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a/Assets/Scripts/Runtime/CH2/CardHoverEffect.cs +++ b/Assets/Scripts/Runtime/CH2/CardHoverEffect.cs @@ -5,7 +5,7 @@ namespace Runtime.CH2 { - public class CardHoverEffectUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler + public class CardHoverEffectUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler { [SerializeField] private TcgController _tcgController; [SerializeField] private float _scaleMultiplier = 1.2f; // 확대 배율 @@ -32,5 +32,11 @@ public void OnPointerExit(PointerEventData eventData) // 마우스가 벗어나면 축소 transform.DOScale(_originalScale, _duration).SetEase(Ease.OutQuad); } + + public void OnPointerClick(PointerEventData eventData) + { + // 마우스 클릭 시 축소 + transform.DOScale(_originalScale, _duration).SetEase(Ease.OutQuad); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Runtime/CH2/Dialogue/CH2Dialogue.cs b/Assets/Scripts/Runtime/CH2/Dialogue/CH2Dialogue.cs index da1cc1e4..0ddafcc7 100644 --- a/Assets/Scripts/Runtime/CH2/Dialogue/CH2Dialogue.cs +++ b/Assets/Scripts/Runtime/CH2/Dialogue/CH2Dialogue.cs @@ -3,7 +3,6 @@ using Runtime.ETC; using System; using System.Collections; -using System.Net; using TMPro; using UnityEngine; using UnityEngine.UI; @@ -38,7 +37,9 @@ public class CH2Dialogue : DialogueViewBase [SerializeField] private GameObject _toBeContinued; [SerializeField] private GameObject _autoTxt; [SerializeField] private GameObject _continueBtn; - [SerializeField] private GameObject[] _illerstrations = new GameObject[1]; + [SerializeField] private GameObject _illerstBg; + [SerializeField] private Image _illerstImg; + [SerializeField] private Sprite[] _illerstSprs; [SerializeField] private DialogueRunner _luckyDialogueRunner; [SerializeField] private GameObject _tcgPack; [SerializeField] private GameObject _SuperArioPack; @@ -93,7 +94,7 @@ public override void RunLine(LocalizedLine dialogueLine, Action onDialogueLineFi StandingHighlight(0); else if (_speaker.Equals("")) StandingHighlight(2); - else + else // TODO: NPC 여러명일 때 처리 StandingHighlight(1); onDialogueLineFinished(); @@ -142,13 +143,13 @@ private void SetTcgPack() private void ShowIllerstration(int val) { - _illerstrations[val].SetActive(true); + _illerstBg.SetActive(true); + _illerstImg.sprite = _illerstSprs[val]; } private void HideIllerstration() { - foreach (var o in _illerstrations) - o.SetActive(false); + _illerstBg.SetActive(false); } private void PartnerAppear(string partner) diff --git a/Assets/Scripts/Runtime/CH2/Location/LocationBgController.cs b/Assets/Scripts/Runtime/CH2/Location/LocationBgController.cs index b89744af..2862e3fa 100644 --- a/Assets/Scripts/Runtime/CH2/Location/LocationBgController.cs +++ b/Assets/Scripts/Runtime/CH2/Location/LocationBgController.cs @@ -23,7 +23,7 @@ public class LocationBgController : MonoBehaviour { "InTemple", "신전 내부" }, { "TempleRoom", "신전 방" }, { "Backstreet", "골목길" }, - { "DallorHouse", "달러의 집" }, + { "DollarHouse", "달러의 집" }, { "Passage", "통로" }, { "InStatue", "달러 동상 안" }, { "StatueCrack", "달러 동상 틈" } @@ -42,7 +42,7 @@ public class LocationBgController : MonoBehaviour { "InTemple", 8 }, { "TempleRoom", 9 }, // 신전 방 { "Backstreet", 10 }, // 골목길 - { "DallorHouse", 11 }, // 달러의 집 + { "DollarHouse", 11 }, // 달러의 집 { "Passage", 12 }, // 통로 { "InStatue", 13 }, // 달러 동상 내부 { "StatueCrack", 14 } // 달러 동상 틈새 diff --git a/Assets/Scripts/Runtime/CH2/Main/CH2Controller.cs b/Assets/Scripts/Runtime/CH2/Main/CH2Controller.cs index b6a16eed..c4c02a63 100644 --- a/Assets/Scripts/Runtime/CH2/Main/CH2Controller.cs +++ b/Assets/Scripts/Runtime/CH2/Main/CH2Controller.cs @@ -1,5 +1,4 @@ using UnityEngine; -using Sound = Runtime.ETC.Sound; namespace Runtime.CH2.Main { @@ -9,9 +8,9 @@ public class CH2Controller : MonoBehaviour private void Start() { - Managers.Sound.Play(Sound.BGM, "CH2/BGM_01_Normal"); + if (Managers.Data.Chapter == 1) + Managers.Data.Chapter = 2; - // TODO: 슈아브 다녀온 후 처리 _turnController.GetInitialLocation(); } } diff --git a/Assets/Scripts/Runtime/CH2/Main/CH2KeySetting.cs b/Assets/Scripts/Runtime/CH2/Main/CH2KeySetting.cs index bc922069..eca09bc4 100644 --- a/Assets/Scripts/Runtime/CH2/Main/CH2KeySetting.cs +++ b/Assets/Scripts/Runtime/CH2/Main/CH2KeySetting.cs @@ -15,8 +15,6 @@ public class CH2KeySetting : MonoBehaviour [SerializeField] private TextMeshProUGUI _lineTxt; [SerializeField] private GameObject _skipPanel; [SerializeField] private GameObject _continueBtn; - [SerializeField] private Image _hideImg; - [SerializeField] private Sprite[] _hideSpr; [SerializeField] private Image _autoImg; [SerializeField] private Sprite[] _autoSpr; private bool _isHidingUI = false; @@ -53,7 +51,6 @@ public void HideUIToggle() } _isHidingUI = !_isHidingUI; - SetHideUISprite(_isHidingUI); foreach (GameObject ui in _uis) ui.SetActive(!_isHidingUI); @@ -71,11 +68,6 @@ public void AutoDialogue() // 대사를 치고 1초 뒤에 다음 대사로 넘김 } - private void SetHideUISprite(bool isActive) - { - _hideImg.sprite = _hideSpr[isActive ? 1 : 0]; - } - private void SetAutoSprite(bool isActive) { _autoImg.sprite = _autoSpr[isActive ? 1 : 0]; diff --git a/Assets/Scripts/Runtime/CH2/Main/TurnController.cs b/Assets/Scripts/Runtime/CH2/Main/TurnController.cs index 971e223a..210008c2 100644 --- a/Assets/Scripts/Runtime/CH2/Main/TurnController.cs +++ b/Assets/Scripts/Runtime/CH2/Main/TurnController.cs @@ -33,6 +33,10 @@ public void GetInitialLocation() case 2: _dialogueRunner.StartDialogue("Turn2_S"); break; + case 3: + _dialogueRunner.StartDialogue("Turn3"); + // TODO: 슈아브 다녀온 후로는 Turn3~ 치트로 넘기기 + break; } } diff --git a/Assets/Scripts/Runtime/CH2/SuperArio/ArioManager.cs b/Assets/Scripts/Runtime/CH2/SuperArio/ArioManager.cs index eaf21a4e..cf6e5444 100644 --- a/Assets/Scripts/Runtime/CH2/SuperArio/ArioManager.cs +++ b/Assets/Scripts/Runtime/CH2/SuperArio/ArioManager.cs @@ -1,5 +1,6 @@ using Cinemachine; using Runtime.InGameSystem; +using Runtime.Main.Runtime.ETC; using System; using System.Collections; using UnityEngine; @@ -50,6 +51,7 @@ private void Awake() public bool HasItem { get; private set; } public int CoinCnt { get; private set; } private ObstacleManager _obstacleManager; + private DataCheater _dataCheater = new(); private void Start() { @@ -111,7 +113,7 @@ public void ExitReward() private IEnumerator WaitExitReward() { yield return new WaitForSeconds(1f); - _sceneSystem.LoadScene("CH2"); + _dataCheater.LoadCheatData("Turn3", _sceneSystem); // _rewardCam.Priority = 10; // IsReward = false; // RestartSuperArio(); diff --git a/Assets/Scripts/Runtime/CH2/TcgController.cs b/Assets/Scripts/Runtime/CH2/TcgController.cs index 69db781f..73577b2e 100644 --- a/Assets/Scripts/Runtime/CH2/TcgController.cs +++ b/Assets/Scripts/Runtime/CH2/TcgController.cs @@ -18,7 +18,7 @@ public class TcgController : MonoBehaviour [Header("=TCG=")] [SerializeField] private GameObject _ch2Ui; [SerializeField] private GameObject _michael; - [SerializeField] private GameObject _michaelBubble; // 미카엘 버블 + [SerializeField] private CanvasGroup _michaelBubble; // 미카엘 버블 [SerializeField] private TextMeshProUGUI _michaelBubbleTxt; // 미카엘 대화창 텍스트 [SerializeField] private TextMeshProUGUI _scoreTxt; // 호감도 텍스트 [SerializeField] private GameObject[] _cards = new GameObject[4]; // 답변 카드 @@ -35,13 +35,18 @@ public class TcgController : MonoBehaviour private List> _scores = new(); // 호감도 점수 파일 private int _currentQuestionIndex = 0; // 현재 질문 인덱스 private int _currentScore = 0; // 현재 호감도 점수 - private readonly List _usedAnswers = new(); // 사용된 답변 인덱스 기록 + private List _usedAnswers = new(); // 사용된 답변 인덱스 기록 private int _scoreChange; public bool IsCardSelected { get; private set; } private void Start() { // 데이터 로드 + _currentQuestionIndex = Managers.Data.CH2.TcgNum; + _currentScore = Managers.Data.CH2.TcgScore; + _usedAnswers = Managers.Data.CH2.UsedTcgAnswers; + + // CSV 읽어오기 _responses = CSVReader.Read("Tcg - Responses"); _scores = CSVReader.Read("Tcg - Scores"); @@ -61,11 +66,12 @@ private void Start() #region Dialogue public void StartTcg() { + ArrangeCardsInFan(); ResetCardPositions(); ActiveCh2Ui(false); // _michael을 중앙으로 이동 - _michael.transform.DOLocalMove(new Vector3(38.9999886f, -70f, 0f), 1f).SetEase(Ease.InOutQuad) + _michael.transform.DOLocalMove(new Vector3(39f, -70f, 0f), 1f).SetEase(Ease.InOutQuad) .OnComplete(() => { ActiveTcgUi(true); @@ -77,12 +83,14 @@ public void StartTcg() private void EndTcg() { - ActiveTcgUi(false); + // 카드 페이드 아웃 + _cardsCanvasGroup.DOFade(0f, 1f); - // _michael을 오른쪽으로 이동 + // _michael 오른쪽으로 이동 _michael.transform.DOLocalMove(new Vector3(355f, -70f, 0f), 1f).SetEase(Ease.InOutQuad) .OnComplete(() => { + ActiveTcgUi(false); ActiveCh2Ui(true); AnswerDialogue(); }); @@ -96,13 +104,18 @@ private void ActiveCh2Ui(bool active) private void ActiveTcgUi(bool active) { + if (active) + { + _michaelBubble.gameObject.SetActive(true); + _michaelBubble.DOFade(1f, 0.5f); + } _tcgObject.SetActive(active); - _michaelBubble.SetActive(active); } private void AnswerDialogue() { _runner.StartDialogue("TCG_SetAnswer"); + Managers.Data.SaveGame(); } public void DialogueAfterTCG() @@ -110,6 +123,7 @@ public void DialogueAfterTCG() _runner.Stop(); _runner.StartDialogue($"AfterTcg{_currentQuestionIndex}"); _currentQuestionIndex++; + Managers.Data.CH2.TcgNum = _currentQuestionIndex; } public void ShowScore() @@ -124,6 +138,7 @@ public void ShowScore() // _currentScore 업데이트 _currentScore = (int)newScore; + Managers.Data.CH2.TcgScore = _currentScore; Debug.Log($"현재 점수: {_currentScore}"); HeartAnim(); @@ -175,20 +190,28 @@ private void MoveCardsUp() } } - private void MoveCardsDown() + private void ArrangeCardsInFan() { - foreach (var card in _cards) - { - // 카드 앞면의 현재 위치에서 Y축으로 300만큼 내려감 - Vector3 targetPosition = card.transform.localPosition - new Vector3(0, 300, 0); - card.transform.DOLocalMove(targetPosition, 1f).SetEase(Ease.InQuad); - } + // TODO: 카드가 3장 이하일 때 처리 - // 카드 뒷면도 Y축으로 300만큼 내려감 - if (_cardBack != null) + int cardCount = _cards.Length; + + if (cardCount <= 0) return; // 카드가 없으면 종료 + + // 카드 배치의 기본 설정 + float[] xPositions = { -234f, -80f, 80f, 234f }; // X 좌표 + float[] yPositions = { -521f, -496f, -496f, -521f }; // Y 좌표 + float[] zRotations = { 15f, 5f, -5f, -15f }; // Z축 각도 + + for (int i = 0; i < cardCount; i++) { - Vector3 targetPosition = _cardBack.transform.localPosition - new Vector3(0, 300, 0); - _cardBack.transform.DOLocalMove(targetPosition, 1f).SetEase(Ease.InQuad); + // 카드의 위치 및 회전 설정 + Vector3 cardPosition = new(xPositions[i], yPositions[i], 0f); + Quaternion cardRotation = Quaternion.Euler(0f, 0f, zRotations[i]); + + // 카드 위치와 회전 적용 + _cards[i].transform.DOLocalMove(cardPosition, 0.5f).SetEase(Ease.OutQuad); + _cards[i].transform.DOLocalRotate(cardRotation.eulerAngles, 0.5f, RotateMode.Fast).SetEase(Ease.OutQuad); } } @@ -205,12 +228,12 @@ private void ShowQuestion() { // 질문이 끝났을 경우 _michaelBubbleTxt.text = "(질문 끝)"; - foreach (var card in _cards) - { - card.SetActive(false); - } - Debug.Log("게임 종료"); - EndTcg(); + //foreach (var card in _cards) + //{ + // card.SetActive(false); + //} + //Debug.Log("게임 종료"); + //EndTcg(); } } @@ -265,11 +288,21 @@ private void OnAnswerSelected(int questionIndex, int answerIndex) // 점수 처리 int.TryParse(scoreValue, out _scoreChange); - _scoreTxt.text = $"+{_scoreChange}"; + _scoreTxt.text = $"{(_scoreChange >= 0 ? "+" : "")}{_scoreChange}"; - // 미카엘 대화창 비활성화 - _michaelBubble.SetActive(false); + // 사용된 답변 기록 + _usedAnswers.Add(answerIndex); + Managers.Data.CH2.UsedTcgAnswers = _usedAnswers; + Debug.Log($"선택된 답변: {answer}, 반응: {response}, 점수 변화: {_scoreChange}"); + + // 미카엘 대화창 페이드 아웃 + _michaelBubble.DOFade(0f, 0.5f).OnComplete(() => + { + _michaelBubble.gameObject.SetActive(false); + }); + + // CardsMoveDown // 선택되지 않은 카드와 _cardBack 처리 Sequence cardsSequence = DOTween.Sequence(); for (int i = 0; i < _cards.Length; i++) @@ -299,23 +332,25 @@ private void OnAnswerSelected(int questionIndex, int answerIndex) // 선택된 카드의 x값만 0으로 설정하고 이동 Vector3 centerPosition = _cards[i].transform.localPosition; centerPosition.x = 0; // x값만 0으로 변경 - _cards[i].transform.DOLocalMove(centerPosition, 1f).SetEase(Ease.OutQuad) - .OnComplete(() => - { - // 이동 후 부모의 투명도 0으로 줄임 - _cardsCanvasGroup.DOFade(0f, 1f); - }); + + Sequence moveAndRotateSequence = DOTween.Sequence(); + + // 위치 이동 + moveAndRotateSequence.Append(_cards[i].transform.DOLocalMove(centerPosition, 1f).SetEase(Ease.OutQuad)); + + // Z각도 0으로 회전 + moveAndRotateSequence.Join(_cards[i].transform.DOLocalRotate(Vector3.zero, 1f, RotateMode.Fast).SetEase(Ease.OutQuad)); + + // 완료 시 EndTcg 호출 + moveAndRotateSequence.OnComplete(() => + { + EndTcg(); + }); } } }); - // 사용된 답변 기록 - _usedAnswers.Add(answerIndex); - - Debug.Log($"선택된 답변: {answer}, 반응: {response}, 점수 변화: {_scoreChange}"); - Invoke(nameof(EndTcg), 3f); // 애니메이션이 끝난 후 진행 } - #endregion #region Yarn Functions diff --git a/Assets/Scripts/Runtime/Data/CH2Data.cs b/Assets/Scripts/Runtime/Data/CH2Data.cs index 81110643..e223de55 100644 --- a/Assets/Scripts/Runtime/Data/CH2Data.cs +++ b/Assets/Scripts/Runtime/Data/CH2Data.cs @@ -1,4 +1,5 @@ using System; +using System.Collections.Generic; namespace Runtime.Data { @@ -7,13 +8,19 @@ public class CH2Data { public int Turn; public string Location; - public bool IsSpecialDialogue; + public int TcgNum; + public int TcgScore; + public List UsedTcgAnswers; public CH2Data() { + // 비주얼 노벨 Turn = 0; Location = ""; - IsSpecialDialogue = false; + // TCG + TcgNum = 0; + TcgScore = 0; + UsedTcgAnswers = new List(); } } } \ No newline at end of file diff --git a/Assets/Scripts/Runtime/Main/DataCheater.cs b/Assets/Scripts/Runtime/Main/DataCheater.cs index 51a00134..2d6dd7ee 100644 --- a/Assets/Scripts/Runtime/Main/DataCheater.cs +++ b/Assets/Scripts/Runtime/Main/DataCheater.cs @@ -2,29 +2,26 @@ using Runtime.Manager; using UnityEngine; -namespace Runtime.Main +namespace Runtime.Main.Runtime.ETC { - namespace Runtime.ETC + [System.Serializable] // Unity의 직렬화 지원 + public class DataCheater { - public class DataCheater : MonoBehaviour + public void LoadCheatData(string file, SceneSystem sceneSystem) { - [SerializeField] private SceneSystem _sceneSystem; + TextAsset jsonFile = Resources.Load("Cheat/" + file); // (파일명).json 파일을 불러옴 - public void LoadCheatData(string file) + if (jsonFile == null) { - TextAsset jsonFile = Resources.Load("Cheat/" + file); // (파일명).json 파일을 불러옴 - - if (jsonFile == null) - { - Debug.LogError("JSON file not found!"); - } + Debug.LogError("JSON file not found!"); + return; + } - string jsonData = jsonFile.text; - GameData data = JsonUtility.FromJson(jsonData); - Managers.Data.ChangeData(data); + string jsonData = jsonFile.text; + GameData data = JsonUtility.FromJson(jsonData); + Managers.Data.ChangeData(data); - _sceneSystem.LoadScene($"CH{Managers.Data.Chapter}"); - } + sceneSystem.LoadScene($"CH{Managers.Data.Chapter}"); } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/Runtime/Main/MainController.cs b/Assets/Scripts/Runtime/Main/MainController.cs index 4433f285..d1829bdd 100644 --- a/Assets/Scripts/Runtime/Main/MainController.cs +++ b/Assets/Scripts/Runtime/Main/MainController.cs @@ -7,7 +7,7 @@ namespace Runtime.Main public class MainController : MonoBehaviour { [SerializeField] private SceneSystem _sceneSystem; - [SerializeField] private DataCheater _dataCheater; + private DataCheater _dataCheater = new(); private void Start() { @@ -31,5 +31,10 @@ public void GoPacmom() Managers.Data.NewGame(); _sceneSystem.LoadScene("Pacmom"); } + + public void LoadCheatData(string file) + { + _dataCheater.LoadCheatData(file, _sceneSystem); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Runtime/Manager/SoundManager.cs b/Assets/Scripts/Runtime/Manager/SoundManager.cs index 0dccf809..cc53aa61 100644 --- a/Assets/Scripts/Runtime/Manager/SoundManager.cs +++ b/Assets/Scripts/Runtime/Manager/SoundManager.cs @@ -98,7 +98,7 @@ public bool Play(Sound type, string path, bool isContinue = false) // , float vo // 이미 틀고 있는 브금 또 틀기 방지 if (type == Sound.BGM || type == Sound.LuckyBGM) { - if (_currentBGM == audioClip) + if (_currentBGM == audioClip && BGM.isPlaying) { Debug.Log("IsPlaying"); return false; diff --git a/Assets/StreamingAssets/build_info b/Assets/StreamingAssets/build_info index c45b736a..f39ffb20 100644 --- 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437b15bd..00000000 Binary files a/Assets/_CH2/Arts/UI/auto_on_v2.png and /dev/null differ diff --git a/Assets/_CH2/Arts/UI/visible_on_v2.png b/Assets/_CH2/Arts/UI/visible_icon.png similarity index 100% rename from Assets/_CH2/Arts/UI/visible_on_v2.png rename to Assets/_CH2/Arts/UI/visible_icon.png diff --git a/Assets/_CH2/Arts/UI/visible_on_v2.png.meta b/Assets/_CH2/Arts/UI/visible_icon.png.meta similarity index 100% rename from Assets/_CH2/Arts/UI/visible_on_v2.png.meta rename to Assets/_CH2/Arts/UI/visible_icon.png.meta diff --git a/Assets/_CH2/Arts/UI/visible_off_v2.png b/Assets/_CH2/Arts/UI/visible_off_v2.png deleted file mode 100644 index 9c5100eb..00000000 Binary files a/Assets/_CH2/Arts/UI/visible_off_v2.png and /dev/null differ diff --git a/Assets/_CH2/Arts/ingredient.png b/Assets/_CH2/Arts/ingredient.png deleted file mode 100644 index e3faa71f..00000000 Binary files a/Assets/_CH2/Arts/ingredient.png and /dev/null differ diff --git a/Assets/_CH2/Dialogues/Turn0.yarn b/Assets/_CH2/Dialogues/Turn0.yarn index 28d7f6f4..2951f7ee 100644 --- a/Assets/_CH2/Dialogues/Turn0.yarn +++ b/Assets/_CH2/Dialogues/Turn0.yarn @@ -1,6 +1,7 @@ title: Turn0 --- // 장소: 마을 입구 +<> <> <> @@ -107,15 +108,16 @@ title: Turn0 :안면은 텄지만 미카엘에게 퇴짜를 맞았다...
아무래도 다른 방법이 필요해 보인다. // 장소: 골목길 +// <> // 너무 잠깐이라 생략, BGM7 당기기 +<> + <> <> -// <> // 너무 잠깐이라 생략 :다시 광장으로 돌아가기 위해 골목길에 들어섰는데,
갑자기 누군가 튀어나와 부딪혔다. // 대사창 없다가, 콰당! + 아파하는 기계음 sfx 출력하면서 같이 다음 대사 진행 -<> <> R2-Mon: 아야얏-! 머리가 비잉 비잉 돈 다아... R2-Mon: ... 잠깐 ... diff --git a/Assets/_CH2/Dialogues/Turn1.yarn b/Assets/_CH2/Dialogues/Turn1.yarn index e27a4b6f..d0444bda 100644 --- a/Assets/_CH2/Dialogues/Turn1.yarn +++ b/Assets/_CH2/Dialogues/Turn1.yarn @@ -62,10 +62,11 @@ title: Turn1_S :골목길을 지나가는 중 바닥에 떨어져 있는 무언가를 발견했다. // 명함 일러스트 - +<> :R2-Mon의 명함이다. 아무래도 뭔가 잘 흘리고 다니는 모양이다. :자세히 보니 작게 그려진 약도로 기지의 위치가 그려져 있었다. :플로야드 동굴 안쪽인 것 같다. 한 번 가볼까? +<> // 장소: 마을 입구 <> @@ -97,14 +98,16 @@ R2-Mon: 근데 손에 뭐가 많은데 이걸로 만들어주면 되는 거지 R2-Mon: 나에게 맡겨보세요! // 대사창 없이 제작하는 sfx 출력 후, 일러스트 + 대사 진행 +<> R2-Mon: 제작 완료~ R2-Mon: 어때요, 완전 새것 같지요? // 일러스트 Out -<> +<> R2-Mon: 다음에도 또 찾아오시면 만들어 드릴게요! 그럼 안녕히! +<> :R2-Mon이 배웅을 한다.
새롭게 만든 링을 미카엘에게 주면 좋아할 것 같다. diff --git a/Assets/_CH2/Dialogues/Turn2.yarn b/Assets/_CH2/Dialogues/Turn2.yarn index 7aa08027..2babdabe 100644 --- a/Assets/_CH2/Dialogues/Turn2.yarn +++ b/Assets/_CH2/Dialogues/Turn2.yarn @@ -58,7 +58,9 @@ title: Turn2_S title: AfterTcg0 --- <> +: 미카엘: 어쨌든 링을 바꿔줄 생각을 하다니. 섬세함도 강점인가? +: 미카엘: 이제 네가 대답을 할 수 있다는 것도 알았으니까
'가까스로 출입가능'인 셈인데... 미카엘: 지금 바로 들어올래? 미카엘: 궁금한 것도 물어볼 겸, 보답은 안에서 마저 할게.
따라 와. @@ -89,7 +91,9 @@ title: AfterTcg0 title: AfterTcg1 --- <> +: 미카엘: 그런데 어쩌지? 이미 다 알고 있는데. +: 미카엘: 달러랑 작당모의해서 일부러 접근한 거 누가 모를 줄 알고? 미카엘: 게다가 어디서 새 링까지 가져와서 챙겨주는 척...
티나게 가식적인 행동도 짜증나. 미카엘: 널 내버려두면 계속 기웃거리면서 귀찮게 굴 게 뻔해. @@ -109,11 +113,13 @@ title: AfterTcg1 <> :침착하고 주변을 둘러보니 더럽지만 꽤 아늑한 방 안인 것 같다. -// 일러스트 +<> :벽면에 걸린 커튼을 걷어보니 슬라임이 그려진 액자가 있다. // 일러스트 +<> :책장에는 경전... 모양의 게임보이가 꽂혀 있다. +<> // 대사창 없이 쿵 쿵 다가오는 sfx 출력 후, 다음 대사 진행 @@ -142,7 +148,6 @@ R2-Mon: 혹시 휴먼이 나랑 같이 가주면 안 될까요? R2-Mon: 어차피 벌써 출구니까, 일단 밖으로 나가서 차차 고민해요! <> -<> // 장소: 달러 동상 <> @@ -179,6 +184,6 @@ R2-Mon: 어디서 다른 열쇠를 가지고 올 수도 없을테고...
어 // UI 숨김 기믹으로 R2-Mon뒤의 게임팩 발견 후 스테이지1로 접속 <> -// <> -// <> +<> +<> === \ No newline at end of file diff --git a/Assets/_CH2/Dialogues/Turn3.yarn b/Assets/_CH2/Dialogues/Turn3.yarn index 628f64d9..f14dd1f5 100644 --- a/Assets/_CH2/Dialogues/Turn3.yarn +++ b/Assets/_CH2/Dialogues/Turn3.yarn @@ -1,32 +1,40 @@ title: Turn3 --- -// 장소: 달러 동상 내부 // 접속게임 스테이지1에서 열쇠 얻어 탈출함 +// 장소: 달러 동상 내부 +<> +<> - :다시 이곳으로 돌아왔다. R2-Mon에게 보상으로 받은 열쇠를 건넸다. +<> + :다시 이곳으로 돌아왔다.
R2-Mon에게 보상으로 받은 열쇠를 건넸다. + +<> R2-Mon: 아아앗... 휴먼이 돌아왔네요! 이 열쇠로 빠져나갈 수 있겠어요... R2-Mon: 그럼 정말로... 미카엘에게 돌려주러 가야 하는 거겠지요? R2-Mon: 아쉽지만 이제 밖으로 나가 보아요...! - :R2-Mon이 열쇠를 사용해 문을 열고 나간다. 따라가자. - // 장소: 달러 동상 +<> +<> - :동상의 밖으로 나왔다. R2-Mon이 바닥에 있는 열쇠를 주워 건넸다. + :동상의 밖으로 나왔다.
R2-Mon이 바닥에 있는 열쇠를 주워 건넸다. R2-Mon: 휴먼이 열쇠를 줬으니까, 나도 휴먼에게 줄게요. R2-Mon: 혹시 이곳에 다시 들어와야 한다면 그때 사용하세요! R2-Mon: 이제부터는 혼자 갈 테니 휴먼은 따라오지 않아도 되어요. R2-Mon: 걱정하지 마세요. 괜찮은 방법이 생각났거든요~ R2-Mon: 저쪽 길이 광장 방향이니까 따라가면 될 거예요. 그럼 안녕히! - - :R2-Mon이 통로로 사라졌다. 이제 이동해보자. +<> // 장소: 광장 +<> +<> +<> :광장에 도착했다. 달러와 주민들이 모여 있다. +<> 달러: 사실대로 말하게. 이 자리에서 밝힌다면 눈감아줄 터이니. 주민1: 정말로 저 아니에요! 주민2: 저도요. 그 근처는 얼씬도 안 해요! @@ -38,61 +46,83 @@ R2-Mon: 저쪽 길이 광장 방향이니까 따라가면 될 거예요. 그럼 달러: 그런데 갑자기 어디갔는지 보이지 않는군. 달러: 괜찮다면 자네가 파머에게 전해주겠나?
집에서 기다리고 있겠다는 말, 부탁하네. +<> :달러가 광장을 떠났다. 주민1: 요즘 달러님 많이 힘드신가 봐. 주민2: 맞아. 뭔가 더 예민해 보이시네. -주민1: 오히려 미카엘은 더 나아지는 것 같아. 오는 길에 봤는데 신전이 깨끗해졌더라고! +주민1: 오히려 미카엘은 더 나아지는 것 같아.
오는 길에 봤는데 신전이 깨끗해졌더라고! 주민3: 뭐라고? 이건 두 눈으로 직접 봐야 해! -주민2: 나도 같이 가! - - :주민들이 신전으로 구경을 갔다. 따라가 보자. +주민2: 나도 같이 가!
아, 거기 이번에 새로온 친구도 신기한 구경하러 가자! // 장소: 신전 +<> +<> - :신전에 도착했다. 달라진 분위기에 주민들이 몰려있다. + :주민들을 따라서 신전에 도착했다.
달라진 분위기에 신전 앞이 바글바글하다. 주민3: 와, 딴판이 됐네? 내가 알던 신전 맞아? -주민2: 오오... 새 단장을 한 것처럼 반짝거려. 미카엘이 이제 정신 차린 모양이야! +주민2: 오오... 새 단장을 한 것처럼 반짝거려.
미카엘이 이제 정신 차린 모양이야! 주민1: 거봐, 내가 뭐랬어? 주민1: 달러님의 동상과 동급으로 멋질지도 모를 정도라고. -미카엘: 다들 구경은 여기까지 하고... 이제 그만 사라져 줄래? -미카엘: 시끄러워서 기도에 집중을 못 하겠잖아! -미카엘: 거기 수염이 자기보다 큰 아저씨, 빨리 가시고. -미카엘: 온갖 거 다 흡수하고 다니는 탱탱볼, 너도 가버려. -미카엘: 닿으면 정전기 내뿜는 햄스터, 어서 가시고. -미카엘: 후드티 입고 다니는 꼬맹이... 뭐야, 너!!! -미카엘: 어떻게 거기서... 아니지, 들어가서 얘기 좀 해. -미카엘: 안 가두니까 잔말 말고 따라 와! +<> +<> - :미카엘을 따라가 보자. +미카엘: 다들 호들갑이 참 많으시네. +미카엘: 기도에 집중이 어려운 관계로, 여기까지만 하면 딱 좋을 텐데. +미카엘: 좋은 말로 할 때 사라져주시면 더 좋을 것 같고? +미카엘: 특히 시끄러운 거기 세 명이랑 그 옆에 귀찮게 구는...
뭐야, 너!!! 어떻게 나온 거야?! +미카엘: 아, 여기서 이럴게 아니지.
너 '긴급하게 출입가능'이니까 빨리 따라와. // 장소: 신전 내부 +<> +<> - :신전 안으로 들어왔다. 역시 이곳도 깨끗해졌다. + :분위기가 바뀐 신전 안으로 들어오자
미카엘이 다급하게 질문을 한다. 미카엘: 어쩐지 너무 조용해서 확인차 가봤더니 없던데... 미카엘: 그 방에서 어떻게 빠져나갔어? -// TCG 3 (질문, 답변 선택, 반응) 진행 후 +// TCG 2 (질문, 답변 선택, 반응) 진행 후 +<> +<> +=== -미카엘: 뭐, 그 대신 네가 사라진 자리에 잃어버렸던 기도상이 놓여 있었으니까
오히려 이득인 셈이지. -미카엘: 기도상을 원래대로 돌려놓으니까 이렇게 신전도 청결해지고 말이야.
나름 기분이 좋아졌어. -미카엘: 네가 가져다 놓은 것 같으니까 도망간 건 봐줄게~ -미카엘: 근데 이거 어디서 찾은 거야? +title: AfterTcg2 +--- +<> -// TCG 4 (질문, 답변 선택, 반응) 진행 후 +: +미카엘: 그리고 네가 사라진 대신 잃어버렸던 기도상을 발견했으니까
오히려 이득인 셈이지. +: +미카엘: 아무리 찾아도 없던데 어떻게 거기 있었는지... +미카엘: 아무튼 기도상이 돌아오니까 신전도 청결해지고 말이야.
나름 기분이 좋아졌어. +미카엘: 왠지 네 덕분인 것 같으니까 도망간 건 봐줄게~ +미카엘: 그런데 청결의 기도상은 어디서 찾은 거야? -미카엘: 잃어버린 물건 찾는 데는 고수인 거 같으니까
다음에도 잘 부탁해? -미카엘: 흐음, 바깥이 슬슬 조용해졌으니 다시 기도를 시작해야겠어. -미카엘: 안 가고 뭐 해? 네가 가야 집중하지. +// TCG 3 (질문, 답변 선택, 반응) 진행 후 +<> +<> +=== - :...어서 나가자. +title: AfterTcg3 +--- +<> + +: +미카엘: 잃어버린 물건 찾는 데는 고수인 거 같으니까
다음에도 잘 부탁해? +: +미카엘: 이제 바깥이 슬슬 조용해졌으니 다시 기도를 시작해야겠어. +미카엘: 나가는 문은 알지? 나중에 보자. +<> // 장소: 신전 +<> +<> - :신전 정문으로 나오니 파머가 마지막으로 남은 주민을 해산시키고 있다. + :신전 정문으로 나오니 파머가 마지막으로 남은 주민을
해산시키고 있다. +<> 파머: 어이- 라플리! 여기서 보니까 반갑구만. 파머: 미카엘 일은 진전이 있는 것 같네.
갇히지 않고 두 발로 잘 걸어 나오는 걸 보니까. 파하핫! 파머: 농담이야~ 미카엘이 아무리 그래도 가둘 리는 없지! @@ -105,6 +135,8 @@ R2-Mon: 저쪽 길이 광장 방향이니까 따라가면 될 거예요. 그럼 :파머가 앞장서서 골목길로 들어간다. 따라가 보자. // 장소: 광장 +<> +<> :파머와 함께 광장에 도착했다. @@ -116,6 +148,9 @@ R2-Mon: 저쪽 길이 광장 방향이니까 따라가면 될 거예요. 그럼 :파머가 달러의 집이 있는 방향으로 걸어간다. 같이 가보자. // 장소: 달러의 집 +<> +<> + 파머: 여기야. 달러님- 저희 왔습니다! @@ -131,24 +166,26 @@ R2-Mon: 저쪽 길이 광장 방향이니까 따라가면 될 거예요. 그럼 달러: ...아직 무슨 일인지 말하지 않았네만. 파머: 뜨허어어억!!! 제 발 저렸다!!! 달러: 파머. 바른대로 말하도록. -파머: ...사실은 라플리만 보급품이 없는 게 마음에 걸려서요.
창고에서 필요한 게 있다면 가져가라고 제가 그랬습니다. 죄송합니다, 달러님!!! +파머: ...사실은 라플리만 보급품이 없는 게 마음에 걸려서요.
창고에서 필요한 게 있다면 가져가라고 제가 그랬습니다.
죄송합니다, 달러님!!! 달러: 흐음... 자네들도 알다시피 꽤 아량이 넓은지라. -달러: 이번만 넘어가 주겠네. 특히 라플리가 처치 곤란했던 걸 가져가 주었기도 했으니. +달러: 이번만 넘어가 주겠네.
특히 라플리가 처치 곤란했던 걸 가져가 주었기도 했으니. 파머: 가, 감사합니다, 달러님!!! 파머: 그런데... 처치 곤란했던 것이라면, 그 색깔 있던 물건 말입니까? 달러: 그렇다네. 창고에 어느 순간 생겨버렸지.
위험한 건 마을에 들여오지 않고 있건만. 달러: 그 일이 있던 뒤로는 절대로... 그날 이후로는... -파머: ...라플리에게 도움받을 수 있지 않나요? 색깔을 만져도 괜찮잖아요! +파머: ...라플리에게 도움받을 수 있지 않나요?
색깔을 만져도 괜찮잖아요! 달러: 그러고 싶네만 행방을 몰라서 소용없네. -달러: 아마 사라진 위치를 찾아낸다면 그건 미카엘일걸세.
그렇게 열심히 뒤지고 다니고 있으니. 언젠가는 발견하지 않겠나? +달러: 아마 사라진 위치를 찾아낸다면 그건 미카엘일걸세.
그렇게 열심히 뒤지고 다니고 있으니.
언젠가는 발견하지 않겠나? 달러: 그럼 이만 들어가 보겠네. :달러가 집 안으로 들어갔다. 파머: 그게 대체 어디로 사라졌을까?
색깔 있는 거라 함부로 건들 수 없을 텐데. -파머: 미카엘이 그렇게 샅샅이 찾아다니는데도 여태 수확이 없는 거면... +파머: 미카엘이 그렇게 샅샅이 찾아다니는데도
여태 수확이 없는 거면... 파머: 혹시 어디 내가 모르는 공간에 숨겨져 있는 거 아니야?!
...너무 갔지~? 파하핫! 파머: 이제 나도 일하러 가야겠다. 또 보자고! +<> - :파머가 언급한 공간... 비밀이 들키기 전에 다시 가보는 게 좋을 것 같다. + :파머가 언급한 공간...
비밀이 들키기 전에 다시 가보는 게 좋을 것 같다. + :!!!Turn3 끝. 구현은 여기까지!!! === \ No newline at end of file diff --git a/Assets/_CH2/Dialogues/Turn5.yarn b/Assets/_CH2/Dialogues/Turn5.yarn index ba3dd6a5..684610d7 100644 --- a/Assets/_CH2/Dialogues/Turn5.yarn +++ b/Assets/_CH2/Dialogues/Turn5.yarn @@ -25,7 +25,7 @@ title: Turn5 // TCG 5 (질문, 답변 선택, 반응) 진행 후 -미카엘: 너에게는 알려줘야겠네. +미카엘: 그렇다면 너에게는 알려줘야겠네. 미카엘: 먼저 신전에 가 있을 테니까 들을 준비가 되면 와. :미카엘이 동굴 밖으로 향한다. 따라 나가보자. @@ -37,19 +37,17 @@ title: Turn5 비글: 에에엥? 너 왜 그쪽에서 오냐? 진도: 못 봤다. 나가는 것을. 분명히. 비글: 언제 나갔는진 모르겠지만, 다음부턴 꼭 우리한테 말해! - - :진도와 비글이 길을 비켜준다. 지나가자. +비글: 그리고 미카엘이 너 보면 신전으로 와 달래. +진도: 향하라. 신전으로. 어서. // 장소: 신전 // 방울이 딸랑거리는 sfx 출력 후, 다음 대사 진행 - :신전에 도착하자 방울이 다시 반응을 한다. + :급히 신전 앞으로 도착하자 방울이 다시 반응을 한다. :그 소리를 들은 듯 미카엘이 곧바로 나왔다. 미카엘: 왔구나. 얘기가 길어질 것 같으니까 안에서 하자. - :미카엘과 함께 신전으로 들어가야겠다. - // 장소: 신전 내부 :신전에 들어왔다. 안쪽 방으로 향하는 미카엘의 따라갔다. @@ -70,7 +68,6 @@ title: Turn5 // TCG 6 (질문, 답변 선택, 반응) 진행 후 -미카엘: 너라면 그럴 것 같았어. 미카엘: ...이 친구도 그렇게 말 해줄까? :미카엘이 커튼을 살짝 걷어내자 액자의 절반이 드러났다. diff --git a/Assets/_CH2/Dialogues/Turn7.yarn b/Assets/_CH2/Dialogues/Turn7.yarn index bf0e27fe..000e007a 100644 --- a/Assets/_CH2/Dialogues/Turn7.yarn +++ b/Assets/_CH2/Dialogues/Turn7.yarn @@ -17,12 +17,11 @@ title: Turn7 비글: 그 미카엘 단짝 말이야! 진도: 알려주자. 급하다. 한시가. 비글: 그래! 이럴 때가 아니지. 주민들한테 말하러 가자! - - :진도와 비글이 마을 안으로 뛰어 갔다. 우선 신전으로 가보자. +비글: 너는 빨리 신전으로 가 봐! // 장소: 신전 - :마침 미카엘이 신전의 문을 열고 나오고 있다. 그 앞으로 다가갔다. + :신전에 도착하자 마침 문을 열고 나오고 있는 미카엘과 마주쳤다. 미카엘: ? @@ -56,12 +55,12 @@ title: Turn7 달러: 이 시간 이후로 자네에 대한 소유권을 철회하겠네. 달러: 앞으로는 나와 상관없이 모든 것을 자유롭게 행하도록. 파머: 라플리, 자유가 된 걸 축하한다! -미카엘: 야, 축하해. 자유가 된 기념 선물이야. +미카엘: 자유를 얻게 된 걸 축하해. 여기 기념 선물이야. // 쪽지 일러스트 미카엘: 나를 도와줄 수 있는 기회를 선물할게~ -미카엘: 이거 아까 슬라임한테 받은 건데 무슨 말인지 모르겠어.
뭐라고 써있는 건지 너무 궁금해서 못 참겠어. +미카엘: 아까 슬라임한테 받았는데 무슨 말인지 도통...
뭐라고 써있는 건지 너무 궁금해서 못 참겠어. 미카엘: 너는 뭐든지 잘하니까 부탁할게! :아무래도 암호문 같다. 모르는 언어인데... 그곳으로 가볼까? diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index c684bd80..3da0ec5d 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -135,7 +135,7 @@ PlayerSettings: vulkanEnableLateAcquireNextImage: 0 vulkanEnableCommandBufferRecycling: 1 loadStoreDebugModeEnabled: 0 - bundleVersion: 0.5.0 + bundleVersion: 0.5.1 preloadedAssets: - {fileID: 11400000, guid: 040d2c0d275f8db46a1e1d7dda21d78b, type: 2} metroInputSource: 0