205 lines
6.6 KiB
C#
205 lines
6.6 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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public class ParticleGroupView : MonoBehaviour
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{
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[SerializeField] private Text displayName;
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[SerializeField] private List<ParticleSystem> _targets = new();
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[SerializeField] private Dictionary<ParticleSystem, GameObject> _childParticleSaver = new();
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[SerializeField] private int _currentIndex;
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[SerializeField] private Canvas _canvas;
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[SerializeField] private RectTransform _uiParent;
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private void OnValidate()
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{
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if (Application.isEditor)
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{
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_targets = new List<ParticleSystem>();
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_childParticleSaver = new Dictionary<ParticleSystem, GameObject>();
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int count = transform.childCount;
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for (int i = 0; i < count; i++)
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{
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Transform child = transform.GetChild(i);
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ParticleSystem ps = child.GetComponent<ParticleSystem>();
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if (ps != null)
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{
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_targets.Add(ps);
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}
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else
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{
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bool loopBreak = false;
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for (int inner = 0; inner < child.childCount; inner++)
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{
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Transform nextChild = child.GetChild(inner);
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ps = nextChild.GetComponent<ParticleSystem>();
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if (ps != null)
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{
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_targets.Add(ps);
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_childParticleSaver.Add(ps, child.gameObject);
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break;
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}
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else
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{
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for (int tail = 0; tail < nextChild.childCount; tail++)
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{
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Transform last = nextChild.GetChild(tail);
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ps = last.GetComponent<ParticleSystem>();
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if (ps != null)
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{
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_targets.Add(ps);
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_childParticleSaver.Add(ps, child.gameObject);
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loopBreak = true;
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break;
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}
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}
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if (loopBreak) break;
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}
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}
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}
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}
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}
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if (_canvas == null)
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{
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GameObject canvasObject = new GameObject("UI Main Canvas");
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_canvas = canvasObject.AddComponent<Canvas>();
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_canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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canvasObject.AddComponent<CanvasScaler>();
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canvasObject.AddComponent<GraphicRaycaster>();
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}
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if (_uiParent == null)
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{
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GameObject parent = new GameObject("UI Items", typeof(RectTransform));
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parent.transform.SetParent(_canvas.transform);
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_uiParent = parent.transform as RectTransform;
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_uiParent.localScale = Vector3.one;
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_uiParent.anchorMin = Vector3.zero;
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_uiParent.anchorMax = Vector3.one;
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_uiParent.offsetMin = Vector3.zero;
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_uiParent.offsetMax = Vector3.zero;
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}
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if (displayName == null)
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{
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GameObject textViewer = new GameObject("Text Viewer");
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textViewer.transform.SetParent(_uiParent.transform);
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Text text = textViewer.AddComponent<Text>();
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text.rectTransform.anchorMin = new Vector2(0, 1);
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text.rectTransform.anchorMax = new Vector2(1, 1);
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text.rectTransform.pivot = new Vector2(0.5f, 1);
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text.rectTransform.anchoredPosition = new Vector3(0, -50);
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text.fontSize = 55;
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text.alignment = TextAnchor.MiddleCenter;
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displayName = text;
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}
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if (FindObjectOfType<EventSystem>() == null)
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{
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GameObject eventSystem = new GameObject("Event System");
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eventSystem.AddComponent<EventSystem>();
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eventSystem.AddComponent<StandaloneInputModule>();
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}
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}
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private void Start()
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{
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_currentIndex = 0;
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CleanupDestroyedTargets();
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foreach (var particle in _targets)
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{
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if (particle != null)
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particle.gameObject.SetActive(false);
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}
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if (_targets.Count > 0 && _targets[_currentIndex] != null)
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{
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_targets[_currentIndex].gameObject.SetActive(true);
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_targets[_currentIndex].Play(true);
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UpdateDisplayParticleName();
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}
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}
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private void CleanupDestroyedTargets()
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{
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_targets.RemoveAll(p => p == null);
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}
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private void UpdateDisplayParticleName()
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{
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if (displayName != null && _targets.Count > 0 && _targets[_currentIndex] != null)
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{
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displayName.text = _targets[_currentIndex].name;
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}
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}
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private void Update()
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{
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if (_targets == null || _targets.Count == 0) return;
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// 🔹 혹시 Destroy된 ParticleSystem이 리스트에 남아 있다면 제거
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CleanupDestroyedTargets();
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if (_targets.Count == 0) return;
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// ← 방향
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if (Input.GetKeyDown(KeyCode.LeftArrow))
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{
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SwitchParticle(-1);
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}
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// → 방향
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if (Input.GetKeyDown(KeyCode.RightArrow))
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{
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SwitchParticle(1);
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}
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// 스페이스 재생
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if (Input.GetKeyDown(KeyCode.Space))
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{
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var particle = _targets[_currentIndex];
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if (particle != null)
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{
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particle.Simulate(0, true, true);
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particle.Play(true);
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}
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}
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}
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private void SwitchParticle(int direction)
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{
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if (_targets.Count == 0) return;
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var current = _targets[_currentIndex];
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if (current != null)
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{
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if (_childParticleSaver.TryGetValue(current, out var prevParent) && prevParent != null)
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prevParent.SetActive(false);
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current.gameObject.SetActive(false);
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}
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_currentIndex = (_currentIndex + direction + _targets.Count) % _targets.Count;
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var next = _targets[_currentIndex];
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if (next != null)
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{
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if (_childParticleSaver.TryGetValue(next, out var currentParent) && currentParent != null)
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currentParent.SetActive(true);
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next.gameObject.SetActive(true);
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next.Play(true);
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UpdateDisplayParticleName();
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}
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}
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}
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