Merge pull request #21 from Degulleo/DEG-24-오토-세이브-연동

Deg 24 오토 세이브 연동
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99jamin56 2025-04-24 17:12:54 +09:00 committed by GitHub
commit 414691a982
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10 changed files with 281 additions and 140 deletions

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Assets/KJM/KJM.unity (Stored with Git LFS)

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@ -0,0 +1,8 @@
/// <summary>
/// 세이브 데이터를 주고 받는 함수 인터페이스
/// </summary>
public interface ISaveable
{
void ApplySaveData(Save save);
Save ExtractSaveData();
}

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@ -6,14 +6,27 @@ using UnityEngine;
public class DungeonSave
{
// 강화 수치
public int attackLevel;
public int attackSpeedLevel;
public int heartLevel;
public int moveSpeedLevel;
public int evasionTimeLevel;
public int attackLevel = 0;
public int attackSpeedLevel = 0;
public int heartLevel = 0;
public int moveSpeedLevel = 0;
public int evasionTimeLevel = 0;
// 현재 진행 중인 스테이지
public int stageLevel;
public int stageLevel = 0;
//병합을 위한 메서드
public void MergeWith(DungeonSave other)
{
if (other == null) return;
if (other.attackLevel != 0) attackLevel = other.attackLevel;
if (other.attackSpeedLevel != 0) attackSpeedLevel = other.attackSpeedLevel;
if (other.heartLevel != 0) heartLevel = other.heartLevel;
if (other.moveSpeedLevel != 0) moveSpeedLevel = other.moveSpeedLevel;
if (other.evasionTimeLevel != 0) evasionTimeLevel = other.evasionTimeLevel;
if (other.stageLevel != 0) stageLevel = other.stageLevel;
}
}
// 일상(자취방) 관련 저장 데이터
@ -21,17 +34,30 @@ public class DungeonSave
public class HomeSave
{
// 일상 시간
public float time;
public int day;
public int currentDay = 0;
public float time = 999;
// 체력 및 평판 수치
public float health;
public float reputation;
public float health = 999;
public float reputation = 999;
//이벤트
public bool isEvent;
public int mealCount;
public int houseworkCount;
public int mealCount = 999;
public int houseworkCount = 999;
//병합을 위한 메서드
public void MergeWith(HomeSave other)
{
if (other == null) return;
if (other.currentDay != 0) currentDay = other.currentDay;
if (other.time < 999) time = other.time;
if (other.health < 999) health = other.health;
if (other.reputation < 999) reputation = other.reputation;
if (other.mealCount < 999) mealCount = other.mealCount;
if (other.houseworkCount < 999) houseworkCount = other.houseworkCount;
}
}
// 게임 전체 저장 구조

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@ -0,0 +1,82 @@
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using UnityEngine;
public class SaveDataController : MonoBehaviour
{
[SerializeField] private MonoBehaviour[] saveableBehaviours;
private ISaveable[] saveables;
private Save tmpSave;
void Awake()
{
tmpSave = new Save();
saveables = saveableBehaviours.OfType<ISaveable>().ToArray();
if (saveables == null || saveables.Length == 0)
saveables = FindObjectsOfType<MonoBehaviour>().OfType<ISaveable>().ToArray();
}
//세이브를 현재 상태에 적용
public void ApplySaveData(Save saveData)
{
GetSaveDataFromManager(saveData);
SendSaveDataToClass();
}
//현재 상태를 세이브에 적용
public Save GetSaveData()
{
UpdateSaveData();
return tmpSave;
}
//로컬에서 로드한 세이브 데이터를 받아오는 함수.
private void GetSaveDataFromManager(Save saveData)
{
tmpSave = saveData;
}
//세이브 데이터를 각클래스에게 적용하는 함수.
private void SendSaveDataToClass()
{
foreach (var s in saveables)
{
s.ApplySaveData(tmpSave);
}
}
//각 클래스에게서 현재 정보를 받아오는 함수.
private void UpdateSaveData()
{
foreach (var s in saveables)
{
Save partial = s.ExtractSaveData();
MergeSave(ref tmpSave, partial);
}
}
private void MergeSave(ref Save baseSave, Save newSave)
{
if (newSave == null) return;
if (newSave.dungeonSave != null)
{
if (baseSave.dungeonSave == null)
baseSave.dungeonSave = new DungeonSave();
baseSave.dungeonSave.MergeWith(newSave.dungeonSave);
}
if (newSave.homeSave != null)
{
if (baseSave.homeSave == null)
baseSave.homeSave = new HomeSave();
baseSave.homeSave.MergeWith(newSave.homeSave);
}
}
}

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@ -13,6 +13,7 @@ public class SaveManager : Singleton<SaveManager>
private string MainSaveFilePath => GetSavePath("Save_Main");
private string BackupSaveFilePath => GetSavePath("Save_Backup");
[SerializeField] private SaveDataController saveDataController;
private Save mainSave;
private Save backupSave;
@ -25,7 +26,7 @@ public class SaveManager : Singleton<SaveManager>
public void Save()
{
if(JsonUtility.ToJson(mainSave) == JsonUtility.ToJson(StatManager.instance.ToSaveData())) //같은 상태는 저장되지 않음. 백업 덮어쓰기 방지.
if(JsonUtility.ToJson(mainSave) == JsonUtility.ToJson(saveDataController.GetSaveData())) //같은 상태는 저장되지 않음. 백업 덮어쓰기 방지.
return;
EnsureSaveExists();
@ -45,7 +46,7 @@ public class SaveManager : Singleton<SaveManager>
mainSave = LoadMain();
backupSave = LoadBackup();
StatManager.instance.loadSaveData2StataManager(mainSave);
saveDataController.ApplySaveData(mainSave);
Debug.Log("메인 로드" + mainSave.homeSave.reputation); //임시 코드
Debug.Log("백업 로드" + backupSave.homeSave.reputation); //임시 코드
@ -53,7 +54,7 @@ public class SaveManager : Singleton<SaveManager>
private void UpdateSaveInfo()
{
mainSave = StatManager.instance.ToSaveData(); //스탯을 관리하는 클래스에 선언된 스탯 업데이트 함수를 호출
mainSave = saveDataController.GetSaveData(); //스탯을 관리하는 클래스에 선언된 스탯 업데이트 함수를 호출
}
private void SaveMain()
@ -119,7 +120,7 @@ public class SaveManager : Singleton<SaveManager>
//더미 세이브 파일 생성
private Save CreateNewSave()
{
var fresh = StatManager.instance.ToSaveData();
var fresh = saveDataController.GetSaveData();
SaveMain();
SaveBackup();
return fresh;

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@ -1,120 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using Random = UnityEngine.Random;
/// <summary>
/// 테스트용 임시 클래스
/// </summary>
public class StatManager : MonoBehaviour
{
public static StatManager instance;
public int attackLevel;
public int attackSpeedLevel;
public int heartLevel;
public int moveSpeedLevel;
public int evasionTimeLevel;
public int stageLevel;
public float time;
public int day;
public float health;
public float reputation;
public bool isEvent; //Todo 이벤트 여부 및 관련 조건들 추가
public int mealCount;
public int houseworkCount;
private void Awake()
{
instance = this;
}
/// <summary>
/// 스탯값 변화
/// </summary>
public void ChangeValue()
{
float floatValue = Random.Range(0f, 2f);
Debug.Log(floatValue);
int intValue = Random.Range(0, 10);
Debug.Log(intValue);
attackLevel = intValue;
attackSpeedLevel = intValue;
heartLevel = intValue;
moveSpeedLevel = intValue;
evasionTimeLevel = intValue;
stageLevel = intValue;
time = floatValue;
day = intValue;
health = floatValue;
reputation = floatValue;
isEvent = false;
mealCount = intValue;
houseworkCount = intValue;
Debug.Log("ChangeValue");
}
/// <summary>
/// 스탯값 반환
/// </summary>
/// <returns></returns>
public Save ToSaveData()
{
return new Save
{
dungeonSave = new DungeonSave
{
attackLevel = this.attackLevel,
attackSpeedLevel = this.attackSpeedLevel,
heartLevel = this.heartLevel,
moveSpeedLevel = this.moveSpeedLevel,
evasionTimeLevel = this.evasionTimeLevel,
stageLevel = this.stageLevel
},
homeSave = new HomeSave
{
time = this.time,
day = this.day,
health = this.health,
reputation = this.reputation,
isEvent = false,
mealCount = this.mealCount,
houseworkCount = this.houseworkCount,
}
};
}
public void loadSaveData2StataManager(Save saveData)
{
attackLevel = saveData.dungeonSave.attackLevel;
attackSpeedLevel = saveData.dungeonSave.attackSpeedLevel;
heartLevel = saveData.dungeonSave.heartLevel;
moveSpeedLevel = saveData.dungeonSave.moveSpeedLevel;
evasionTimeLevel = saveData.dungeonSave.evasionTimeLevel;
stageLevel = saveData.dungeonSave.stageLevel;
time = saveData.homeSave.time;
day = saveData.homeSave.day;
health = saveData.homeSave.health;
reputation = saveData.homeSave.reputation;
isEvent = saveData.homeSave.isEvent;
mealCount = saveData.homeSave.mealCount;
houseworkCount = saveData.homeSave.houseworkCount;
}
public void SceneChange()
{
SceneManager.LoadScene("Main");
}
}

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@ -0,0 +1,122 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using Random = UnityEngine.Random;
/// <summary>
/// 테스트용 임시 클래스
/// </summary>
public class TestScript : MonoBehaviour,ISaveable
{
//던전
private int attackLevel;
private int attackSpeedLevel;
private int heartLevel;
private int moveSpeedLevel;
private int evasionTimeLevel;
private int stageLevel;
//일상
private float time;
private int currentDay;
private float health;
private float reputation;
private int mealCount;
private int houseworkCount;
/// <summary>
/// 스탯값 랜덤 변화
/// </summary>
public void ChangeValue()
{
float floatValue = Random.Range(0f, 2f);
int intValue = Random.Range(0, 10);
attackLevel = intValue;
attackSpeedLevel = intValue;
heartLevel = intValue;
moveSpeedLevel = intValue;
stageLevel = intValue;
time = floatValue;
currentDay = intValue;
health = floatValue;
reputation = floatValue;
mealCount = intValue;
houseworkCount = intValue;
Debug.Log("ChangeValue : " + floatValue);
}
/// <summary>
/// 인터페이스 함수1, 데이터 불러오기
/// </summary>
/// <param name="save"></param>
public void ApplySaveData(Save save)
{
if (save?.dungeonSave != null)
{
attackLevel = save.dungeonSave.attackLevel;
attackSpeedLevel = save.dungeonSave.attackSpeedLevel;
heartLevel = save.dungeonSave.heartLevel;
moveSpeedLevel = save.dungeonSave.moveSpeedLevel;
evasionTimeLevel = save.dungeonSave.evasionTimeLevel;
stageLevel = save.dungeonSave.stageLevel;
}
if (save?.homeSave != null)
{
time = save.homeSave.time;
currentDay = save.homeSave.currentDay;
health = save.homeSave.health;
reputation = save.homeSave.reputation;
mealCount = save.homeSave.mealCount;
houseworkCount = save.homeSave.houseworkCount;
Debug.Log("ApplySaveData : " + reputation);
}
}
/// <summary>
/// 인터페이스 함수2, 데이터 전달
/// </summary>
/// <returns></returns>
public Save ExtractSaveData()
{
return new Save
{
dungeonSave = new DungeonSave()
{
attackLevel = this.attackLevel,
attackSpeedLevel = this.attackSpeedLevel,
heartLevel = this.heartLevel,
moveSpeedLevel = this.moveSpeedLevel,
evasionTimeLevel = this.evasionTimeLevel,
stageLevel = this.stageLevel,
},
homeSave = new HomeSave
{
time = this.time,
currentDay = this.currentDay,
health = this.health,
reputation = this.reputation,
mealCount = this.mealCount,
houseworkCount = this.houseworkCount
}
};
}
/// <summary>
/// 씬 전환 테스트용 함수
/// </summary>
public void SceneChange()
{
SceneManager.LoadScene("Main");
}
}