Projext/Assets/00001.Scripts/DoorController.cs

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2026-02-22 13:37:34 +00:00
using UnityEngine;
public class DoorController : MonoBehaviour
{
[Header("<22>ʼ<EFBFBD> <20><><EFBFBD><EFBFBD>")]
public Transform player;
public GameObject interactionCanvas; // World Space ĵ<><C4B5><EFBFBD><EFBFBD>
[Header("<22><><EFBFBD><EFBFBD>")]
public string targetSceneName = "NextMap"; // <20>̵<EFBFBD><CCB5><EFBFBD> <20><> <20≯<EFBFBD>
public float interactDistance = 4f;
public Vector3 worldOffset = new Vector3(0, 1.2f, 0); // <20><> <20>߾<EFBFBD> <20><><EFBFBD>̷<EFBFBD> <20><><EFBFBD><EFBFBD>
[Header("<22><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>")]
public float fadeSpeed = 5f;
public float floatSpeed = 2f;
public float floatAmplitude = 0.1f;
private CanvasGroup canvasGroup;
private float currentAlpha = 0f;
private Transform mainCamTransform;
void Start()
{
mainCamTransform = Camera.main.transform;
canvasGroup = interactionCanvas.GetComponent<CanvasGroup>();
if (canvasGroup == null)
canvasGroup = interactionCanvas.AddComponent<CanvasGroup>();
canvasGroup.alpha = 0;
}
void Update()
{
if (player == null || interactionCanvas == null) return;
float distance = Vector3.Distance(player.position, transform.position);
float targetAlpha = (distance <= interactDistance) ? 1f : 0f;
currentAlpha = Mathf.MoveTowards(currentAlpha, targetAlpha, Time.deltaTime * fadeSpeed);
canvasGroup.alpha = currentAlpha;
if (currentAlpha > 0.01f)
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: <20>׻<EFBFBD> ī<>޶<EFBFBD><DEB6><EFBFBD> <20>ٶ<EFBFBD><D9B6><EFBFBD>
interactionCanvas.transform.forward = mainCamTransform.forward;
// <20>յ<EFBFBD> <20>ߴ<EFBFBD> ȿ<><C8BF>
float yOffset = Mathf.Sin(Time.time * floatSpeed) * floatAmplitude;
interactionCanvas.transform.position = transform.position + worldOffset + new Vector3(0, yOffset, 0);
// FŰ <20>Է<EFBFBD> <20><> <20><><EFBFBD>̵<EFBFBD> <20>ε<EFBFBD> <20><><EFBFBD><EFBFBD>
if (targetAlpha > 0.5f && Input.GetKeyDown(KeyCode.F))
{
SceneLoader.Instance.LoadSceneWithFade(targetSceneName);
interactionCanvas.SetActive(false); // <20>ε<EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
}
}
}
}