Merge branch 'main' of https://github.com/Degulleo/Degulleo3D into DEG-75-일상-활동별-함수-작성
# Conflicts: # Assets/StoreAssets/RPG Tiny Hero Duo/Animator/SwordAndShieldStance.controller
This commit is contained in:
commit
9ed0e218fb
6
.idea/.idea.Degulleo3D/.idea/inspectionProfiles/Project_Default.xml
generated
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6
.idea/.idea.Degulleo3D/.idea/inspectionProfiles/Project_Default.xml
generated
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Assets/Editor.meta
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24
Assets/Editor/ReadOnlyDrawer.cs
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24
Assets/Editor/ReadOnlyDrawer.cs
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|
||||
#if UNITY_EDITOR
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||||
using UnityEngine;
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||||
using UnityEditor;
|
||||
|
||||
// PlayerStatsTest.ReadOnlyAttribute를 위한 에디터 속성 드로어
|
||||
[CustomPropertyDrawer(typeof(PlayerStatsTest.ReadOnlyAttribute))]
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public class ReadOnlyDrawer : PropertyDrawer
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{
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
|
||||
// 이전 GUI 활성화 상태 저장
|
||||
bool wasEnabled = GUI.enabled;
|
||||
|
||||
// 필드 비활성화 (읽기 전용)
|
||||
GUI.enabled = false;
|
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|
||||
// 속성 그리기
|
||||
EditorGUI.PropertyField(position, property, label, true);
|
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|
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// GUI 활성화 상태 복원
|
||||
GUI.enabled = wasEnabled;
|
||||
}
|
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}
|
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#endif
|
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Binary file not shown.
8
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parentName: hand_r
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parentName: thigh_r
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position: {x: -0.13777272, y: 0.0059483806, z: 0.0027488763}
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parentName: calf_r
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Assets/JAY/Scripts/PlayerController.cs
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Normal file
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
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|
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public enum PlayerState { None, Idle, Move, Attack, Hit, Dead }
|
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public class PlayerController : CharacterBase
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{
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// 외부 접근 가능 변수
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[Header("Movement")]
|
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[SerializeField] private float rotationSpeed = 10f;
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[Header("Attach Points")]
|
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[SerializeField] private Transform rightHandTransform;
|
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[SerializeField] private Transform headTransform;
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|
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|
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// 내부에서만 사용하는 변수
|
||||
private CharacterController _characterController;
|
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private bool _isBattle;
|
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private GameObject weapon;
|
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|
||||
// 상태 관련
|
||||
private PlayerStateIdle _playerStateIdle;
|
||||
private PlayerStateMove _playerStateMove;
|
||||
|
||||
// 외부에서도 사용하는 변수
|
||||
public FixedJoystick joystick { get; private set; }
|
||||
public PlayerState CurrentState { get; private set; }
|
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private Dictionary<PlayerState, IPlayerState> _playerStates;
|
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public Animator PlayerAnimator { get; private set; }
|
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public CharacterController CharacterController => _characterController;
|
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|
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private void Awake()
|
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{
|
||||
PlayerAnimator = GetComponent<Animator>();
|
||||
_characterController = GetComponent<CharacterController>();
|
||||
if (joystick == null)
|
||||
{
|
||||
joystick = FindObjectOfType<FixedJoystick>();
|
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}
|
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}
|
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|
||||
private void Start()
|
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{
|
||||
// 상태 초기화
|
||||
_playerStateIdle = new PlayerStateIdle();
|
||||
_playerStateMove = new PlayerStateMove();
|
||||
|
||||
_playerStates = new Dictionary<PlayerState, IPlayerState>
|
||||
{
|
||||
{ PlayerState.Idle, _playerStateIdle },
|
||||
{ PlayerState.Move, _playerStateMove },
|
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};
|
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|
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PlayerInit();
|
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}
|
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|
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private void Update()
|
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{
|
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if (CurrentState != PlayerState.None)
|
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{
|
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_playerStates[CurrentState].Update();
|
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}
|
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}
|
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|
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#region 초기화 관련
|
||||
|
||||
private void PlayerInit()
|
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{
|
||||
SetState(PlayerState.Idle);
|
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|
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InstantiateWeapon();
|
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weapon.SetActive(_isBattle);
|
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}
|
||||
|
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private void InstantiateWeapon()
|
||||
{
|
||||
if (weapon == null)
|
||||
{
|
||||
GameObject weaponObject = Resources.Load<GameObject>("Player/Weapon/Chopstick");
|
||||
weapon = Instantiate(weaponObject, rightHandTransform);
|
||||
// .GetComponent<WeaponController>();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
public void SetState(PlayerState state)
|
||||
{
|
||||
if (CurrentState != PlayerState.None)
|
||||
{
|
||||
_playerStates[CurrentState].Exit();
|
||||
}
|
||||
CurrentState = state;
|
||||
_playerStates[CurrentState].Enter(this);
|
||||
}
|
||||
|
||||
public void SwitchBattleMode()
|
||||
{
|
||||
_isBattle = !_isBattle;
|
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weapon.SetActive(_isBattle);
|
||||
}
|
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}
|
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67
Assets/JAY/Scripts/PlayerControllerEditor.cs
Normal file
67
Assets/JAY/Scripts/PlayerControllerEditor.cs
Normal file
@ -0,0 +1,67 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
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|
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[CustomEditor(typeof(PlayerController))]
|
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public class PlayerControllerEditor : Editor
|
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{
|
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public override void OnInspectorGUI()
|
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{
|
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// 기본 인스펙터를 그리기
|
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base.OnInspectorGUI();
|
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|
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// 타겟 컴포넌트 참조 가져오기
|
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PlayerController playerController = (PlayerController)target;
|
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|
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// 여백 추가
|
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EditorGUILayout.Space();
|
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EditorGUILayout.LabelField("상태 디버그 정보", EditorStyles.boldLabel);
|
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|
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|
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EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
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EditorGUILayout.LabelField("현재 상태", playerController.CurrentState.ToString(),
|
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EditorStyles.boldLabel);
|
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EditorGUILayout.EndVertical();
|
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|
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// 지면 접촉 상태
|
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GUI.backgroundColor = Color.white;
|
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EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("캐릭터 디버그 정보", EditorStyles.boldLabel);
|
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// GUI.enabled = false;
|
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// EditorGUILayout.Toggle("지면 접촉", playerController.IsGrounded);
|
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// GUI.enabled = true;
|
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|
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// 강제로 상태 변경 버튼
|
||||
EditorGUILayout.BeginHorizontal();
|
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|
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if (GUILayout.Button("BattleMode"))
|
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playerController.SwitchBattleMode();
|
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// if (GUILayout.Button("Attack"))
|
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// playerController.SetState(PlayerState.Attack);
|
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// if (GUILayout.Button("Hit"))
|
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// playerController.SetState(PlayerState.Hit);
|
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// if (GUILayout.Button("Dead"))
|
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// playerController.SetState(PlayerState.Dead);
|
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|
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EditorGUILayout.EndHorizontal();
|
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}
|
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|
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private void OnEnable()
|
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{
|
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EditorApplication.update += OnEditorUpdate;
|
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}
|
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|
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private void OnDisable()
|
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{
|
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EditorApplication.update -= OnEditorUpdate;
|
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}
|
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|
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private void OnEditorUpdate()
|
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{
|
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if (target != null)
|
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Repaint();
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}
|
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}
|
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Assets/JAY/Scripts/PlayerState/IPlayerState.cs
Normal file
9
Assets/JAY/Scripts/PlayerState/IPlayerState.cs
Normal file
@ -0,0 +1,9 @@
|
||||
public interface IPlayerState
|
||||
{
|
||||
// 해당 상태로 진입했을 때 호출되는 메서드
|
||||
void Enter(PlayerController playerController);
|
||||
// 해당 상태에 머물러 있을 때 Update 주기로 호출되는 메서드
|
||||
void Update();
|
||||
// 해당 상태에서 빠져 나갈 때 호출되는 메서드
|
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void Exit();
|
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}
|
3
Assets/JAY/Scripts/PlayerState/IPlayerState.cs.meta
Normal file
3
Assets/JAY/Scripts/PlayerState/IPlayerState.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 80d0d284b37a49eeb7376c3b07207f0c
|
||||
timeCreated: 1744941077
|
30
Assets/JAY/Scripts/PlayerState/PlayerStateIdle.cs
Normal file
30
Assets/JAY/Scripts/PlayerState/PlayerStateIdle.cs
Normal file
@ -0,0 +1,30 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerStateIdle : IPlayerState
|
||||
{
|
||||
private PlayerController _playerController;
|
||||
|
||||
public void Enter(PlayerController playerController)
|
||||
{
|
||||
_playerController = playerController;
|
||||
// _playerController.Animator.SetBool("Idle", true);
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
float inputHorizontal = _playerController.joystick.Horizontal;
|
||||
float inputVertical = _playerController.joystick.Vertical;
|
||||
|
||||
// 이동
|
||||
if (inputHorizontal != 0 || inputVertical != 0)
|
||||
{
|
||||
_playerController.SetState(PlayerState.Move);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
public void Exit()
|
||||
{
|
||||
_playerController = null;
|
||||
}
|
||||
}
|
3
Assets/JAY/Scripts/PlayerState/PlayerStateIdle.cs.meta
Normal file
3
Assets/JAY/Scripts/PlayerState/PlayerStateIdle.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9da273f1a9ed4537b36c546a1c9cc390
|
||||
timeCreated: 1744942131
|
66
Assets/JAY/Scripts/PlayerState/PlayerStateMove.cs
Normal file
66
Assets/JAY/Scripts/PlayerState/PlayerStateMove.cs
Normal file
@ -0,0 +1,66 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerStateMove : IPlayerState
|
||||
{
|
||||
private static readonly int Move = Animator.StringToHash("Move");
|
||||
private PlayerController _playerController;
|
||||
private Vector3 _gravityVelocity;
|
||||
|
||||
public void Enter(PlayerController playerController)
|
||||
{
|
||||
_playerController = playerController;
|
||||
_playerController.PlayerAnimator.SetBool(Move, true);
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
float inputHorizontal = _playerController.joystick.Horizontal;
|
||||
float inputVertical = _playerController.joystick.Vertical;
|
||||
|
||||
// 이동
|
||||
if (inputHorizontal != 0 || inputVertical != 0)
|
||||
{
|
||||
HandleMovement();
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
_playerController.SetState(PlayerState.Idle);
|
||||
}
|
||||
}
|
||||
|
||||
public void Exit()
|
||||
{
|
||||
_playerController.PlayerAnimator.SetBool(Move, false);
|
||||
_playerController = null;
|
||||
}
|
||||
|
||||
private void HandleMovement()
|
||||
{
|
||||
float inputHorizontal = _playerController.joystick.Horizontal;
|
||||
float inputVertical = _playerController.joystick.Vertical;
|
||||
|
||||
Vector3 moveDir = new Vector3(inputHorizontal, 0, inputVertical);
|
||||
Vector3 move = moveDir.normalized * _playerController.moveSpeed;
|
||||
|
||||
// 회전
|
||||
if (moveDir.magnitude > 0.1f)
|
||||
{
|
||||
Quaternion toRotation = Quaternion.LookRotation(moveDir, Vector3.up);
|
||||
_playerController.transform.rotation = Quaternion.Slerp(_playerController.transform.rotation, toRotation, Time.deltaTime * 10f);
|
||||
}
|
||||
|
||||
// 중력 처리
|
||||
if (_playerController.CharacterController.isGrounded && _gravityVelocity.y < 0)
|
||||
{
|
||||
_gravityVelocity.y = -0.1f;
|
||||
}
|
||||
|
||||
_gravityVelocity.y += _playerController.gravity * Time.deltaTime;
|
||||
|
||||
Vector3 finalMove = (move + _gravityVelocity) * Time.deltaTime;
|
||||
_playerController.CharacterController.Move(finalMove);
|
||||
|
||||
// _playerController.PlayerAnimator.SetFloat("Move", _playerController.CharacterController.velocity.magnitude);
|
||||
}
|
||||
}
|
3
Assets/JAY/Scripts/PlayerState/PlayerStateMove.cs.meta
Normal file
3
Assets/JAY/Scripts/PlayerState/PlayerStateMove.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1399a67446d14e10bbee938def76d41a
|
||||
timeCreated: 1744942268
|
8
Assets/KSH.meta
Normal file
8
Assets/KSH.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8899b70334c78204fb97b6da706ac4c6
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
43
Assets/KSH/GameConstants.cs
Normal file
43
Assets/KSH/GameConstants.cs
Normal file
@ -0,0 +1,43 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
// 행동 타입
|
||||
public enum ActionType
|
||||
{
|
||||
Sleep, // 8시 기상
|
||||
OverSlept, // 결근-늦잠
|
||||
ForcedSleep, // 탈진(체력 0)
|
||||
Eat,
|
||||
Work,
|
||||
Dungeon,
|
||||
Housework, // 집안일
|
||||
OvertimeWork, // 야근
|
||||
TeamDinner, // 회식
|
||||
Absence // 결근
|
||||
}
|
||||
|
||||
public class GameConstants
|
||||
{
|
||||
// 기본 스탯 값
|
||||
public float baseHealth = 8f;
|
||||
public float baseTime = 8f;
|
||||
public float baseReputation = 2f;
|
||||
|
||||
// 스탯 한계 값
|
||||
public float maxHealth = 10f;
|
||||
public float maxTime = 24f;
|
||||
public float maxReputation = 10f;
|
||||
|
||||
// 체력 회복 한계 값
|
||||
public float limitRecover = 8.0f;
|
||||
|
||||
// 기상 시간
|
||||
public float wakeUpTime = 8.0f;
|
||||
|
||||
// 수면 이벤트 강제 값
|
||||
public float forcedValue = 999f;
|
||||
|
||||
// 날짜 한계 값
|
||||
public static int maxDays = 7;
|
||||
}
|
11
Assets/KSH/GameConstants.cs.meta
Normal file
11
Assets/KSH/GameConstants.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1e1682026c3858a4f8974675387aaf5a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
89
Assets/KSH/GameManager.cs
Normal file
89
Assets/KSH/GameManager.cs
Normal file
@ -0,0 +1,89 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class GameManager : Singleton<GameManager>
|
||||
{
|
||||
[SerializeField] private PlayerStats playerStats;
|
||||
|
||||
private Canvas _canvas;
|
||||
|
||||
// 게임 진행 상태
|
||||
private int currentDay = 1;
|
||||
public int CurrentDay => currentDay;
|
||||
private int maxDays = GameConstants.maxDays;
|
||||
|
||||
// 날짜 변경 이벤트, 추후에 UI 상의 날짜를 변경할 때 사용
|
||||
public event Action<int> OnDayChanged;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// 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;
|
||||
}
|
||||
|
||||
// 날짜 진행
|
||||
public void AdvanceDay()
|
||||
{
|
||||
currentDay++;
|
||||
OnDayChanged?.Invoke(currentDay);
|
||||
|
||||
// 최대 일수 도달 체크
|
||||
if (currentDay > maxDays)
|
||||
{
|
||||
TriggerTimeEnding();
|
||||
}
|
||||
}
|
||||
|
||||
// 엔딩 트리거
|
||||
private void TriggerTimeEnding()
|
||||
{
|
||||
// TODO: 엔딩 처리 로직
|
||||
Debug.Log("7일이 지나 게임이 종료됩니다.");
|
||||
}
|
||||
|
||||
public void ChangeToGameScene()
|
||||
{
|
||||
SceneManager.LoadScene("Game"); // 던전 Scene
|
||||
}
|
||||
|
||||
public void ChangeToMainScene()
|
||||
{
|
||||
SceneManager.LoadScene("Housing"); // Home Scene
|
||||
}
|
||||
|
||||
// TODO: Open Setting Panel 등 Panel 처리
|
||||
|
||||
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||
{
|
||||
// TODO: 씬 로드 시 동작 구현. ex: BGM 변경
|
||||
|
||||
// UI용 Canvas 찾기
|
||||
// _canvas = GameObject.FindObjectOfType<Canvas>();
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (playerStats != null)
|
||||
{
|
||||
playerStats.OnDayEnded -= AdvanceDay; // 이벤트 구독 해제
|
||||
}
|
||||
}
|
||||
|
||||
private void OnApplicationQuit()
|
||||
{
|
||||
// TODO: 게임 종료 시 로직 추가
|
||||
}
|
||||
}
|
11
Assets/KSH/GameManager.cs.meta
Normal file
11
Assets/KSH/GameManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 450038edae05f9b4d94ff56c62444048
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
196
Assets/KSH/PlayerStats.cs
Normal file
196
Assets/KSH/PlayerStats.cs
Normal file
@ -0,0 +1,196 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
public class PlayerStats : MonoBehaviour
|
||||
{
|
||||
private GameConstants _gameConstants;
|
||||
private ValueByAction _valueByAction;
|
||||
|
||||
public float TimeStat { get; private set; }
|
||||
public float HealthStat { get; private set; }
|
||||
public float ReputationStat { get; private set; }
|
||||
|
||||
public event Action OnDayEnded;
|
||||
public event Action Exhaustion; // 탈진
|
||||
public event Action Overslept; // 결근(늦잠)
|
||||
public event Action ZeroReputation; // 평판 0 이벤트
|
||||
|
||||
private float previousAddHealth = 0f;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_gameConstants = new GameConstants();
|
||||
_valueByAction = new ValueByAction();
|
||||
_valueByAction.Initialize(); // 값 초기화
|
||||
|
||||
HealthStat = _gameConstants.baseHealth;
|
||||
TimeStat = _gameConstants.baseTime;
|
||||
ReputationStat = _gameConstants.baseReputation;
|
||||
}
|
||||
|
||||
// 현재 체력으로 해당 행동이 가능한 지 확인
|
||||
public bool CanPerformByHealth(ActionType actionType)
|
||||
{
|
||||
ActionEffect effect = _valueByAction.GetActionEffect(actionType);
|
||||
|
||||
if (HealthStat >= effect.healthChange)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// 행동 처리 메서드
|
||||
public void PerformAction(ActionType actionType)
|
||||
{
|
||||
// 액션에 따른 스탯 소모 값 가져오기
|
||||
ActionEffect effect = _valueByAction.GetActionEffect(actionType);
|
||||
|
||||
// 스탯 변경 적용
|
||||
ModifyTime(effect.timeChange, actionType);
|
||||
ModifyHealth(effect.healthChange);
|
||||
ModifyReputation(effect.reputationChange);
|
||||
}
|
||||
|
||||
// 출근 가능 여부 확인 메서드
|
||||
public bool CanWork()
|
||||
{
|
||||
bool isTimeToWork = TimeStat is >= 8.0f and < 9.0f; // 8시에서 9시 사이만 true
|
||||
bool isCanPerformWork = CanPerformByHealth(ActionType.Work); // 체력상 가능한지 확인
|
||||
|
||||
return isTimeToWork && isCanPerformWork;
|
||||
}
|
||||
|
||||
// 하루 종료 처리
|
||||
private void EndDay(float time, ActionType actionType) //bool isForced? 해서 true면 강제 수면이라 8시에 깨는
|
||||
{
|
||||
bool isDayEnded = false;
|
||||
|
||||
// 수면 행동 처리
|
||||
if (actionType == ActionType.Sleep || actionType == ActionType.TeamDinner) // 다음 날 오전 8시 기상
|
||||
{
|
||||
// 다음 날 오전 8시 - 현재 시간 값
|
||||
float nowTime = TimeStat - time;
|
||||
float remainTime = CalculateTimeToWakeUp(nowTime);
|
||||
|
||||
TimeStat = _gameConstants.baseTime; // 아침 8시 기상
|
||||
|
||||
// 체력 회복
|
||||
ModifyHealth(remainTime);
|
||||
|
||||
// 일반 수면의 경우, 시간이 8시 이후일 때만 하루가 종료된 것으로 판단
|
||||
isDayEnded = nowTime >= 8.0f;
|
||||
|
||||
// 회복량이 8 이하면 늦잠 이벤트 발동
|
||||
if (remainTime < _gameConstants.limitRecover)
|
||||
{
|
||||
Debug.Log($"수면이 8시간 미만입니다. 수면 시간: {remainTime}");
|
||||
Overslept?.Invoke(); // 늦잠 이벤트
|
||||
}
|
||||
}
|
||||
else if (actionType == ActionType.OverSlept) // 늦잠, 오전 8시에 행동을 결정하기에 하루 지남 X
|
||||
{
|
||||
// 다음 날 오후 3~6시 사이 기상, 추가 체력 회복
|
||||
float randomWakeUpTime = Random.Range(15, 19);
|
||||
TimeStat = randomWakeUpTime;
|
||||
|
||||
// 추가 체력 회복
|
||||
float remainHealth = _gameConstants.limitRecover - previousAddHealth; // 체력 회복 총량 8 - 이전 회복 값 = 총 8회복
|
||||
ModifyHealth(remainHealth);
|
||||
}
|
||||
else if (actionType == ActionType.ForcedSleep) // 탈진
|
||||
{
|
||||
// 오전 0~8시 사이에 잠들면 하루가 지나지 않은 것으로 처리
|
||||
float nowTime = TimeStat - time;
|
||||
bool isEarlyMorning = nowTime >= 0 && nowTime < 8;
|
||||
isDayEnded = !isEarlyMorning;
|
||||
|
||||
// 다음 날 오후 3~6시 사이 기상
|
||||
float randomWakeUpTime = Random.Range(15, 19);
|
||||
TimeStat = randomWakeUpTime;
|
||||
}
|
||||
else // 수면 이외의 행동
|
||||
{
|
||||
isDayEnded = true;
|
||||
TimeStat -= _gameConstants.maxTime;
|
||||
}
|
||||
|
||||
// 하루가 실제로 종료된 경우에만 이벤트 발생
|
||||
if (isDayEnded)
|
||||
{
|
||||
OnDayEnded?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
public float CalculateTimeToWakeUp(float timeStat)
|
||||
{
|
||||
float wakeUpTime = _gameConstants.wakeUpTime;
|
||||
if (timeStat < wakeUpTime) // 현재 시간이 0~7시 사이인 경우
|
||||
{
|
||||
// 당일 오전 8시까지 남은 시간
|
||||
return wakeUpTime - timeStat;
|
||||
}
|
||||
else
|
||||
{
|
||||
return ( wakeUpTime + 24f ) - timeStat; // 다음 날 오전 8시까지 남은 시간
|
||||
}
|
||||
}
|
||||
|
||||
// 행동에 따른 내부 스탯 변경 메서드
|
||||
public void ModifyTime(float time, ActionType actionType)
|
||||
{
|
||||
TimeStat += time;
|
||||
|
||||
if (TimeStat >= _gameConstants.maxTime)
|
||||
{
|
||||
EndDay(time, actionType);
|
||||
}
|
||||
}
|
||||
|
||||
public void ModifyHealth(float health)
|
||||
{
|
||||
previousAddHealth = health; // 이전 회복량 저장
|
||||
HealthStat += health;
|
||||
|
||||
// 혹시 모를 음수 값 처리
|
||||
if (HealthStat <= 0)
|
||||
{
|
||||
HealthStat = 0.0f;
|
||||
// 현재는 0 되자마자 발생하도록 처리하였는데 다른 방식으로의 처리가 필요하다면 말씀해주십시오.
|
||||
// 동작 이후에 스탯을 깎는다는 기준하에 작성하였습니다. (동작 전에는 CanPerformByHealth()를 통해 행동 가능 여부 판단)
|
||||
|
||||
// 탈진 이벤트 발생
|
||||
Debug.Log("탈진! 체력 0");
|
||||
Exhaustion?.Invoke();
|
||||
}
|
||||
|
||||
if (HealthStat > _gameConstants.maxHealth)
|
||||
{
|
||||
HealthStat = _gameConstants.maxHealth;
|
||||
}
|
||||
}
|
||||
|
||||
public void ModifyReputation(float reputation)
|
||||
{
|
||||
// float 연산 시 계산 오차가 발생할 수도 있기에 소수점 두 번째에서 반올림하도록 처리
|
||||
ReputationStat = Mathf.Round((ReputationStat + reputation) * 100f) / 100f;
|
||||
|
||||
if (ReputationStat <= 0)
|
||||
{
|
||||
Debug.Log("당신의 평판은 0입니다..;");
|
||||
ZeroReputation?.Invoke();
|
||||
ReputationStat = 0.0f;
|
||||
}
|
||||
|
||||
if (ReputationStat > _gameConstants.maxReputation)
|
||||
{
|
||||
ReputationStat = _gameConstants.maxReputation;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/KSH/PlayerStats.cs.meta
Normal file
11
Assets/KSH/PlayerStats.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8bccfaf46267e2544aa4bae52756f182
|
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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}
|
||||
userData:
|
||||
assetBundleName:
|
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assetBundleVariant:
|
45
Assets/KSH/Singleton.cs
Normal file
45
Assets/KSH/Singleton.cs
Normal file
@ -0,0 +1,45 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public abstract class Singleton<T> : MonoBehaviour where T : Component
|
||||
{
|
||||
private static T _instance;
|
||||
|
||||
public static T Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_instance == null)
|
||||
{
|
||||
_instance = FindObjectOfType<T>();
|
||||
if (_instance == null)
|
||||
{
|
||||
GameObject obj = new GameObject();
|
||||
obj.name = typeof(T).Name;
|
||||
_instance = obj.AddComponent<T>();
|
||||
}
|
||||
}
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (_instance == null)
|
||||
{
|
||||
_instance = this as T;
|
||||
DontDestroyOnLoad(gameObject); // obj가 destory 안되도록 설정
|
||||
|
||||
// 씬 전환시 호출되는 액션 메서드 할당
|
||||
SceneManager.sceneLoaded += OnSceneLoaded;
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
protected abstract void OnSceneLoaded(Scene scene, LoadSceneMode mode);
|
||||
}
|
11
Assets/KSH/Singleton.cs.meta
Normal file
11
Assets/KSH/Singleton.cs.meta
Normal file
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/KSH/TestCode.meta
Normal file
8
Assets/KSH/TestCode.meta
Normal file
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: 533241c82a79dcc46932391bf865ce21
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userData:
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assetBundleName:
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assetBundleVariant:
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103
Assets/KSH/TestCode/PlayerStatsTest.cs
Normal file
103
Assets/KSH/TestCode/PlayerStatsTest.cs
Normal file
@ -0,0 +1,103 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerStatsTest : MonoBehaviour
|
||||
{
|
||||
[Header("현재 스탯")]
|
||||
[SerializeField, ReadOnly] private float currentTime;
|
||||
[SerializeField, ReadOnly] private float currentHealth;
|
||||
[SerializeField, ReadOnly] private float currentReputation;
|
||||
[SerializeField, ReadOnly] private int currentDay;
|
||||
|
||||
[Header("테스트 액션")]
|
||||
[Tooltip("액션을 선택하고 체크박스를 체크하여 실행")]
|
||||
[SerializeField] private ActionType actionToTest;
|
||||
[SerializeField] private bool executeAction;
|
||||
|
||||
// 컴포넌트 참조
|
||||
[Header("필수 참조")]
|
||||
[SerializeField] private PlayerStats playerStats;
|
||||
[SerializeField] private GameManager gameManager;
|
||||
|
||||
// ReadOnly 속성 (인스펙터에서 수정 불가능하게 만듦)
|
||||
public class ReadOnlyAttribute : PropertyAttribute { }
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// 참조 찾기 (없을 경우)
|
||||
if (playerStats == null)
|
||||
{
|
||||
playerStats = FindObjectOfType<PlayerStats>();
|
||||
Debug.Log("PlayerStats를 찾아 참조했습니다.");
|
||||
}
|
||||
|
||||
if (gameManager == null)
|
||||
{
|
||||
gameManager = FindObjectOfType<GameManager>();
|
||||
Debug.Log("GameManager를 찾아 참조했습니다.");
|
||||
}
|
||||
|
||||
// 초기 스탯 표시 업데이트
|
||||
UpdateStatsDisplay();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
// 매 프레임마다 스탯 업데이트
|
||||
UpdateStatsDisplay();
|
||||
|
||||
// 체크박스가 체크되면 선택된 액션 실행
|
||||
if (executeAction)
|
||||
{
|
||||
ExecuteSelectedAction();
|
||||
executeAction = false; // 체크박스 초기화
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateStatsDisplay()
|
||||
{
|
||||
// 참조 확인 후 스탯 업데이트
|
||||
if (playerStats != null)
|
||||
{
|
||||
currentTime = playerStats.TimeStat;
|
||||
currentHealth = playerStats.HealthStat;
|
||||
currentReputation = playerStats.ReputationStat;
|
||||
|
||||
// GameManager에서 날짜 정보 가져오기
|
||||
if (gameManager != null)
|
||||
{
|
||||
currentDay = gameManager.CurrentDay;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("GameManager 참조가 없습니다.");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("PlayerStats 참조가 없습니다.");
|
||||
}
|
||||
}
|
||||
|
||||
private void ExecuteSelectedAction()
|
||||
{
|
||||
if (playerStats != null)
|
||||
{
|
||||
// 선택한 액션 실행
|
||||
playerStats.PerformAction(actionToTest);
|
||||
UpdateStatsDisplay();
|
||||
Debug.Log($"액션 실행: {actionToTest}");
|
||||
|
||||
// 콘솔에 현재 스탯 정보 출력
|
||||
Debug.Log($"현재 스탯 - 시간: {currentTime}, 체력: {currentHealth}, 평판: {currentReputation}, 날짜: {currentDay}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("PlayerStats 참조가 없어 액션을 실행할 수 없습니다.");
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/KSH/TestCode/PlayerStatsTest.cs.meta
Normal file
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Normal file
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Assets/KSH/TestCode/Test.prefab
Normal file
3
Assets/KSH/TestCode/Test.prefab
Normal file
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||||
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|
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60
Assets/KSH/ValueByAction.cs
Normal file
60
Assets/KSH/ValueByAction.cs
Normal file
@ -0,0 +1,60 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
// 각 액션이 스탯에 미치는 영향을 담는 간단한 구조체
|
||||
public struct ActionEffect
|
||||
{
|
||||
public float timeChange;
|
||||
public float healthChange;
|
||||
public float reputationChange;
|
||||
|
||||
public ActionEffect(float time, float health, float reputation)
|
||||
{
|
||||
timeChange = time;
|
||||
healthChange = health;
|
||||
reputationChange = reputation;
|
||||
}
|
||||
}
|
||||
|
||||
public class ValueByAction
|
||||
{
|
||||
private GameConstants _gameConstants;
|
||||
private Dictionary<ActionType, ActionEffect> actionEffects;
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
_gameConstants = new GameConstants();
|
||||
InitializeActionEffects();
|
||||
}
|
||||
|
||||
private void InitializeActionEffects()
|
||||
{
|
||||
actionEffects = new Dictionary<ActionType, ActionEffect>
|
||||
{
|
||||
// 기본 액션들, 효과(시간, 체력, 평판 순)
|
||||
{ ActionType.Sleep, new ActionEffect(_gameConstants.forcedValue, 0, 0) }, // 8시 강제 기상
|
||||
{ ActionType.OverSlept, new ActionEffect(_gameConstants.forcedValue, 0, 0) }, // 결근 (오후 3~6시 기상)
|
||||
{ ActionType.ForcedSleep, new ActionEffect(_gameConstants.forcedValue, 4, 0) }, // 탈진
|
||||
{ ActionType.Eat, new ActionEffect(+1.0f, +1.0f, 0) },
|
||||
{ ActionType.Work, new ActionEffect(+10.0f, -3.0f, +0.2f) }, // 8to6: 10시간
|
||||
{ ActionType.Dungeon, new ActionEffect(+3.0f, -3.0f, 0) },
|
||||
{ ActionType.Housework, new ActionEffect(+1.0f, -1.0f, +0.2f) },
|
||||
{ ActionType.OvertimeWork, new ActionEffect(+4.0f, -5.0f, +1.0f) },
|
||||
{ ActionType.TeamDinner, new ActionEffect(_gameConstants.forcedValue, _gameConstants.forcedValue, 0) }, // 수면 강제(8시 기상) 후 최대 체력
|
||||
{ ActionType.Absence, new ActionEffect(0, 0, -3.0f) }
|
||||
};
|
||||
}
|
||||
|
||||
// 액션에 따른 효과(스탯 가감)
|
||||
public ActionEffect GetActionEffect(ActionType actionType)
|
||||
{
|
||||
if (actionEffects.TryGetValue(actionType, out ActionEffect effect))
|
||||
{
|
||||
return effect;
|
||||
}
|
||||
|
||||
// 없으면 기본값 반환
|
||||
return new ActionEffect(0, 0, 0);
|
||||
}
|
||||
}
|
11
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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