _inputActions;
private IInteractable _currentInteractable;
private Camera _mainCamera;
private Animator _animator;
private EquipmentSocket _equipmentSocket;
private EquipmentData _pendingEquipmentData;
private string _currentEquipmentSocket;
private bool _isInteracting = false;
private Coroutine _interactionTimeoutCoroutine;
// 다른 컴포넌트가 이동 차단 여부를 확인할 수 있도록 public 프로퍼티 제공
public bool IsInteracting => _isInteracting;
public override void OnNetworkSpawn()
{
if (!IsOwner) return;
_mainCamera = Camera.main;
_animator = GetComponent<Animator>();
_equipmentSocket = GetComponent<EquipmentSocket>();
if (rayOrigin == null)
rayOrigin = transform;
_inputActions = new PlayerInputActions();
_inputActions.Player.Interact.performed += OnInteract;
_inputActions.Enable();
}
public override void OnNetworkDespawn()
{
if (IsOwner && _inputActions != null)
{
_inputActions.Player.Interact.performed -= OnInteract;
_inputActions.Disable();
_inputActions.Dispose();
}
}
private void Update()
{
if (!IsOwner) return;
DetectInteractable();
}
private void DetectInteractable()
{
Vector3 origin = rayOrigin.position;
Vector3 direction = useForwardDirection ? transform.forward : _mainCamera.transform.forward;
Ray ray = new Ray(origin, direction);
if (showDebugRay)
{
Debug.DrawRay(ray.origin, ray.direction * interactionRange,
_currentInteractable != null ? Color.green : Color.yellow);
}
if (Physics.Raycast(ray, out RaycastHit hit, interactionRange, interactableLayer))
{
IInteractable interactable = hit.collider.GetComponent<IInteractable>();
if (interactable == null)
interactable = hit.collider.GetComponentInParent<IInteractable>();
if (interactable != null && interactable.CanInteract(OwnerClientId))
{
_currentInteractable = interactable;
return;
}
}
_currentInteractable = null;
}
private void OnInteract(InputAction.CallbackContext context)
{
if (blockDuringAnimation && _isInteracting)
return;
if (_currentInteractable != null)
{
_isInteracting = true;
_pendingEquipmentData = _currentInteractable.GetEquipmentData();
string animTrigger = _currentInteractable.GetInteractionAnimation();
bool hasAnimation = !string.IsNullOrEmpty(animTrigger);
// 장비 장착 (애니메이션 이벤트 사용 안 할 경우)
if (!useAnimationEvents && useEquipment && _equipmentSocket != null && _pendingEquipmentData != null)
{
if (_pendingEquipmentData.attachOnStart && _pendingEquipmentData.equipmentPrefab != null)
{
AttachEquipment();
if (_pendingEquipmentData.detachOnEnd)
{
StartCoroutine(DetachEquipmentAfterDelay(2f));
}
}
}
// 애니메이션 재생
if (playAnimations && _animator != null && hasAnimation)
{
_animator.SetTrigger(animTrigger);
// 애니메이션 완료를 보장하기 위해 타임아웃 코루틴 시작
_interactionTimeoutCoroutine = StartCoroutine(InteractionTimeout(3f));
}
else
{
// 애니메이션이 없으면 즉시 상호작용 완료
_isInteracting = false;
}
// 상호작용 실행 (서버에서 처리)
_currentInteractable.Interact(OwnerClientId);
}
}
// ========================================
// Animation Event 함수들
// ========================================
public void OnEquipTool()
{
if (!useAnimationEvents || !useEquipment) return;
AttachEquipment();
}
public void OnEquipTool(string socketName)
{
if (!useAnimationEvents || !useEquipment) return;
AttachEquipment(socketName);
}
public void OnUnequipTool()
{
if (!useAnimationEvents || !useEquipment) return;
DetachEquipment();
}
public void OnUnequipTool(string socketName)
{
if (!useAnimationEvents || !useEquipment) return;
DetachEquipment(socketName);
}
public void OnInteractionComplete()
{
if (_interactionTimeoutCoroutine != null)
{
StopCoroutine(_interactionTimeoutCoroutine);
_interactionTimeoutCoroutine = null;
}
_isInteracting = false;
Debug.Log("[PlayerInteraction] 상호작용 완료");
}
// ========================================
// 내부 헬퍼 함수들
// ========================================
private void AttachEquipment(string socketName = null)
{
if (_equipmentSocket == null || _pendingEquipmentData == null)
return;
if (_pendingEquipmentData.equipmentPrefab == null)
return;
string socket = socketName ?? _pendingEquipmentData.socketName;
_equipmentSocket.AttachToSocket(socket, _pendingEquipmentData.equipmentPrefab);
_currentEquipmentSocket = socket;
}
private void DetachEquipment(string socketName = null)
{
if (_equipmentSocket == null)
return;
string socket = socketName ?? _currentEquipmentSocket;
if (!string.IsNullOrEmpty(socket))
{
_equipmentSocket.DetachFromSocket(socket);
if (socket == _currentEquipmentSocket)
_currentEquipmentSocket = null;
}
}
private System.Collections.IEnumerator DetachEquipmentAfterDelay(float delay)
{
yield return new WaitForSeconds(delay);
DetachEquipment();
if (!useAnimationEvents)
{
_isInteracting = false;
}
}
private System.Collections.IEnumerator InteractionTimeout(float timeout)
{
yield return new WaitForSeconds(timeout);
if (_isInteracting)
{
Debug.LogWarning("[PlayerInteraction] Interaction timeout - forcing completion");
_isInteracting = false;
_interactionTimeoutCoroutine = null;
}
}
private void OnGUI()
{
if (!IsOwner || _currentInteractable == null) return;
GUIStyle style = new GUIStyle(GUI.skin.label)
{
fontSize = 24,
alignment = TextAnchor.MiddleCenter
};
style.normal.textColor = Color.white;
string prompt = _currentInteractable.GetInteractionPrompt();
if (_isInteracting)
{
prompt += " (진행 중...)";
style.normal.textColor = Color.yellow;
}
GUI.Label(new Rect(Screen.width / 2 - 200, Screen.height - 100, 400, 50), prompt, style);
}
public override void OnDestroy()
{
if (_inputActions != null)
{
_inputActions.Dispose();
}
}
}
}