[Feat] 퇴근후 돌발 이벤트 UI와 연동
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@ -98,7 +98,22 @@ public class InteractionController : MonoBehaviour
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AfterWorkEvent afterWorkEvent = _suddenEventController.SuddenEventCalculator();
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AfterWorkEvent afterWorkEvent = _suddenEventController.SuddenEventCalculator();
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if (afterWorkEvent == AfterWorkEvent.None)
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if (afterWorkEvent == AfterWorkEvent.None)
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return;
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return;
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switch (afterWorkEvent)
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{
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case AfterWorkEvent.OvertimeWork:
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housingCanvasController.ShowSuddenEventPanel("부장님이 퇴근을 안하셔.. 야근할까?", () =>
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{
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//Todo: 컷씬과 스테이터스 변경
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housingCanvasController.HideSuddenEventPanel();
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});
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break;
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case AfterWorkEvent.TeamGathering:
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housingCanvasController.ShowSuddenEventPanel("갑자기 팀 회식이 잡혔다. 참석 해야 겠지?", () =>
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{
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housingCanvasController.HideSuddenEventPanel();
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});
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break;
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}
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}
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}
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else
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else
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{
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{
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@ -11,4 +11,11 @@ public static class HousingConstants
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//돌발 이벤트 확률 계산
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//돌발 이벤트 확률 계산
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public static int SUDDEN_EVENT_DENOMINATOR = 5;
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public static int SUDDEN_EVENT_DENOMINATOR = 5;
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public static int AFTER_WORK_DENOMINATOR = 4;
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public static int AFTER_WORK_DENOMINATOR = 4;
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#region MyRegion
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#endregion
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}
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}
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@ -6,7 +6,7 @@ using Random = UnityEngine.Random;
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public class SuddenEventController
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public class SuddenEventController
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{
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{
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// 랜덤 값에 일치하는 함수를 리턴하기 위한 딕셔너리
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// 랜덤 값에 일치하는 함수를 리턴하기 위한 딕셔너리
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// AFTER_WORK_DENOMINATOR 값 확정 후에 키 값 수정 가능
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// AFTER_WORK_DENOMINATOR 값 확정 후에 키 값 수정
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private Dictionary<int, AfterWorkEvent> afterWorkEvents = new Dictionary<int, AfterWorkEvent>();
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private Dictionary<int, AfterWorkEvent> afterWorkEvents = new Dictionary<int, AfterWorkEvent>();
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public SuddenEventController()
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public SuddenEventController()
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{
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{
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@ -18,7 +18,6 @@ public class SuddenEventController
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public AfterWorkEvent SuddenEventCalculator()
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public AfterWorkEvent SuddenEventCalculator()
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{
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{
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var index = Random.Range(0,HousingConstants.AFTER_WORK_DENOMINATOR);
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var index = Random.Range(0,HousingConstants.AFTER_WORK_DENOMINATOR);
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Debug.Log(index);
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return afterWorkEvents.GetValueOrDefault(index, AfterWorkEvent.None);
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return afterWorkEvents.GetValueOrDefault(index, AfterWorkEvent.None);
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}
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}
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