DEG-165 [Fix] 세이브 매니저, 업그레이드 매니저 수정
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@ -15,6 +15,9 @@ public class DungeonSave
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// 현재 진행 중인 스테이지
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public int stageLevel = 0;
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// 스테이지 도전 횟수
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public int tryStageCount = 999;
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//병합을 위한 메서드
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public void MergeWith(DungeonSave other)
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{
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@ -26,6 +29,7 @@ public class DungeonSave
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if (other.moveSpeedLevel != 0) moveSpeedLevel = other.moveSpeedLevel;
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if (other.dashCoolDownLevel != 0) dashCoolDownLevel = other.dashCoolDownLevel;
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if (other.stageLevel != 0) stageLevel = other.stageLevel;
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if (other.tryStageCount < 999) tryStageCount = other.tryStageCount;
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}
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}
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@ -45,6 +49,16 @@ public class HomeSave
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//이벤트
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public int mealCount = 999;
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public bool hasShownBubbleToday = false;
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public bool hasShownBubbleTodaySet = false;
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public bool hasCheckedAbsenceToday;
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public bool hasCheckedAbsenceTodaySet = false;
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//튜토리얼 여부
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public bool hasTutorial;
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public bool hasTutorialSet;
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//병합을 위한 메서드
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public void MergeWith(HomeSave other)
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{
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@ -55,6 +69,12 @@ public class HomeSave
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if (other.health < 999) health = other.health;
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if (other.reputation < 999) reputation = other.reputation;
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if (other.mealCount < 999) mealCount = other.mealCount;
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if (other.hasShownBubbleTodaySet) hasShownBubbleToday = other.hasShownBubbleToday;
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if (other.hasCheckedAbsenceTodaySet) hasCheckedAbsenceToday = other.hasCheckedAbsenceToday;
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if (other.hasTutorialSet) hasTutorial = other.hasTutorial;
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}
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}
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@ -65,6 +85,7 @@ public class Save
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public HomeSave homeSave;
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public DungeonSave dungeonSave;
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//초기 값 반환
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public Save InitSave()
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{
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return new Save
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@ -75,7 +96,10 @@ public class Save
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time = 8.0f,
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health = 8.0f,
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reputation = 2.0f,
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mealCount = 0
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mealCount = 0,
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hasShownBubbleToday = false,
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hasCheckedAbsenceToday = false,
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hasTutorial = false
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},
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dungeonSave = new DungeonSave
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{
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@ -84,7 +108,8 @@ public class Save
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heartLevel = 1,
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moveSpeedLevel = 1,
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dashCoolDownLevel = 1,
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stageLevel = 1
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stageLevel = 1,
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tryStageCount = 0
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}
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};
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}
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@ -46,9 +46,6 @@ public class SaveManager : Singleton<SaveManager>
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backupSave = LoadBackup();
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saveDataController.ApplySaveData(mainSave);
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Debug.Log("메인 로드" + mainSave.homeSave.reputation); //임시 코드
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Debug.Log("백업 로드" + backupSave.homeSave.reputation); //임시 코드
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}
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private void UpdateSaveInfo()
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@ -187,7 +184,7 @@ public class SaveManager : Singleton<SaveManager>
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backupSave = fresh.InitSave();
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SaveMain();
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SaveBackup();
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saveDataController.ApplySaveData(fresh);
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saveDataController.ApplySaveData(mainSave);
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}
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@ -30,6 +30,8 @@ public class UpgradeManager : Singleton<UpgradeManager>
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private RectTransform backgroundRectTransform;
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private List<Button> cards = new List<Button>();
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private bool isHome = false;
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public void Start()
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{
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@ -83,6 +85,36 @@ public class UpgradeManager : Singleton<UpgradeManager>
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}
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}
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/// <summary>
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/// 랜덤한 강화 카드 1장
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/// </summary>
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public void StartUpgradeInHome()
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{
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isHome = true;
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DrawStatNumber();
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//배경 패널 생성
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if(backgroundRectTransform == null)
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backgroundRectTransform = Instantiate(backgroundPanel,canvas.transform).GetComponent<RectTransform>();
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//배경 패널 애니메이션 적용
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backgroundRectTransform.gameObject.SetActive(true);
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StartCoroutine(CoFade(backgroundRectTransform.gameObject, 0f,0.7f,0.2f));
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EnsureCardListSize(3);
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if(cards[0] == null)
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cards[0] = Instantiate(upgradeButton, backgroundRectTransform);
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cards[0].gameObject.SetActive(true);
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cards[0].GetComponent<UpgradeCard>().Init((StatType)stats[0]);
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StartCoroutine(CoFade(cards[0].gameObject, 0f,1f,0.4f, () =>
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{
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cards[0].GetComponent<CanvasGroup>().interactable = true;
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}));
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}
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/// <summary>
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/// 중복되지 않는 랜덤한 스탯 번호 뽑기
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@ -130,13 +162,15 @@ public class UpgradeManager : Singleton<UpgradeManager>
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public void DestroyUpgradeCard()
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{
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// 카드 비활성화
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if (stats.Count == 0)
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if (stats.Count == 0|| isHome)
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{
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StartCoroutine(CoFade(cards[0].gameObject, 1f,0f,0.4f,() =>
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{
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cards[0].gameObject.SetActive(false);
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backgroundRectTransform.gameObject.SetActive(false);
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}));
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isHome = false;
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}
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else
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{
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@ -189,7 +223,7 @@ public class UpgradeManager : Singleton<UpgradeManager>
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if (canvasGroup == null && image == null)
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{
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Debug.LogError("CanvasGroup도 Image도 없습니다!");
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Debug.LogError("CanvasGroup도 Image도 없습니다");
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yield break;
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}
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@ -87,7 +87,6 @@ public class UpgradeStat : MonoBehaviour, ISaveable
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/// <returns></returns>
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public Save ExtractSaveData()
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{
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Debug.Log("UpgradeStat extracting save data");
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return new Save
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{
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dungeonSave = new DungeonSave
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