Merge pull request 'DEG-168 [FEAT] 돌발이벤트 후 강제숙면, 생활 능력치 업그레이드' (!61) from DEG-168-돌발이벤트-후-강제숙면-생활-능력치-업그레이드 into main
Reviewed-on: #61 Reviewed-by: 99jamin <rhwk341@naver.com> Reviewed-by: Sehyeon <sehyeon1837@gmail.com>
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commit
6403dc74e9
@ -39,6 +39,11 @@ public class PlayerStats : MonoBehaviour,ISaveable
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public static PlayerStats Instance;
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private float additionalMaxHealth = 0f;
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public float MaxHealth => _gameConstants.maxHealth + additionalMaxHealth;
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public ActionType LastAction { get; private set; }
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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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@ -211,16 +216,22 @@ public class PlayerStats : MonoBehaviour,ISaveable
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{
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// 액션에 따른 스탯 소모 값 가져오기
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ActionEffect effect = _valueByAction.GetActionEffect(actionType);
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LastAction = actionType;
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// 선 처리: 특수 보상 먼저 (야근, 회식)
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if (actionType == ActionType.TeamDinner)
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{
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additionalMaxHealth += 1f;
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}
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// 스탯 변경 적용
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// 순수 스탯 변경 적용
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ModifyTime(effect.timeChange, actionType);
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ModifyHealth(effect.healthChange);
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ModifyReputation(effect.reputationChange);
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// 스탯 변경 이벤트 (UI 업데이트용)
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// UI 업데이트용
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OnStatsChanged?.Invoke(new StatsChangeData(TimeStat, HealthStat, ReputationStat));
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// 스탯 - 시간이 변경된 이후 퇴근 이벤트 발생
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// 출근 후 퇴근 이벤트 발생
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if (actionType == ActionType.Work)
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{
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_hasWorkedToday = true;
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@ -233,6 +244,7 @@ public class PlayerStats : MonoBehaviour,ISaveable
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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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@ -253,7 +265,7 @@ public class PlayerStats : MonoBehaviour,ISaveable
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bool isDayEnded = false;
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// 수면 행동 처리
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if (actionType == ActionType.Sleep || actionType == ActionType.TeamDinner) // 다음 날 오전 8시 기상
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if (actionType == ActionType.Sleep || actionType == ActionType.TeamDinner || actionType == ActionType.OvertimeWork) // 다음 날 오전 8시 기상
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{
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// 다음 날 오전 8시 - 현재 시간 값
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float nowTime = TimeStat - time;
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@ -364,9 +376,9 @@ public class PlayerStats : MonoBehaviour,ISaveable
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Exhaustion?.Invoke();
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}
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if (HealthStat > _gameConstants.maxHealth)
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if (HealthStat > MaxHealth)
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{
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HealthStat = _gameConstants.maxHealth;
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HealthStat = MaxHealth;
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}
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}
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@ -54,8 +54,8 @@ public class StatPanelController : MonoBehaviour
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private void SetStat(float time, float reputation, float health)
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{
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healthBarImage.fillAmount = health / _gameConstants.maxHealth;
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healthText.text = $"{health}/{_gameConstants.maxHealth}";
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healthBarImage.fillAmount = health / PlayerStats.Instance.MaxHealth;
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healthText.text = $"{health}/{PlayerStats.Instance.MaxHealth}";
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reputationBarImage.fillAmount = reputation / _gameConstants.maxReputation;
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reputationText.text = $"{reputation}/{_gameConstants.maxReputation}";
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@ -139,8 +139,16 @@ public class InteractionController : MonoBehaviour
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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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// 야근 or 회식 돌발 이벤트 실행 시
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housingCanvasController.ShowSuddenEventImageWithCallback(afterWorkEventType, () =>
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{
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// 이미지 다 보여진 후 실행
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interactionAnimationPanelController.ShowAnimationPanel(
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ActionType.Sleep,
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"너무 피곤해서 그대로 잠들어 버렸다..."
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);
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});
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});
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}
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@ -113,6 +113,43 @@ public class HousingCanvasController : MonoBehaviour
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_autoHideCoroutine = StartCoroutine(AutoHideSuddenImage(afterWorkEventType));
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}
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public void ShowSuddenEventImageWithCallback(AfterWorkEventType afterWorkEventType, Action onComplete)
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{
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if (_autoHideCoroutine != null)
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StopCoroutine(_autoHideCoroutine);
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switch (afterWorkEventType)
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{
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case AfterWorkEventType.OvertimeWork:
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suddenEventImages[0].SetActive(true);
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break;
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case AfterWorkEventType.TeamGathering:
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suddenEventImages[1].SetActive(true);
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break;
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}
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_autoHideCoroutine = StartCoroutine(AutoHideSuddenImageWithCallback(afterWorkEventType, onComplete));
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}
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private IEnumerator AutoHideSuddenImageWithCallback(AfterWorkEventType type, Action onComplete)
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{
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float startTime = Time.time;
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while (Time.time - startTime < HousingConstants.SUDDENEVENT_IAMGE_SHOW_TIME)
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{
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if (Input.touchCount > 0 || Input.GetMouseButtonDown(0))
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break;
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yield return null;
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}
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HideSuddenEventImage();
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HideSuddenEventPanel();
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GameManager.Instance.StopSuddenEventSound(type);
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_autoHideCoroutine = null;
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onComplete?.Invoke();
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}
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public void HideSuddenEventImage()
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{
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foreach (var image in suddenEventImages)
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@ -33,8 +33,9 @@ public class InteractionAnimationPanelController : MonoBehaviour
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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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if (actionType == ActionType.Sleep && !PlayerStats.Instance.HasWorkedToday
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&& PlayerStats.Instance.LastAction != ActionType.TeamDinner
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&& PlayerStats.Instance.LastAction != ActionType.OvertimeWork) // 결근
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{
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_isAbsenceToday = true;
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}
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