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000000000..1f755345b --- /dev/null +++ b/BlueWater/Assets/Plugins/Pixel Crushers/Dialogue System/Third Party Support/uSurvival Support.unitypackage.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 8302722bd792b384e898fed750f555a9 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/BlueWater/Assets/Restaurant.cs b/BlueWater/Assets/Restaurant.cs index e6a7ed08b..d36a385c1 100644 --- a/BlueWater/Assets/Restaurant.cs +++ b/BlueWater/Assets/Restaurant.cs @@ -13,11 +13,11 @@ public class Restaurant : MonoBehaviour public void RestaurantSwitchOnOff() { - if (!isSwitchOn) + isSwitchOn = !isSwitchOn; + + if (isSwitchOn) { restaurantSwitch.rotation *= Quaternion.Euler(0, 0, -90); - isSwitchOn = true; - foreach (var light in mainLight) { light.SetActive(true); @@ -25,19 +25,41 @@ public class Restaurant : MonoBehaviour var door = mainDoor.GetComponent(); door._animator.SetBool("Open", true); + + StartCoroutine(ActivateNPCs()); } else { restaurantSwitch.rotation *= Quaternion.Euler(0, 0, 90); - isSwitchOn = false; - foreach (var light in mainLight) { light.SetActive(false); } - + var door = mainDoor.GetComponent(); door._animator.SetBool("Open", false); + + StopAllCoroutines(); + } + } + + IEnumerator ActivateNPCs() + { + foreach (var npc in guestNpc) + { + if (!isSwitchOn) // 스위치가 꺼지면 코루틴을 즉시 종료 + yield break; + + if (!npc.gameObject.activeInHierarchy) // NPC가 비활성화 상태인 경우만 + { + var waitTime = UnityEngine.Random.Range(3, 11); // 1초에서 10초 사이의 랜덤 대기 시간 + yield return new WaitForSeconds(waitTime); // 랜덤 대기 + + if (!isSwitchOn) // 대기 후 스위치 상태 다시 확인 + yield break; + + npc.gameObject.SetActive(true); // NPC 활성화 + } } } } \ No newline at end of file