Merge pull request 'DEG-124-실내-맵-재제작' (!11) from DEG-124-실내-맵-재제작 into main

Reviewed-on: #11
Reviewed-by: Lim0_C <dladudcks22@gmail.com>
Reviewed-by: fiore <cjsdlf44@gmail.com>
This commit is contained in:
Sehyeon 2025-05-07 04:31:45 +00:00
commit 8799af7966
1491 changed files with 99851 additions and 308 deletions

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@ -1,8 +1,10 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEditor.TextCore.Text;
using UnityEngine;
using UnityEngine.SceneManagement;
public enum PlayerState { None, Idle, Move, Win, Hit, Dead }
@ -62,7 +64,11 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
hitEffectController = GetComponentInChildren<PlayerHitEffectController>();
PlayerInit();
SwitchBattleMode();
// isBattle 초기화 (임시)
/*bool isHousingScene = SceneManager.GetActiveScene().name.Contains("Housing");
_isBattle = !isHousingScene;
Debug.Log("_isBattle: " + _isBattle);*/
}
private void Update()

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Assets/KSH/ChatWindowPanel.prefab (Stored with Git LFS) Normal file

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@ -90,7 +90,10 @@ public class DungeonLogic : MonoBehaviour
_dungeonPanelController.SetBossHealthBar(0.0f); // 보스 체력 0 재설정
_player.SetState(PlayerState.Win);
// TODO: 강화 시스템으로 넘어가고 일상 맵으로 이동
StartCoroutine(DelayedSceneChange()); // 3초 대기 후 전환
}
}

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Assets/KSH/DungeonTestScene.unity (Stored with Git LFS)

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@ -36,16 +36,30 @@ public class PlayerStats : MonoBehaviour
private float previousAddHealth = 0f;
private void Start()
public static PlayerStats Instance;
private void Awake()
{
_gameConstants = new GameConstants();
_valueByAction = new ValueByAction();
_valueByAction.Initialize(); // 값 초기화
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject); // 데이터값 유지용
}
else
{
Destroy(gameObject);
}
_gameConstants = new GameConstants();
HealthStat = _gameConstants.baseHealth;
TimeStat = _gameConstants.baseTime;
ReputationStat = _gameConstants.baseReputation;
}
private void Start()
{
_valueByAction = new ValueByAction();
_valueByAction.Initialize(); // 값 초기화
}
// 현재 체력으로 해당 행동이 가능한 지 확인
public bool CanPerformByHealth(ActionType actionType)

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@ -0,0 +1,82 @@
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class StatPanelController : MonoBehaviour
{
[Header("Health Bar")]
[SerializeField] private Image healthBarImage;
[SerializeField] private TMP_Text healthText;
[Header("Reputation")]
[SerializeField] private Image reputationBarImage;
[SerializeField] private TMP_Text reputationText;
[Header("Clock Time")]
[SerializeField] private TMP_Text clockTimeText;
[SerializeField] private TMP_Text ampmText;
[Header("Day")]
[SerializeField] private TMP_Text dayCountText;
private GameConstants _gameConstants = new GameConstants();
private void Start()
{
PlayerStats.Instance.OnStatsChanged += UpdateStat;
GameManager.Instance.OnDayChanged += UpdateDay;
InitStats();
}
private void OnDisable()
{
// 이벤트 구독 해제
PlayerStats.Instance.OnStatsChanged -= UpdateStat;
GameManager.Instance.OnDayChanged -= UpdateDay;
}
private void InitStats()
{
var nowHealth = PlayerStats.Instance.HealthStat;
var nowReputation = PlayerStats.Instance.ReputationStat;
var nowTime = PlayerStats.Instance.TimeStat;
SetStat(nowTime, nowReputation, nowHealth);
}
private void UpdateStat(PlayerStats.StatsChangeData statData)
{
SetStat(statData.Time, statData.Reputation, statData.Health);
}
private void SetStat(float time, float reputation, float health)
{
healthBarImage.fillAmount = health / _gameConstants.maxHealth;
healthText.text = $"{health}/{_gameConstants.maxHealth}";
reputationBarImage.fillAmount = reputation / _gameConstants.maxReputation;
reputationText.text = $"{reputation}/{_gameConstants.maxReputation}";
if (time > 12) // 오후, 13부터
{
time -= 12;
clockTimeText.text = $"{time}:00";
ampmText.text = "PM";
}
else // 오전
{
clockTimeText.text = $"{time}:00";
ampmText.text = "AM";
}
dayCountText.text = GameManager.Instance.CurrentDay.ToString();
}
private void UpdateDay(int day)
{
dayCountText.text = day.ToString();
}
}

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@ -0,0 +1,11 @@
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@ -7,7 +7,6 @@ using UnityEngine.Serialization;
[RequireComponent(typeof(Rigidbody))]
public class InteractionController : MonoBehaviour
{
[SerializeField] PlayerStats playerStats;
[SerializeField] LayerMask interactionLayerMask;
[FormerlySerializedAs("housingCanvasManager")]
[Header("UI 연동")]
@ -18,12 +17,20 @@ public class InteractionController : MonoBehaviour
private void Start()
{
playerStats.OnWorked += SuddenAfterWorkEventHappen;
PlayerStats.Instance.OnWorked += SuddenAfterWorkEventHappen;
}
// 상호작용 가능한 사물 범위에 들어올 때
private void OnTriggerEnter(Collider other)
{
if(other.gameObject.layer == LayerMask.NameToLayer("NPC"))
{
housingCanvasController.ShowNpcInteractionButton(() =>
{
GameManager.Instance.StartNPCDialogue(GamePhase.Gameplay);
});
}
if (interactionLayerMask == (interactionLayerMask | (1 << other.gameObject.layer)))
{
ActionType interactionType = other.gameObject.GetComponent<InteractionProp>().RoutineEnter();
@ -36,6 +43,8 @@ public class InteractionController : MonoBehaviour
// 사물에서 벗어날 때 UI 정리
private void OnTriggerExit(Collider other)
{
if(other.gameObject.layer == LayerMask.NameToLayer("NPC")) housingCanvasController.HideInteractionButton();
if (interactionLayerMask == (interactionLayerMask | (1 << other.gameObject.layer)))
{
housingCanvasController.HideInteractionButton();
@ -50,11 +59,18 @@ public class InteractionController : MonoBehaviour
housingCanvasController.ShowInteractionButton(interactionTexts.ActionText,interactionTexts.DescriptionText,()=>
{
if (playerStats.CanPerformByHealth(interactionType))
if (PlayerStats.Instance.CanPerformByHealth(interactionType))
{
playerStats.PerformAction(interactionType);
interactionAnimationPanelController.ShowAnimationPanel(interactionType,interactionTexts.AnimationText);
PlayerStats.Instance.PerformAction(interactionType);
if (interactionType == ActionType.Dungeon)
{
GameManager.Instance.ChangeToGameScene();
}
else
{
interactionAnimationPanelController.ShowAnimationPanel(interactionType,interactionTexts.AnimationText);
}
}
else
{

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@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InteractionPropEat : InteractionProp
{
public override ActionType RoutineEnter()
{
return ActionType.Eat;
}
}

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@ -24,8 +24,19 @@ public class HousingCanvasController : MonoBehaviour
interactionButton.SetActive(false);
suddenPanel.SetActive(false);
}
#region NPC
public void ShowNpcInteractionButton(Action onInteractionButtonPressed)
{
interactionButton.SetActive(true);
OnInteractionButtonPressed = onInteractionButtonPressed;
}
#endregion
#region
// 상호작용 가능한 사물에 가까이 갔을 때 화면에 텍스트, 버튼 표시
public void ShowInteractionButton(string actText, string descText,Action onInteractionButtonPressed)
{
@ -35,6 +46,7 @@ public class HousingCanvasController : MonoBehaviour
//각 행동 별로 실행되어야 할 이벤트 구독
OnInteractionButtonPressed = onInteractionButtonPressed;
}
//범위에서 벗어나면 상호작용 버튼 off
public void HideInteractionButton()
{

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@ -28,7 +28,7 @@ public static class HousingConstants
"던전에 갈 체력이 되지 않아..","던전 진입하는 중")},
{ ActionType.Work, new InteractionTexts("출근한다.","체력 3을 사용하고 저녁 6시에나 돌아오겠지..",
"도저히 출근할 체력이 안되는걸..?","출근하는 중")},
{ActionType.Eat, new InteractionTexts("식사를 하자","1시간 동안 체력 1을 회복한다.","밥 먹는 중")}
{ ActionType.Eat, new InteractionTexts("식사를 하자","1시간 동안 체력 1을 회복한다.","밥 먹는 중") }
};
#endregion

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@ -66,10 +66,10 @@ public class ChatWindowController : MonoBehaviour, IPointerClickHandler
{
_dialogueManager = new FairyDialogueManager(this);
onComplete = () => {
/*onComplete = () => {
// 대화문 종료 call back
Debug.Log("대화가 완료되었습니다.");
};
};*/
}
// 외부 호출용 함수 (대화 시작)

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@ -6,8 +6,6 @@ using UnityEngine.SceneManagement;
public partial class GameManager : Singleton<GameManager>
{
[SerializeField] private PlayerStats playerStats;
private Canvas _canvas;
// 게임 진행 상태
@ -27,19 +25,7 @@ public partial class GameManager : Singleton<GameManager>
{
// 오디오 초기화
InitializeAudio();
// PlayerStats의 하루 종료 이벤트 구독
if (playerStats == null)
{
playerStats = FindObjectOfType<PlayerStats>();
}
if (playerStats == null)
{
Debug.LogError("PlayerStats 컴포넌트를 찾을 수 없습니다.");
return;
}
playerStats.OnDayEnded += AdvanceDay;
PlayerStats.Instance.OnDayEnded += AdvanceDay;
}
#region
@ -74,12 +60,12 @@ public partial class GameManager : Singleton<GameManager>
public void ChangeToGameScene()
{
SceneManager.LoadScene("Game"); // 던전 Scene
SceneManager.LoadScene("DungeonTestScene"); // 던전 Scene
}
public void ChangeToHomeScene()
{
SceneManager.LoadScene("Housing"); // Home Scene
SceneManager.LoadScene("ReHousing"); // Home Scene
}
// TODO: Open Setting Panel 등 Panel 처리
@ -94,10 +80,8 @@ public partial class GameManager : Singleton<GameManager>
private void OnDestroy()
{
if (playerStats != null)
{
playerStats.OnDayEnded -= AdvanceDay; // 이벤트 구독 해제
}
if(PlayerStats.Instance != null)
PlayerStats.Instance.OnDayEnded -= AdvanceDay; // 이벤트 구독 해제
}
private void OnApplicationQuit()

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@ -53,7 +53,7 @@ public partial class GameManager
if (stageLevel < GameConstants.maxStage) // 현재 스테이지 1 혹은 2
return EndingType.Bad;
if (playerStats.ReputationStat >= happyEndReputation) // 평판이 일정 수치 이상
if (PlayerStats.Instance.ReputationStat >= happyEndReputation) // 평판이 일정 수치 이상
return EndingType.Happy;
return EndingType.Normal;

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