Reviewed-on: #11 Reviewed-by: Lim0_C <dladudcks22@gmail.com> Reviewed-by: fiore <cjsdlf44@gmail.com>
This commit is contained in:
commit
8799af7966
@ -1,8 +1,10 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using UnityEditor.TextCore.Text;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public enum PlayerState { None, Idle, Move, Win, Hit, Dead }
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@ -62,7 +64,11 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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hitEffectController = GetComponentInChildren<PlayerHitEffectController>();
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PlayerInit();
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SwitchBattleMode();
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// isBattle 초기화 (임시)
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/*bool isHousingScene = SceneManager.GetActiveScene().name.Contains("Housing");
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_isBattle = !isHousingScene;
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Debug.Log("_isBattle: " + _isBattle);*/
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}
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private void Update()
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BIN
Assets/KSH/ChatWindowPanel.prefab
(Stored with Git LFS)
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Assets/KSH/ChatWindowPanel.prefab
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Assets/KSH/ChatWindowPanel.prefab.meta
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7
Assets/KSH/ChatWindowPanel.prefab.meta
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fileFormatVersion: 2
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guid: 5a826f0002f745041a3736c13792a8c9
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -90,7 +90,10 @@ public class DungeonLogic : MonoBehaviour
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_dungeonPanelController.SetBossHealthBar(0.0f); // 보스 체력 0 재설정
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_player.SetState(PlayerState.Win);
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// TODO: 강화 시스템으로 넘어가고 일상 맵으로 이동
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StartCoroutine(DelayedSceneChange()); // 3초 대기 후 전환
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}
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}
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BIN
Assets/KSH/DungeonTestScene.unity
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Assets/KSH/DungeonTestScene.unity
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@ -36,16 +36,30 @@ public class PlayerStats : MonoBehaviour
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private float previousAddHealth = 0f;
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private void Start()
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public static PlayerStats Instance;
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private void Awake()
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{
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_gameConstants = new GameConstants();
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_valueByAction = new ValueByAction();
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_valueByAction.Initialize(); // 값 초기화
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if (Instance == null)
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{
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Instance = this;
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DontDestroyOnLoad(gameObject); // 데이터값 유지용
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}
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else
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{
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Destroy(gameObject);
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}
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_gameConstants = new GameConstants();
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HealthStat = _gameConstants.baseHealth;
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TimeStat = _gameConstants.baseTime;
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ReputationStat = _gameConstants.baseReputation;
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}
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private void Start()
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{
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_valueByAction = new ValueByAction();
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_valueByAction.Initialize(); // 값 초기화
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}
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// 현재 체력으로 해당 행동이 가능한 지 확인
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public bool CanPerformByHealth(ActionType actionType)
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BIN
Assets/KSH/ReHousing.unity
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BIN
Assets/KSH/ReHousing.unity
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7
Assets/KSH/ReHousing.unity.meta
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7
Assets/KSH/ReHousing.unity.meta
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: b748e35b920bde64cbd6ffe5fdb43e23
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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82
Assets/KSH/StatPanelController.cs
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Assets/KSH/StatPanelController.cs
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@ -0,0 +1,82 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class StatPanelController : MonoBehaviour
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{
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[Header("Health Bar")]
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[SerializeField] private Image healthBarImage;
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[SerializeField] private TMP_Text healthText;
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[Header("Reputation")]
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[SerializeField] private Image reputationBarImage;
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[SerializeField] private TMP_Text reputationText;
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[Header("Clock Time")]
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[SerializeField] private TMP_Text clockTimeText;
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[SerializeField] private TMP_Text ampmText;
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[Header("Day")]
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[SerializeField] private TMP_Text dayCountText;
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private GameConstants _gameConstants = new GameConstants();
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private void Start()
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{
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PlayerStats.Instance.OnStatsChanged += UpdateStat;
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GameManager.Instance.OnDayChanged += UpdateDay;
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InitStats();
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}
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private void OnDisable()
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{
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// 이벤트 구독 해제
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PlayerStats.Instance.OnStatsChanged -= UpdateStat;
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GameManager.Instance.OnDayChanged -= UpdateDay;
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}
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private void InitStats()
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{
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var nowHealth = PlayerStats.Instance.HealthStat;
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var nowReputation = PlayerStats.Instance.ReputationStat;
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var nowTime = PlayerStats.Instance.TimeStat;
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SetStat(nowTime, nowReputation, nowHealth);
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}
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private void UpdateStat(PlayerStats.StatsChangeData statData)
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{
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SetStat(statData.Time, statData.Reputation, statData.Health);
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}
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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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reputationBarImage.fillAmount = reputation / _gameConstants.maxReputation;
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reputationText.text = $"{reputation}/{_gameConstants.maxReputation}";
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if (time > 12) // 오후, 13부터
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{
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time -= 12;
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clockTimeText.text = $"{time}:00";
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ampmText.text = "PM";
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}
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else // 오전
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{
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clockTimeText.text = $"{time}:00";
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ampmText.text = "AM";
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}
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dayCountText.text = GameManager.Instance.CurrentDay.ToString();
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}
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private void UpdateDay(int day)
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{
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dayCountText.text = day.ToString();
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}
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}
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11
Assets/KSH/StatPanelController.cs.meta
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11
Assets/KSH/StatPanelController.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 39b77c51695c78e42bacef21f1dadc2e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -7,7 +7,6 @@ using UnityEngine.Serialization;
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[RequireComponent(typeof(Rigidbody))]
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public class InteractionController : MonoBehaviour
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{
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[SerializeField] PlayerStats playerStats;
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[SerializeField] LayerMask interactionLayerMask;
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[FormerlySerializedAs("housingCanvasManager")]
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[Header("UI 연동")]
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@ -18,12 +17,20 @@ public class InteractionController : MonoBehaviour
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private void Start()
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{
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playerStats.OnWorked += SuddenAfterWorkEventHappen;
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PlayerStats.Instance.OnWorked += SuddenAfterWorkEventHappen;
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}
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// 상호작용 가능한 사물 범위에 들어올 때
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private void OnTriggerEnter(Collider other)
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{
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if(other.gameObject.layer == LayerMask.NameToLayer("NPC"))
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{
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housingCanvasController.ShowNpcInteractionButton(() =>
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{
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GameManager.Instance.StartNPCDialogue(GamePhase.Gameplay);
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});
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}
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if (interactionLayerMask == (interactionLayerMask | (1 << other.gameObject.layer)))
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{
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ActionType interactionType = other.gameObject.GetComponent<InteractionProp>().RoutineEnter();
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@ -36,6 +43,8 @@ public class InteractionController : MonoBehaviour
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// 사물에서 벗어날 때 UI 정리
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private void OnTriggerExit(Collider other)
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{
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if(other.gameObject.layer == LayerMask.NameToLayer("NPC")) housingCanvasController.HideInteractionButton();
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if (interactionLayerMask == (interactionLayerMask | (1 << other.gameObject.layer)))
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{
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housingCanvasController.HideInteractionButton();
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@ -50,11 +59,18 @@ public class InteractionController : MonoBehaviour
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housingCanvasController.ShowInteractionButton(interactionTexts.ActionText,interactionTexts.DescriptionText,()=>
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{
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if (playerStats.CanPerformByHealth(interactionType))
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if (PlayerStats.Instance.CanPerformByHealth(interactionType))
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{
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playerStats.PerformAction(interactionType);
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interactionAnimationPanelController.ShowAnimationPanel(interactionType,interactionTexts.AnimationText);
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PlayerStats.Instance.PerformAction(interactionType);
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if (interactionType == ActionType.Dungeon)
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{
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GameManager.Instance.ChangeToGameScene();
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}
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else
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{
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interactionAnimationPanelController.ShowAnimationPanel(interactionType,interactionTexts.AnimationText);
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}
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}
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else
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{
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Assets/LIN/Scripts/DailyRoutine/InteractionPropEat.cs
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Assets/LIN/Scripts/DailyRoutine/InteractionPropEat.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class InteractionPropEat : InteractionProp
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{
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public override ActionType RoutineEnter()
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{
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return ActionType.Eat;
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}
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}
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Assets/LIN/Scripts/DailyRoutine/InteractionPropEat.cs.meta
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11
Assets/LIN/Scripts/DailyRoutine/InteractionPropEat.cs.meta
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@ -0,0 +1,11 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -24,8 +24,19 @@ public class HousingCanvasController : MonoBehaviour
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interactionButton.SetActive(false);
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suddenPanel.SetActive(false);
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}
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#region NPC 상호 작용
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public void ShowNpcInteractionButton(Action onInteractionButtonPressed)
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{
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interactionButton.SetActive(true);
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OnInteractionButtonPressed = onInteractionButtonPressed;
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}
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#endregion
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#region 상호작용 일상 행동
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// 상호작용 가능한 사물에 가까이 갔을 때 화면에 텍스트, 버튼 표시
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public void ShowInteractionButton(string actText, string descText,Action onInteractionButtonPressed)
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{
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@ -35,6 +46,7 @@ public class HousingCanvasController : MonoBehaviour
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//각 행동 별로 실행되어야 할 이벤트 구독
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OnInteractionButtonPressed = onInteractionButtonPressed;
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}
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//범위에서 벗어나면 상호작용 버튼 off
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public void HideInteractionButton()
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{
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@ -28,7 +28,7 @@ public static class HousingConstants
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"던전에 갈 체력이 되지 않아..","던전 진입하는 중")},
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{ ActionType.Work, new InteractionTexts("출근한다.","체력 3을 사용하고 저녁 6시에나 돌아오겠지..",
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"도저히 출근할 체력이 안되는걸..?","출근하는 중")},
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{ActionType.Eat, new InteractionTexts("식사를 하자","1시간 동안 체력 1을 회복한다.","밥 먹는 중")}
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{ ActionType.Eat, new InteractionTexts("식사를 하자","1시간 동안 체력 1을 회복한다.","밥 먹는 중") }
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};
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#endregion
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@ -66,10 +66,10 @@ public class ChatWindowController : MonoBehaviour, IPointerClickHandler
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{
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_dialogueManager = new FairyDialogueManager(this);
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onComplete = () => {
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/*onComplete = () => {
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// 대화문 종료 call back
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Debug.Log("대화가 완료되었습니다.");
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};
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};*/
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}
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// 외부 호출용 함수 (대화 시작)
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@ -6,8 +6,6 @@ using UnityEngine.SceneManagement;
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public partial class GameManager : Singleton<GameManager>
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{
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[SerializeField] private PlayerStats playerStats;
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private Canvas _canvas;
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// 게임 진행 상태
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@ -27,19 +25,7 @@ public partial class GameManager : Singleton<GameManager>
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{
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// 오디오 초기화
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InitializeAudio();
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// PlayerStats의 하루 종료 이벤트 구독
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if (playerStats == null)
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{
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playerStats = FindObjectOfType<PlayerStats>();
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}
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if (playerStats == null)
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{
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Debug.LogError("PlayerStats 컴포넌트를 찾을 수 없습니다.");
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return;
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}
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playerStats.OnDayEnded += AdvanceDay;
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PlayerStats.Instance.OnDayEnded += AdvanceDay;
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}
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#region 대화 관련
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@ -74,12 +60,12 @@ public partial class GameManager : Singleton<GameManager>
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public void ChangeToGameScene()
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{
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SceneManager.LoadScene("Game"); // 던전 Scene
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SceneManager.LoadScene("DungeonTestScene"); // 던전 Scene
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||||
}
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||||
|
||||
public void ChangeToHomeScene()
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||||
{
|
||||
SceneManager.LoadScene("Housing"); // Home Scene
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||||
SceneManager.LoadScene("ReHousing"); // Home Scene
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||||
}
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||||
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||||
// TODO: Open Setting Panel 등 Panel 처리
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||||
@ -94,10 +80,8 @@ public partial class GameManager : Singleton<GameManager>
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||||
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||||
private void OnDestroy()
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||||
{
|
||||
if (playerStats != null)
|
||||
{
|
||||
playerStats.OnDayEnded -= AdvanceDay; // 이벤트 구독 해제
|
||||
}
|
||||
if(PlayerStats.Instance != null)
|
||||
PlayerStats.Instance.OnDayEnded -= AdvanceDay; // 이벤트 구독 해제
|
||||
}
|
||||
|
||||
private void OnApplicationQuit()
|
||||
|
@ -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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Assets/StoreAssets/Cozy Rooms Bundle.meta
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8
Assets/StoreAssets/Cozy Rooms Bundle/Bathroom.meta
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8
Assets/StoreAssets/Cozy Rooms Bundle/Bathroom.meta
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Assets/StoreAssets/Cozy Rooms Bundle/Bathroom/Meshes/basket.fbx
(Stored with Git LFS)
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BIN
Assets/StoreAssets/Cozy Rooms Bundle/Bathroom/Meshes/basket.fbx
(Stored with Git LFS)
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internalIDToNameTable: []
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externalObjects: {}
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materials:
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materialImportMode: 2
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||||
materialName: 1
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||||
materialSearch: 1
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||||
materialLocation: 0
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||||
animations:
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||||
legacyGenerateAnimations: 4
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bakeSimulation: 0
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resampleCurves: 1
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optimizeGameObjects: 0
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removeConstantScaleCurves: 1
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motionNodeName:
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rigImportErrors:
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rigImportWarnings:
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Assets/StoreAssets/Cozy Rooms Bundle/Bathroom/Meshes/shampoo_003.fbx
(Stored with Git LFS)
Normal file
BIN
Assets/StoreAssets/Cozy Rooms Bundle/Bathroom/Meshes/shampoo_003.fbx
(Stored with Git LFS)
Normal file
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Assets/StoreAssets/Cozy Rooms Bundle/Bathroom/Meshes/shampoo_004.fbx
(Stored with Git LFS)
Normal file
BIN
Assets/StoreAssets/Cozy Rooms Bundle/Bathroom/Meshes/shampoo_004.fbx
(Stored with Git LFS)
Normal file
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user