Merge pull request #18 from Degulleo/DEG-27-돌발이벤트-시스템

Deg 27 돌발이벤트 시스템 그리고 상호작용 리팩토링
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HaeinLEE117 2025-04-24 13:54:57 +09:00 committed by GitHub
commit 167c1475dd
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7 changed files with 149 additions and 58 deletions

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@ -13,6 +13,13 @@ public class InteractionController : MonoBehaviour
[Header("UI 연동")]
[SerializeField] HousingCanvasController housingCanvasController;
private SuddenEventController _suddenEventController = new SuddenEventController();
private void Start()
{
playerStats.OnWorked += SuddenAfterWorkEventHappen;
}
// 상호작용 가능한 사물 범위에 들어올 때
private void OnTriggerEnter(Collider other)
{
@ -37,64 +44,47 @@ public class InteractionController : MonoBehaviour
// ActionType 별로 화면에 상호작용 내용 표시, 상호작용 버튼에 이벤트 작성
private void PopActionOnScreen(ActionType interactionType)
{
switch (interactionType)
HousingConstants.interactions.TryGetValue(interactionType, out var interactionTexts);
housingCanvasController.ShowInteractionButton(interactionTexts.ActionText,interactionTexts.DescriptionText,()=>
{
case ActionType.Sleep:
housingCanvasController.ShowInteractionButton("침대에서 잘까?","숙면으로 시간 당 체력 1을 회복한다.", () =>
if (playerStats.CanPerformByHealth(interactionType))
{
playerStats.PerformAction(ActionType.Sleep);
housingCanvasController.HideInteractionButton();
//TODO: 화면 전환 효과와 UI 업데이트 작업
});
break;
case ActionType.Housework:
housingCanvasController.ShowInteractionButton("밀린 집안일을 처리할까?","체력 1을 사용하고 좋은일이 일어날지도 모른다", () =>
{
if (playerStats.CanPerformByHealth(ActionType.Housework))
{
playerStats.PerformAction(ActionType.Housework);
housingCanvasController.HideInteractionButton();
//TODO: 집안일 후 랜덤 강화 효과 적용
playerStats.PerformAction(interactionType);
}
else
{
housingCanvasController.SetActionText("힘들어서 못해..");
housingCanvasController.SetActionText(interactionTexts.LackOfHealth);
housingCanvasController.SetDescriptionText();
}
});
break;
case ActionType.Dungeon:
housingCanvasController.ShowInteractionButton("던전에 입장할까?","체력 3을 사용하고 3시간이 흐른다.", () =>
{
if (playerStats.CanPerformByHealth(ActionType.Dungeon))
{
playerStats.PerformAction(ActionType.Dungeon);
housingCanvasController.HideInteractionButton();
}
else
public Action SuddenEventHappen()
{
housingCanvasController.SetActionText("던전에 갈 체력이 되지 않아..");
housingCanvasController.SetDescriptionText();
return null;
}
public void SuddenAfterWorkEventHappen()
{
AfterWorkEvent afterWorkEvent = _suddenEventController.SuddenEventCalculator();
if (afterWorkEvent == AfterWorkEvent.None)
return;
switch (afterWorkEvent)
{
case AfterWorkEvent.OvertimeWork:
housingCanvasController.ShowSuddenEventPanel("부장님이 퇴근을 안하셔.. 야근할까?", () =>
{
//Todo: 컷씬과 스테이터스 변경
housingCanvasController.HideSuddenEventPanel();
});
break;
case ActionType.Work:
housingCanvasController.ShowInteractionButton("출근한다.","체력 3을 사용하고 저녁 6시에나 돌아오겠지..", () =>
case AfterWorkEvent.TeamGathering:
housingCanvasController.ShowSuddenEventPanel("갑자기 팀 회식이 잡혔다. 참석 하러 가자", () =>
{
if (playerStats.CanPerformByHealth(ActionType.Work))
{
playerStats.PerformAction(ActionType.Work);
housingCanvasController.HideInteractionButton();
}
else
{
housingCanvasController.SetActionText("도저히 출근할 체력이 안되는걸..?");
housingCanvasController.SetDescriptionText();
}
housingCanvasController.HideSuddenEventPanel();
});
break;
default:
break;
}
}
}

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Assets/LIN/Housing Copy.unity (Stored with Git LFS)

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@ -6,19 +6,26 @@ using UnityEngine;
public class HousingCanvasController : MonoBehaviour
{
[Header("일상행동 상호작용")]
[SerializeField] GameObject interactionButton;
[SerializeField] TMP_Text actionText;
[SerializeField] TMP_Text descriptionText;
public Action OnInteractionButtonPressed;
[Header("돌발 이벤트")]
[SerializeField] private GameObject suddenPanel;
[SerializeField] private TMP_Text suddenText;
public Action OnInteractionButtonPressed;
public Action OnSuddenButtonPressed;
void Awake()
{
InitTexts();
InitInteractionTexts();
interactionButton.SetActive(false);
suddenPanel.SetActive(false);
}
#region
//사물 이름 세팅
public void SetActionText(string text = "")
{
@ -30,7 +37,7 @@ public class HousingCanvasController : MonoBehaviour
descriptionText.text = text;
}
private void InitTexts()
private void InitInteractionTexts()
{
SetActionText();
SetDescriptionText();
@ -46,7 +53,6 @@ public class HousingCanvasController : MonoBehaviour
//각 행동 별로 실행되어야 할 이벤트 구독
OnInteractionButtonPressed = onInteractionButtonPressed;
}
//범위에서 벗어나면 상호작용 버튼 off
public void HideInteractionButton()
{
@ -62,5 +68,27 @@ public class HousingCanvasController : MonoBehaviour
public void OnClickInteractionButton()
{
OnInteractionButtonPressed?.Invoke();
HideInteractionButton();
}
#endregion
#region
public void ShowSuddenEventPanel(string actText, Action onSuddenButtonPressed)
{
suddenPanel.SetActive(true);
suddenText.text = actText;
OnSuddenButtonPressed += onSuddenButtonPressed;
}
public void HideSuddenEventPanel()
{
suddenPanel.SetActive(false);
suddenText.text = "";
OnSuddenButtonPressed = null;
}
public void OnSuddenConfirmButton()
{
OnSuddenButtonPressed?.Invoke();
}
#endregion
}

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@ -0,0 +1,43 @@
//퇴근 후 발생할 수 있는 돌발 이벤트
using System.Collections.Generic;
public enum AfterWorkEvent
{
None,
TeamGathering,
OvertimeWork
}
public static class HousingConstants
{
//돌발 이벤트 확률 계산
public static int AFTER_WORK_DENOMINATOR = 4;
#region
public static readonly Dictionary<ActionType, InteractionTexts> interactions =
new Dictionary<ActionType, InteractionTexts>
{
{ ActionType.Sleep, new InteractionTexts("침대에서 잘까?","숙면으로 시간 당 체력 1을 회복한다.", ".")},
{ ActionType.Housework, new InteractionTexts("밀린 집안일을 처리할까?","체력 1을 사용하고 좋은일이 일어날지도 모른다","힘들어서 못해..")},
{ ActionType.Dungeon, new InteractionTexts("던전에 입장할까?","체력 3을 사용하고 3시간이 흐른다.","던전에 갈 체력이 되지 않아..")},
{ ActionType.Work, new InteractionTexts("출근한다.","체력 3을 사용하고 저녁 6시에나 돌아오겠지..", "도저히 출근할 체력이 안되는걸..?")}
};
#endregion
public struct InteractionTexts
{
public string ActionText { get; private set; }
public string DescriptionText { get; private set; }
public string LackOfHealth { get; private set; }
public InteractionTexts(string actionText, string descriptionText, string lackOfHealth)
{
ActionText = actionText;
DescriptionText = descriptionText;
LackOfHealth = lackOfHealth;
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b0ce52df52334b1eaf37479fdda66f7a
timeCreated: 1745303266

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@ -0,0 +1,24 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
public class SuddenEventController
{
// 랜덤 값에 일치하는 함수를 리턴하기 위한 딕셔너리
// AFTER_WORK_DENOMINATOR 값 확정 후에 키 값 수정
private Dictionary<int, AfterWorkEvent> afterWorkEvents = new Dictionary<int, AfterWorkEvent>();
public SuddenEventController()
{
afterWorkEvents.Add(0, AfterWorkEvent.OvertimeWork);
afterWorkEvents.Add(1, AfterWorkEvent.TeamGathering);
}
//퇴근 후 돌발 이벤트
public AfterWorkEvent SuddenEventCalculator()
{
var index = Random.Range(0,HousingConstants.AFTER_WORK_DENOMINATOR);
return afterWorkEvents.GetValueOrDefault(index, AfterWorkEvent.None);
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 26ce8577425c4630903173b182839514
timeCreated: 1745306651