[Style] 클래스명 수정

This commit is contained in:
HaeinLEE 2025-04-21 09:51:02 +09:00
parent f1ca9d0252
commit b0ab2e8696
5 changed files with 30 additions and 19 deletions

View File

@ -9,8 +9,9 @@ public class InteractionController : MonoBehaviour
{
[SerializeField] PlayerStats playerStats;
[SerializeField] LayerMask interactionLayerMask;
[FormerlySerializedAs("housingCanvasManager")]
[Header("UI 연동")]
[SerializeField] HousingCanvasManager housingCanvasManager;
[SerializeField] HousingCanvasController housingCanvasController;
// 상호작용 가능한 사물 범위에 들어올 때
private void OnCollisionEnter(Collision other)
@ -27,7 +28,7 @@ public class InteractionController : MonoBehaviour
{
if (interactionLayerMask == (interactionLayerMask | (1 << other.gameObject.layer)))
{
housingCanvasManager.HideInteractionButton();
housingCanvasController.HideInteractionButton();
}
}
@ -37,64 +38,64 @@ public class InteractionController : MonoBehaviour
switch (interactionType)
{
case ActionType.Sleep:
housingCanvasManager.ShowInteractionButton("침대에서 잘까?","숙면으로 시간 당 체력 1을 회복한다.", () =>
housingCanvasController.ShowInteractionButton("침대에서 잘까?","숙면으로 시간 당 체력 1을 회복한다.", () =>
{
if (playerStats.CanPerformByHealth(ActionType.Sleep))
{
playerStats.PerformAction(ActionType.Sleep);
housingCanvasManager.HideInteractionButton();
housingCanvasController.HideInteractionButton();
//TODO: 화면 전환 효과와 UI 업데이트 작업
}
else
{
housingCanvasManager.SetActionText("지금 체력으로 잘 수 없다..");
housingCanvasManager.SetDescriptionText();
housingCanvasController.SetActionText("지금 체력으로 잘 수 없다..");
housingCanvasController.SetDescriptionText();
}
});
break;
case ActionType.Housework:
housingCanvasManager.ShowInteractionButton("밀린 집안일을 처리할까?","체력 1을 사용하고 좋은일이 일어날지도 모른다", () =>
housingCanvasController.ShowInteractionButton("밀린 집안일을 처리할까?","체력 1을 사용하고 좋은일이 일어날지도 모른다", () =>
{
if (playerStats.CanPerformByHealth(ActionType.Housework))
{
playerStats.PerformAction(ActionType.Housework);
housingCanvasManager.HideInteractionButton();
housingCanvasController.HideInteractionButton();
//TODO: 집안일 후 랜덤 강화 효과 적용
}
else
{
housingCanvasManager.SetActionText("힘들어서 못해..");
housingCanvasManager.SetDescriptionText();
housingCanvasController.SetActionText("힘들어서 못해..");
housingCanvasController.SetDescriptionText();
}
});
break;
case ActionType.Dungeon:
housingCanvasManager.ShowInteractionButton("던전에 입장할까?","체력 3을 사용하고 3시간이 흐른다.", () =>
housingCanvasController.ShowInteractionButton("던전에 입장할까?","체력 3을 사용하고 3시간이 흐른다.", () =>
{
if (playerStats.CanPerformByHealth(ActionType.Dungeon))
{
playerStats.PerformAction(ActionType.Dungeon);
housingCanvasManager.HideInteractionButton();
housingCanvasController.HideInteractionButton();
}
else
{
housingCanvasManager.SetActionText("던전에 갈 체력이 되지 않아..");
housingCanvasManager.SetDescriptionText();
housingCanvasController.SetActionText("던전에 갈 체력이 되지 않아..");
housingCanvasController.SetDescriptionText();
}
});
break;
case ActionType.Work:
housingCanvasManager.ShowInteractionButton("출근한다.","체력 3을 사용하고 저녁 6시에나 돌아오겠지..", () =>
housingCanvasController.ShowInteractionButton("출근한다.","체력 3을 사용하고 저녁 6시에나 돌아오겠지..", () =>
{
if (playerStats.CanPerformByHealth(ActionType.Work))
{
playerStats.PerformAction(ActionType.Work);
housingCanvasManager.HideInteractionButton();
housingCanvasController.HideInteractionButton();
}
else
{
housingCanvasManager.SetActionText("도저히 출근할 체력이 안되는걸..?");
housingCanvasManager.SetDescriptionText();
housingCanvasController.SetActionText("도저히 출근할 체력이 안되는걸..?");
housingCanvasController.SetDescriptionText();
}
});
break;

View File

@ -4,7 +4,7 @@ using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class HousingCanvasManager : MonoBehaviour
public class HousingCanvasController : MonoBehaviour
{
[SerializeField] GameObject interactionButton;
[SerializeField] TMP_Text actionText;

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Assets/LIN/Prefabs/Canvas.prefab (Stored with Git LFS) Normal file

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: d5664f5a156d8a0449b8b9a6deebd122
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant: