61 lines
2.0 KiB
C#
61 lines
2.0 KiB
C#
using UnityEngine;
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public class DoorController : MonoBehaviour
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{
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[Header("필수 연결")]
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public Transform player;
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public GameObject interactionCanvas; // World Space 캔버스
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[Header("설정")]
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public string targetSceneName = "NextMap"; // 이동할 씬 이름
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public float interactDistance = 4f;
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public Vector3 worldOffset = new Vector3(0, 1.2f, 0); // 문 중앙 높이로 조정
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[Header("연출 설정")]
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public float fadeSpeed = 5f;
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public float floatSpeed = 2f;
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public float floatAmplitude = 0.1f;
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private CanvasGroup canvasGroup;
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private float currentAlpha = 0f;
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private Transform mainCamTransform;
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void Start()
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{
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mainCamTransform = Camera.main.transform;
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canvasGroup = interactionCanvas.GetComponent<CanvasGroup>();
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if (canvasGroup == null)
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canvasGroup = interactionCanvas.AddComponent<CanvasGroup>();
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canvasGroup.alpha = 0;
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}
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void Update()
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{
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if (player == null || interactionCanvas == null) return;
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float distance = Vector3.Distance(player.position, transform.position);
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float targetAlpha = (distance <= interactDistance) ? 1f : 0f;
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currentAlpha = Mathf.MoveTowards(currentAlpha, targetAlpha, Time.deltaTime * fadeSpeed);
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canvasGroup.alpha = currentAlpha;
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if (currentAlpha > 0.01f)
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{
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// 빌보드: 항상 카메라를 바라봄
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interactionCanvas.transform.forward = mainCamTransform.forward;
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// 둥둥 뜨는 효과
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float yOffset = Mathf.Sin(Time.time * floatSpeed) * floatAmplitude;
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interactionCanvas.transform.position = transform.position + worldOffset + new Vector3(0, yOffset, 0);
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// F키 입력 시 페이드 로딩 시작
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if (targetAlpha > 0.5f && Input.GetKeyDown(KeyCode.F))
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{
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SceneLoader.Instance.LoadSceneWithFade(targetSceneName);
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interactionCanvas.SetActive(false); // 로딩 시작 시 아이콘 숨김
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}
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}
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}
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} |