git conflict resolve
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55533e6571
@ -10,9 +10,9 @@ public class DungeonPanelController : MonoBehaviour
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[SerializeField] private Image[] _playerHealthImages; // color 값 white / black 로 조정
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private int _countHealth = 0;
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public void SetBossHealthBar(float hp) // hp: 0~100
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public void SetBossHealthBar(float hp) // hp: 0~300
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{
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float normalizedHp = hp / 100f; // 0~1 사이 값으로 조정
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float normalizedHp = hp / 300f; // 0~1 사이 값으로 조정
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_bossHealthBar.value = normalizedHp;
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}
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@ -41,14 +41,19 @@ public class PlayerStats : MonoBehaviour
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// 결근 이벤트 관련 변수
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private bool _hasWorkedToday = false;
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public bool HasWorkedToday => _hasWorkedToday;
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private bool _hasCheckedAbsenceToday = false; // 결근 체크, 하루에 결근 여러 번 체크 안하기 위함
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public event Action OnAbsent; // 결근
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// 말풍선
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private GameObject messagePanelInstance;
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private SpeechBubbleFollower speechBubbleFollower;
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private bool isActiveBubble;
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private bool hasShownBubbleToday; // 하루에 말풍선 하나만 표시하기
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private GameObject _messagePanelInstance;
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private SpeechBubbleFollower _speechBubbleFollower;
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private bool _isActiveBubble;
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private bool _hasShownBubbleToday; // 하루에 말풍선 하나만 표시하기
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private int _mealCount;
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public int MealCount => _mealCount;
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private const int MAX_MEAL_COUNT = 2; // 하루 2회 제한
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private void Awake()
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{
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@ -77,6 +82,7 @@ public class PlayerStats : MonoBehaviour
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CheckBubble();
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SceneManager.sceneLoaded += OnSceneLoaded; // 씬 전환 이벤트
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_mealCount = 0; // 식사 횟수 0회
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}
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#region 말풍선(Bubble) 관련
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@ -96,10 +102,10 @@ public class PlayerStats : MonoBehaviour
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private void LoadMessagePanel()
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{
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if (messagePanelInstance != null) // 기존 패널 파괴
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if (_messagePanelInstance != null) // 기존 패널 파괴
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{
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Destroy(messagePanelInstance);
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messagePanelInstance = null;
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Destroy(_messagePanelInstance);
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_messagePanelInstance = null;
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}
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GameObject messagePanelPrefab = Resources.Load<GameObject>("Prefabs/MessagePanel");
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@ -108,49 +114,57 @@ public class PlayerStats : MonoBehaviour
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{
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Canvas canvas = FindObjectOfType<Canvas>();
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messagePanelInstance = Instantiate(messagePanelPrefab, canvas.transform);
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speechBubbleFollower = messagePanelInstance.GetComponent<SpeechBubbleFollower>();
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speechBubbleFollower.SetPlayerTransform();
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_messagePanelInstance = Instantiate(messagePanelPrefab, canvas.transform);
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_speechBubbleFollower = _messagePanelInstance.GetComponent<SpeechBubbleFollower>();
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_speechBubbleFollower.SetPlayerTransform();
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if (speechBubbleFollower != null)
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if (_speechBubbleFollower != null)
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{
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isActiveBubble = false;
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hasShownBubbleToday = false;
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speechBubbleFollower.HideMessage();
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_isActiveBubble = false;
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_hasShownBubbleToday = false;
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_speechBubbleFollower.HideMessage();
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}
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}
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}
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private void CheckBubble()
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{
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if (isActiveBubble)
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if (_isActiveBubble)
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{
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isActiveBubble = false;
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_isActiveBubble = false;
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HideBubble();
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}
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if (TimeStat >= 8.0f && TimeStat < 9.0f && !isActiveBubble && !hasShownBubbleToday)
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if (TimeStat >= 8.0f && TimeStat < 9.0f && !_isActiveBubble && !_hasShownBubbleToday)
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{
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hasShownBubbleToday = true;
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isActiveBubble = true;
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_hasShownBubbleToday = true;
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_isActiveBubble = true;
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ShowBubble();
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}
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}
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private InteractionAnimationPanelController _interactionAnimation;
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public void SetInteractionPanelController(InteractionAnimationPanelController panelController)
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{
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_interactionAnimation = panelController;
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}
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public void ShowBubble()
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{
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if(isActiveBubble)
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speechBubbleFollower.ShowMessage();
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if (_interactionAnimation.IsPanelActive()) return;
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if(_isActiveBubble)
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_speechBubbleFollower.ShowMessage();
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}
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public void HideBubble()
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{
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speechBubbleFollower.HideMessage();
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_speechBubbleFollower.HideMessage();
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}
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public void ShowAndHideBubble(string text)
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{
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speechBubbleFollower.ShowAndHide(text);
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_speechBubbleFollower.ShowAndHide(text);
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}
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#endregion
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@ -171,13 +185,17 @@ public class PlayerStats : MonoBehaviour
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// 9시가 지났는데 출근하지 않은 경우
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if (TimeStat >= 9.0f && !_hasWorkedToday)
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{
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PerformAbsent();
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}
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}
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public void PerformAbsent() // 강제 결근 이벤트
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{
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_hasCheckedAbsenceToday = true; // 결근 체크 완료 표시
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OnAbsent?.Invoke();
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PerformAction(ActionType.Absence); // 평판 -3
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Debug.Log("결근 처리: 평판 감소" + ReputationStat);
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}
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}
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// 행동 처리 메서드
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@ -200,6 +218,16 @@ public class PlayerStats : MonoBehaviour
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_hasWorkedToday = true;
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OnWorked?.Invoke();
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}
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if (actionType == ActionType.Eat)
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{
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_mealCount++;
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}
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}
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public bool CanEat()
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{
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return _mealCount < MAX_MEAL_COUNT; // 식사 횟수 0,1 일 때만 true
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}
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// 출근 가능 여부 확인 메서드
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@ -271,7 +299,10 @@ public class PlayerStats : MonoBehaviour
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// 결근 관련 변수 초기화
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_hasWorkedToday = false;
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_hasCheckedAbsenceToday = false;
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hasShownBubbleToday = false;
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_hasShownBubbleToday = false;
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// 식사 횟수 초기화
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_mealCount = 0;
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OnDayEnded?.Invoke();
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}
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@ -12,12 +12,12 @@ public class InteractionController : MonoBehaviour
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[Header("UI 연동")]
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[SerializeField] private HousingCanvasController housingCanvasController;
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[SerializeField] private InteractionAnimationPanelController interactionAnimationPanelController;
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private void Start()
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{
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PlayerStats.Instance.OnWorked += SuddenAfterWorkEventHappen;
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PlayerStats.Instance.SetInteractionPanelController(interactionAnimationPanelController);
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}
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// 상호작용 가능한 사물 범위에 들어올 때
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@ -73,6 +73,12 @@ public class InteractionController : MonoBehaviour
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}
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}
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if (interactionType == ActionType.Eat && !PlayerStats.Instance.CanEat()) // 식사 횟수 제한 체크
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{
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PlayerStats.Instance.ShowAndHideBubble("배불러서 못 먹어");
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return;
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}
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if (interactionType == ActionType.Dungeon)
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{
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GameManager.Instance.ChangeToGameScene();
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@ -117,6 +123,20 @@ public class InteractionController : MonoBehaviour
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housingCanvasController.ShowSuddenEventPanel(suddenEventText, () =>
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{
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if (afterWorkEventType == AfterWorkEventType.OvertimeWork)
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{
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if (!PlayerStats.Instance.CanPerformByHealth(ActionType.OvertimeWork))
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{
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PlayerStats.Instance.ShowAndHideBubble("체력이 없어...");
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return;
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}
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PlayerStats.Instance.PerformAction(ActionType.OvertimeWork);
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}
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else
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{
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PlayerStats.Instance.PerformAction(ActionType.TeamDinner);
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}
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housingCanvasController.ShowSuddenEventImage(afterWorkEventType);
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GameManager.Instance.PlaySuddenEventSound(afterWorkEventType);
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});
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@ -18,15 +18,27 @@ public class InteractionAnimationPanelController : MonoBehaviour
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private Coroutine _autoHideCoroutine;
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private Canvas _parentCanvas;
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private bool _isAbsenceToday = false;
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public void SetDoingText(string text)
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{
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doingText.text = text;
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}
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public bool IsPanelActive()
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{
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return panel.activeSelf;
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}
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public void ShowAnimationPanel(ActionType actionType, string animationText)
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{
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PlayerStats.Instance.HideBubble();
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if (actionType == ActionType.Sleep && !PlayerStats.Instance.HasWorkedToday) // 결근
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{
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_isAbsenceToday = true;
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}
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// 1) 패널 활성화
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panel.SetActive(true);
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// 2) 기존 코루틴 정리
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@ -113,6 +125,12 @@ public class InteractionAnimationPanelController : MonoBehaviour
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_autoHideCoroutine = null;
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}
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if (_isAbsenceToday) // 결근한 경우
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{
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PlayerStats.Instance.PerformAbsent();
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return;
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}
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// 패널 닫히고 결근 체크, 상호작용 패널과 결근 엔딩 채팅창이 겹치지 않기 위함
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PlayerStats.Instance.CheckAbsent();
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PlayerStats.Instance.ShowBubble();
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@ -7,7 +7,7 @@ public abstract class CharacterBase : MonoBehaviour
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{
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[Header("기본 능력치")]
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public string characterName; // 이름
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public int maxHP = 100; // 최대 체력
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private int maxHP = 300; // 최대 체력
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public int currentHP; // 현재 체력
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public float attackPower = 10f; // 공격력
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public float defensePower = 5f; // 방어력
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BIN
Assets/StoreAssets/Cozy Rooms Bundle/Bathroom/Prefabs/laundry_box.prefab
(Stored with Git LFS)
BIN
Assets/StoreAssets/Cozy Rooms Bundle/Bathroom/Prefabs/laundry_box.prefab
(Stored with Git LFS)
Binary file not shown.
BIN
Assets/UnityTechnologies/Basic Asset Pack Interior/Prefabs/Furniture/TableNarrowSingleDraw.prefab
(Stored with Git LFS)
BIN
Assets/UnityTechnologies/Basic Asset Pack Interior/Prefabs/Furniture/TableNarrowSingleDraw.prefab
(Stored with Git LFS)
Binary file not shown.
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