DEG-165 [Style] 폴더 정리
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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 UnityEngine;
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using UnityEngine.SceneManagement;
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using Random = UnityEngine.Random;
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/// <summary>
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/// 테스트용 임시 클래스
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/// </summary>
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public class TestScript : MonoBehaviour,ISaveable
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{
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//던전
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// private int attackPowerLevel;
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// private int attackSpeedLevel;
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// private int heartLevel;
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// private int moveSpeedLevel;
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// private int dashCoolDownLevel;
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private int stageLevel;
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//일상
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private float time;
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private int currentDay;
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private float health;
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private float reputation;
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private int mealCount;
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private int houseworkCount;
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/// <summary>
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/// 스탯값 랜덤 변화
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/// </summary>
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public void ChangeValue()
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{
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float floatValue = Random.Range(0f, 2f);
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int intValue = Random.Range(0, 10);
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// attackPowerLevel = intValue;
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// attackSpeedLevel = intValue;
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// heartLevel = intValue;
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// moveSpeedLevel = intValue;
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//stageLevel = intValue;
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// time = floatValue;
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// currentDay = intValue;
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// health = floatValue;
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// reputation = floatValue;
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mealCount = intValue;
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houseworkCount = intValue;
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Debug.Log("ChangeValue : " + floatValue);
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}
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/// <summary>
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/// 인터페이스 함수1, 데이터 불러오기
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/// </summary>
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/// <param name="save"></param>
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public void ApplySaveData(Save save)
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{
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if (save?.dungeonSave != null)
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{
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// attackPowerLevel = save.dungeonSave.attackPowerLevel;
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// attackSpeedLevel = save.dungeonSave.attackSpeedLevel;
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// heartLevel = save.dungeonSave.heartLevel;
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// moveSpeedLevel = save.dungeonSave.moveSpeedLevel;
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// dashCoolDownLevel = save.dungeonSave.dashCoolDownLevel;
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//stageLevel = save.dungeonSave.stageLevel;
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}
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if (save?.homeSave != null)
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{
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// time = save.homeSave.time;
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// currentDay = save.homeSave.currentDay;
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// health = save.homeSave.health;
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// reputation = save.homeSave.reputation;
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//mealCount = save.homeSave.mealCount;
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//houseworkCount = save.homeSave.houseworkCount;
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Debug.Log("ApplySaveData : " + reputation);
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}
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}
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/// <summary>
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/// 인터페이스 함수2, 데이터 전달
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/// </summary>
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/// <returns></returns>
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public Save ExtractSaveData()
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{
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return new Save
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{
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dungeonSave = new DungeonSave()
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{
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// attackPowerLevel = this.attackPowerLevel,
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// attackSpeedLevel = this.attackSpeedLevel,
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// heartLevel = this.heartLevel,
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// moveSpeedLevel = this.moveSpeedLevel,
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// dashCoolDownLevel = this.dashCoolDownLevel,
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//stageLevel = this.stageLevel,
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},
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homeSave = new HomeSave
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{
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// time = this.time,
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// currentDay = this.currentDay,
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// health = this.health,
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// reputation = this.reputation,
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//mealCount = this.mealCount,
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//houseworkCount = this.houseworkCount
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}
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};
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}
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/// <summary>
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/// 씬 전환 테스트용 함수
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/// </summary>
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public void SceneChange()
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{
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SceneManager.LoadScene("Main");
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}
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}
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8
Assets/KJM/Scripts.meta
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8
Assets/KJM/Scripts.meta
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