Merge branch 'main' into DEG-23-세이브-로드-로직-구현
This commit is contained in:
commit
1a5f65259d
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83
Assets/Editor/EnemyControllerEditor.cs
Normal file
83
Assets/Editor/EnemyControllerEditor.cs
Normal file
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||||
using UnityEditor;
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||||
using UnityEngine;
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||||
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||||
[CustomEditor(typeof(PldDogController))]
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||||
public class EnemyControllerEditor : Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
// 기본 인스펙터를 그리기
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||||
base.OnInspectorGUI();
|
||||
|
||||
// 타겟 컴포넌트 참조 가져오기
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||||
EnemyController enemyController = (EnemyController)target;
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||||
|
||||
// 여백 추가
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||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("상태 디버그 정보", EditorStyles.boldLabel);
|
||||
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
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||||
|
||||
// 상태별 색상 지정
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||||
switch (enemyController.CurrentState)
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||||
{
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||||
case EnemyState.Idle:
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||||
GUI.backgroundColor = new Color(0, 0, 1, 1f);
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||||
break;
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||||
case EnemyState.Trace:
|
||||
GUI.backgroundColor = new Color(1, 0, 1, 1f);
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||||
break;
|
||||
case EnemyState.Attack:
|
||||
GUI.backgroundColor = new Color(1, 1, 0, 1f);
|
||||
break;
|
||||
case EnemyState.Move:
|
||||
GUI.backgroundColor = new Color(0, 1, 1, 1f);
|
||||
break;
|
||||
case EnemyState.GetHit:
|
||||
GUI.backgroundColor = new Color(0.1f, 0.1f, 0.1f, 1f);
|
||||
break;
|
||||
case EnemyState.Dead:
|
||||
GUI.backgroundColor = new Color(1, 0, 0, 1f);
|
||||
break;
|
||||
}
|
||||
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
EditorGUILayout.LabelField("현재 상태", enemyController.CurrentState.ToString(),
|
||||
EditorStyles.boldLabel);
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
GUI.backgroundColor= Color.clear;
|
||||
EditorGUILayout.LabelField("상태 변경", EditorStyles.boldLabel);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("Idle")) enemyController.SetState(EnemyState.Idle);
|
||||
if (GUILayout.Button("Trace")) enemyController.SetState(EnemyState.Trace);
|
||||
if (GUILayout.Button("Attack")) enemyController.SetState(EnemyState.Attack);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("Move")) enemyController.SetState(EnemyState.Move);
|
||||
if (GUILayout.Button("GetHit")) enemyController.SetState(EnemyState.GetHit);
|
||||
if (GUILayout.Button("Dead")) enemyController.SetState(EnemyState.Dead);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
EditorApplication.update += OnEditorUpdate;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
EditorApplication.update -= OnEditorUpdate;
|
||||
}
|
||||
|
||||
private void OnEditorUpdate()
|
||||
{
|
||||
if (target != null)
|
||||
Repaint();
|
||||
}
|
||||
}
|
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@ -6,6 +6,20 @@ using Random = UnityEngine.Random;
|
||||
|
||||
public class PlayerStats : MonoBehaviour
|
||||
{
|
||||
public class StatsChangeData // 변경된 스탯 데이터
|
||||
{
|
||||
public float Time { get; }
|
||||
public float Health { get; }
|
||||
public float Reputation { get; }
|
||||
|
||||
public StatsChangeData(float time, float health, float reputation)
|
||||
{
|
||||
Time = time;
|
||||
Health = health;
|
||||
Reputation = reputation;
|
||||
}
|
||||
}
|
||||
|
||||
private GameConstants _gameConstants;
|
||||
private ValueByAction _valueByAction;
|
||||
|
||||
@ -17,6 +31,8 @@ public class PlayerStats : MonoBehaviour
|
||||
public event Action Exhaustion; // 탈진
|
||||
public event Action Overslept; // 결근(늦잠)
|
||||
public event Action ZeroReputation; // 평판 0 이벤트
|
||||
public event Action<StatsChangeData> OnStatsChanged; // 스탯 변경 이벤트
|
||||
public event Action OnWorked; // 퇴근 이벤트 (출근 이후 집에 돌아올 시간에 발생)
|
||||
|
||||
private float previousAddHealth = 0f;
|
||||
|
||||
@ -36,14 +52,7 @@ public class PlayerStats : MonoBehaviour
|
||||
{
|
||||
ActionEffect effect = _valueByAction.GetActionEffect(actionType);
|
||||
|
||||
if (HealthStat >= effect.healthChange)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return (HealthStat >= (effect.healthChange * -1));
|
||||
}
|
||||
|
||||
// 행동 처리 메서드
|
||||
@ -56,6 +65,15 @@ public class PlayerStats : MonoBehaviour
|
||||
ModifyTime(effect.timeChange, actionType);
|
||||
ModifyHealth(effect.healthChange);
|
||||
ModifyReputation(effect.reputationChange);
|
||||
|
||||
// 스탯 변경 이벤트 (UI 업데이트용)
|
||||
OnStatsChanged?.Invoke(new StatsChangeData(TimeStat, HealthStat, ReputationStat));
|
||||
|
||||
// 스탯 - 시간이 변경된 이후 퇴근 이벤트 발생
|
||||
if (actionType == ActionType.Work)
|
||||
{
|
||||
OnWorked?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
// 출근 가능 여부 확인 메서드
|
||||
|
8
Assets/LIN.meta
Normal file
8
Assets/LIN.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 7f8deeb0bf097f645aaa23fd62feca52
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/LIN/DailyRoutine.meta
Normal file
8
Assets/LIN/DailyRoutine.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: f483f83ac9776d34c9bbbc1b84f32c27
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userData:
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assetBundleName:
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assetBundleVariant:
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100
Assets/LIN/DailyRoutine/InteractionController.cs
Normal file
100
Assets/LIN/DailyRoutine/InteractionController.cs
Normal file
@ -0,0 +1,100 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class InteractionController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] PlayerStats playerStats;
|
||||
[SerializeField] LayerMask interactionLayerMask;
|
||||
[FormerlySerializedAs("housingCanvasManager")]
|
||||
[Header("UI 연동")]
|
||||
[SerializeField] HousingCanvasController housingCanvasController;
|
||||
|
||||
// 상호작용 가능한 사물 범위에 들어올 때
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (interactionLayerMask == (interactionLayerMask | (1 << other.gameObject.layer)))
|
||||
{
|
||||
ActionType interactionType = other.gameObject.GetComponent<InteractionProp>().RoutineEnter();
|
||||
if( interactionType != null )
|
||||
{
|
||||
PopActionOnScreen(interactionType);
|
||||
}
|
||||
}
|
||||
}
|
||||
// 사물에서 벗어날 때 UI 정리
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (interactionLayerMask == (interactionLayerMask | (1 << other.gameObject.layer)))
|
||||
{
|
||||
housingCanvasController.HideInteractionButton();
|
||||
}
|
||||
}
|
||||
|
||||
// ActionType 별로 화면에 상호작용 내용 표시, 상호작용 버튼에 이벤트 작성
|
||||
private void PopActionOnScreen(ActionType interactionType)
|
||||
{
|
||||
switch (interactionType)
|
||||
{
|
||||
case ActionType.Sleep:
|
||||
housingCanvasController.ShowInteractionButton("침대에서 잘까?","숙면으로 시간 당 체력 1을 회복한다.", () =>
|
||||
{
|
||||
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
|
||||
}
|
||||
else
|
||||
{
|
||||
housingCanvasController.SetActionText("힘들어서 못해..");
|
||||
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
|
||||
{
|
||||
housingCanvasController.SetActionText("던전에 갈 체력이 되지 않아..");
|
||||
housingCanvasController.SetDescriptionText();
|
||||
}
|
||||
});
|
||||
break;
|
||||
case ActionType.Work:
|
||||
housingCanvasController.ShowInteractionButton("출근한다.","체력 3을 사용하고 저녁 6시에나 돌아오겠지..", () =>
|
||||
{
|
||||
if (playerStats.CanPerformByHealth(ActionType.Work))
|
||||
{
|
||||
playerStats.PerformAction(ActionType.Work);
|
||||
housingCanvasController.HideInteractionButton();
|
||||
}
|
||||
else
|
||||
{
|
||||
housingCanvasController.SetActionText("도저히 출근할 체력이 안되는걸..?");
|
||||
housingCanvasController.SetDescriptionText();
|
||||
}
|
||||
});
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/LIN/DailyRoutine/InteractionController.cs.meta
Normal file
11
Assets/LIN/DailyRoutine/InteractionController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
|
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guid: b4ff6298b8d45e44493da75e053196c0
|
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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icon: {instanceID: 0}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/LIN/DailyRoutine/InteractionProp.cs
Normal file
8
Assets/LIN/DailyRoutine/InteractionProp.cs
Normal file
@ -0,0 +1,8 @@
|
||||
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public abstract class InteractionProp: MonoBehaviour
|
||||
{
|
||||
public abstract ActionType RoutineEnter();
|
||||
}
|
3
Assets/LIN/DailyRoutine/InteractionProp.cs.meta
Normal file
3
Assets/LIN/DailyRoutine/InteractionProp.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eb3b1f8a97cd4befaf14a41276d31292
|
||||
timeCreated: 1744822822
|
10
Assets/LIN/DailyRoutine/InteractionPropBed.cs
Normal file
10
Assets/LIN/DailyRoutine/InteractionPropBed.cs
Normal file
@ -0,0 +1,10 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class InteractionPropBed : InteractionProp
|
||||
{ public override ActionType RoutineEnter()
|
||||
{
|
||||
return ActionType.Sleep;
|
||||
}
|
||||
}
|
11
Assets/LIN/DailyRoutine/InteractionPropBed.cs.meta
Normal file
11
Assets/LIN/DailyRoutine/InteractionPropBed.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
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guid: 61f97dc6faa89de409ce2414a02c4f40
|
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
|
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assetBundleName:
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assetBundleVariant:
|
11
Assets/LIN/DailyRoutine/InteractionPropFridge.cs
Normal file
11
Assets/LIN/DailyRoutine/InteractionPropFridge.cs
Normal file
@ -0,0 +1,11 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class InteractionPropFridge : InteractionProp
|
||||
{
|
||||
public override ActionType RoutineEnter()
|
||||
{
|
||||
return ActionType.Dungeon;
|
||||
}
|
||||
}
|
11
Assets/LIN/DailyRoutine/InteractionPropFridge.cs.meta
Normal file
11
Assets/LIN/DailyRoutine/InteractionPropFridge.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
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guid: 9c8e3fe029f4fca43a82d71cd49837ae
|
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MonoImporter:
|
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
|
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assetBundleName:
|
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assetBundleVariant:
|
11
Assets/LIN/DailyRoutine/InteractionPropSink.cs
Normal file
11
Assets/LIN/DailyRoutine/InteractionPropSink.cs
Normal file
@ -0,0 +1,11 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class InteractionPropSink : InteractionProp
|
||||
{
|
||||
public override ActionType RoutineEnter()
|
||||
{
|
||||
return ActionType.Housework;
|
||||
}
|
||||
}
|
11
Assets/LIN/DailyRoutine/InteractionPropSink.cs.meta
Normal file
11
Assets/LIN/DailyRoutine/InteractionPropSink.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 61d920882ed2121428f4e61450f51ef1
|
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MonoImporter:
|
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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icon: {instanceID: 0}
|
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
11
Assets/LIN/DailyRoutine/InteractionPropWork.cs
Normal file
11
Assets/LIN/DailyRoutine/InteractionPropWork.cs
Normal file
@ -0,0 +1,11 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class InteractionPropWork : InteractionProp
|
||||
{
|
||||
public override ActionType RoutineEnter()
|
||||
{
|
||||
return ActionType.Work;
|
||||
}
|
||||
}
|
11
Assets/LIN/DailyRoutine/InteractionPropWork.cs.meta
Normal file
11
Assets/LIN/DailyRoutine/InteractionPropWork.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ec766ebb2f69cb441af73a71172156f9
|
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MonoImporter:
|
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externalObjects: {}
|
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
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assetBundleName:
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assetBundleVariant:
|
BIN
Assets/LIN/Housing Copy.unity
(Stored with Git LFS)
Normal file
BIN
Assets/LIN/Housing Copy.unity
(Stored with Git LFS)
Normal file
Binary file not shown.
7
Assets/LIN/Housing Copy.unity.meta
Normal file
7
Assets/LIN/Housing Copy.unity.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 86c6ebc5f9b48c345bd9d6f402bdc848
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
66
Assets/LIN/HousingCanvasController.cs
Normal file
66
Assets/LIN/HousingCanvasController.cs
Normal file
@ -0,0 +1,66 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class HousingCanvasController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] GameObject interactionButton;
|
||||
[SerializeField] TMP_Text actionText;
|
||||
[SerializeField] TMP_Text descriptionText;
|
||||
|
||||
public Action OnInteractionButtonPressed;
|
||||
|
||||
|
||||
void Awake()
|
||||
{
|
||||
InitTexts();
|
||||
interactionButton.SetActive(false);
|
||||
}
|
||||
|
||||
//사물 이름 세팅
|
||||
public void SetActionText(string text = "")
|
||||
{
|
||||
actionText.text = text;
|
||||
}
|
||||
//사물 상호작용 내용 설명
|
||||
public void SetDescriptionText(string text = "")
|
||||
{
|
||||
descriptionText.text = text;
|
||||
}
|
||||
|
||||
private void InitTexts()
|
||||
{
|
||||
SetActionText();
|
||||
SetDescriptionText();
|
||||
}
|
||||
|
||||
// 상호작용 가능한 사물에 가까이 갔을 때 화면에 텍스트, 버튼 표시
|
||||
public void ShowInteractionButton(string actText, string descText,Action onInteractionButtonPressed)
|
||||
{
|
||||
SetActionText(actText);
|
||||
SetDescriptionText(descText);
|
||||
interactionButton.SetActive(true);
|
||||
|
||||
//각 행동 별로 실행되어야 할 이벤트 구독
|
||||
OnInteractionButtonPressed = onInteractionButtonPressed;
|
||||
}
|
||||
|
||||
//범위에서 벗어나면 상호작용 버튼 off
|
||||
public void HideInteractionButton()
|
||||
{
|
||||
SetActionText();
|
||||
SetDescriptionText();
|
||||
interactionButton.SetActive(false);
|
||||
|
||||
//구독해놓은 이벤트 해제
|
||||
OnInteractionButtonPressed = null;
|
||||
}
|
||||
|
||||
//상호작용 버튼 눌렀을 때
|
||||
public void OnClickInteractionButton()
|
||||
{
|
||||
OnInteractionButtonPressed?.Invoke();
|
||||
}
|
||||
}
|
11
Assets/LIN/HousingCanvasController.cs.meta
Normal file
11
Assets/LIN/HousingCanvasController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d899866e8f8b8a045aafba015e947a90
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/LIN/Prefabs.meta
Normal file
8
Assets/LIN/Prefabs.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: da379c2d2ad76c144aae8b3eff50d355
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
BIN
Assets/LIN/Prefabs/Canvas.prefab
(Stored with Git LFS)
Normal file
BIN
Assets/LIN/Prefabs/Canvas.prefab
(Stored with Git LFS)
Normal file
Binary file not shown.
7
Assets/LIN/Prefabs/Canvas.prefab.meta
Normal file
7
Assets/LIN/Prefabs/Canvas.prefab.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d5664f5a156d8a0449b8b9a6deebd122
|
||||
PrefabImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
BIN
Assets/LIN/Prefabs/HousingMainUIPanel_Copy.prefab
(Stored with Git LFS)
Normal file
BIN
Assets/LIN/Prefabs/HousingMainUIPanel_Copy.prefab
(Stored with Git LFS)
Normal file
Binary file not shown.
7
Assets/LIN/Prefabs/HousingMainUIPanel_Copy.prefab.meta
Normal file
7
Assets/LIN/Prefabs/HousingMainUIPanel_Copy.prefab.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5b14d6aa88de82f449e47d835ebf73c7
|
||||
PrefabImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
File diff suppressed because one or more lines are too long
BIN
Assets/Scenes/Demo.unity
(Stored with Git LFS)
Normal file
BIN
Assets/Scenes/Demo.unity
(Stored with Git LFS)
Normal file
Binary file not shown.
7
Assets/Scenes/Demo.unity.meta
Normal file
7
Assets/Scenes/Demo.unity.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ea034cc59268e1749a8655bd275789fc
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
BIN
Assets/Scenes/Dungeon 1.unity
(Stored with Git LFS)
Normal file
BIN
Assets/Scenes/Dungeon 1.unity
(Stored with Git LFS)
Normal file
Binary file not shown.
7
Assets/Scenes/Dungeon 1.unity.meta
Normal file
7
Assets/Scenes/Dungeon 1.unity.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8d2e0cc321fd5614fb43765338bd2c11
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
BIN
Assets/Scenes/Dungeon 2.unity
(Stored with Git LFS)
Normal file
BIN
Assets/Scenes/Dungeon 2.unity
(Stored with Git LFS)
Normal file
Binary file not shown.
7
Assets/Scenes/Dungeon 2.unity.meta
Normal file
7
Assets/Scenes/Dungeon 2.unity.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4d4ad4b739183ab4fa25003eca2b798f
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -11,7 +11,8 @@ public abstract class CharacterBase : MonoBehaviour
|
||||
public float attackPower = 10f; // 공격력
|
||||
public float defensePower = 5f; // 방어력
|
||||
public float moveSpeed = 5f; // 이동 속도
|
||||
public float gravity = -9.81f; // 중력
|
||||
|
||||
public readonly float gravity = -9.81f; // 중력
|
||||
|
||||
[Header("상태 이상")]
|
||||
public List<StatusEffect> statusEffects = new List<StatusEffect>();
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
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x
Reference in New Issue
Block a user