using System.Collections.Generic; using UnityEngine; using QualityLevel = HighlightPlus.QualityLevel; using HighlightPlus; namespace DDD { public enum InteractionOutlineType { None, Focused, Available, Unavailable, Objective } public struct InteractionOutlineData { public Color Color; public float Width; public float Opacity; } [RequireComponent(typeof(HighlightEffect))] [RequireComponent(typeof(RestaurantInteractionComponent))] [AddComponentMenu("DDD/Interaction/InteractableHighlight")] public class InteractableHighlight : MonoBehaviour { public static Dictionary OutlineData = new() { {InteractionOutlineType.Available, new InteractionOutlineData() {Color = Color.white, Width = 0.5f, Opacity = 1f}}, {InteractionOutlineType.Focused, new InteractionOutlineData() {Color = Color.yellow, Width = 0.5f, Opacity = 1f}}, {InteractionOutlineType.Unavailable, new InteractionOutlineData() {Color = Color.gray, Width = 0.5f, Opacity = 1f}}, {InteractionOutlineType.Objective, new InteractionOutlineData() {Color = Color.cyan, Width = 0.5f, Opacity = 1f}}, {InteractionOutlineType.None, new InteractionOutlineData() {Color = Color.clear, Width = 0.5f, Opacity = 0f}} }; private HighlightEffect _highlightComponent; private RestaurantInteractionComponent _interactionComponent; private IInteractor _interactor; private void Awake() { // Cache HighlightEffect _highlightComponent = GetComponent(); _interactionComponent = GetComponent(); // highlightEffect에 alphaCutoff, constantWidth, combineMeshes, outlineQuality, outlineIndependent 등의 필수 옵션이 켜져있는지 확인 _highlightComponent.alphaCutOff = 0.5f; _highlightComponent.combineMeshes = true; _highlightComponent.constantWidth = true; _highlightComponent.outlineQuality = QualityLevel.Highest; _highlightComponent.outlineIndependent = true; _highlightComponent.outlineBlurPasses = 1; _highlightComponent.outlineSharpness = 8; } private void Update() { FetchPlayerInteractorComponent(); var currentType = GetCurrentOutlineType(); ApplyOutlineType(currentType); } private void FetchPlayerInteractorComponent() { if (_interactor == null) { var player = PlayerManager.Instance.GetPlayer(); _interactor = player?.GetComponent(); } } private InteractionOutlineType GetCurrentOutlineType() { // interaction이 null이거나 컴포넌트가 비활성화된 경우 if (!_interactionComponent || !_interactionComponent.enabled) return InteractionOutlineType.None; // IInteractable 인터페이스로 캐스팅하여 상태 확인 if (_interactionComponent is not IInteractable interactable) return InteractionOutlineType.None; try { // 상호작용 불가능한 경우 if (CanExecuteInteraction() == false) return InteractionOutlineType.Unavailable; // TODO: 여기에 추가 상태 로직을 구현 // - isObjective 등의 퀘스트 상태를 체크 // 플레이어가 현재 이 오브젝트를 포커스 중인지 확인 if (IsPlayerFocusing()) { return InteractionOutlineType.Focused; } // 기본적으로 상호작용 가능한 상태 return InteractionOutlineType.Available; } catch { return InteractionOutlineType.Unavailable; } } private InteractionOutlineType lastAppliedType = InteractionOutlineType.None; private void ApplyOutlineType(InteractionOutlineType type) { // 같은 타입이면 불필요한 프로퍼티 세팅을 피함 if (lastAppliedType == type) return; lastAppliedType = type; if (!_highlightComponent) return; // OutlineData에서 해당 타입의 스타일 가져오기 if (!OutlineData.TryGetValue(type, out var data)) { // 데이터가 없으면 None 타입 적용 data = OutlineData[InteractionOutlineType.None]; } // HighlightEffect에 적용 if (type == InteractionOutlineType.None) { _highlightComponent.highlighted = false; _highlightComponent.outline = 0; } else { _highlightComponent.highlighted = true; _highlightComponent.outlineColor = data.Color; _highlightComponent.outlineWidth = data.Width; _highlightComponent.outline = data.Opacity * opacityMultiply; } } private bool IsPlayerFocusing() { return _interactor?.GetFocusedInteractable() == _interactionComponent; } private bool CanExecuteInteraction() { if (_interactionComponent.CanInteract() == false) { return false; } if (_interactor == null) { return false; } return _interactor.CanInteractTo(_interactionComponent); } } }