From b0ab2e8696a5d030efaccf740fff781888ffe36a Mon Sep 17 00:00:00 2001 From: HaeinLEE Date: Mon, 21 Apr 2025 09:51:02 +0900 Subject: [PATCH] =?UTF-8?q?[Style]=20=ED=81=B4=EB=9E=98=EC=8A=A4=EB=AA=85?= =?UTF-8?q?=20=EC=88=98=EC=A0=95?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../LIN/DailyRoutine/InteractionController.cs | 37 ++++++++++--------- ...sManager.cs => HousingCanvasController.cs} | 2 +- ...s.meta => HousingCanvasController.cs.meta} | 0 Assets/LIN/Prefabs/Canvas.prefab | 3 ++ Assets/LIN/Prefabs/Canvas.prefab.meta | 7 ++++ 5 files changed, 30 insertions(+), 19 deletions(-) rename Assets/LIN/{HousingCanvasManager.cs => HousingCanvasController.cs} (96%) rename Assets/LIN/{HousingCanvasManager.cs.meta => HousingCanvasController.cs.meta} (100%) create mode 100644 Assets/LIN/Prefabs/Canvas.prefab create mode 100644 Assets/LIN/Prefabs/Canvas.prefab.meta diff --git a/Assets/LIN/DailyRoutine/InteractionController.cs b/Assets/LIN/DailyRoutine/InteractionController.cs index 2a478ace..e881d06f 100644 --- a/Assets/LIN/DailyRoutine/InteractionController.cs +++ b/Assets/LIN/DailyRoutine/InteractionController.cs @@ -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; diff --git a/Assets/LIN/HousingCanvasManager.cs b/Assets/LIN/HousingCanvasController.cs similarity index 96% rename from Assets/LIN/HousingCanvasManager.cs rename to Assets/LIN/HousingCanvasController.cs index 5088ed37..ec3eb64e 100644 --- a/Assets/LIN/HousingCanvasManager.cs +++ b/Assets/LIN/HousingCanvasController.cs @@ -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; diff --git a/Assets/LIN/HousingCanvasManager.cs.meta b/Assets/LIN/HousingCanvasController.cs.meta similarity index 100% rename from Assets/LIN/HousingCanvasManager.cs.meta rename to Assets/LIN/HousingCanvasController.cs.meta diff --git a/Assets/LIN/Prefabs/Canvas.prefab b/Assets/LIN/Prefabs/Canvas.prefab new file mode 100644 index 00000000..c10c314f --- /dev/null +++ b/Assets/LIN/Prefabs/Canvas.prefab @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f4513c1eabd187a17621b1c24ead9f080e39a27360d3193d1053699a22953e9f +size 17758 diff --git a/Assets/LIN/Prefabs/Canvas.prefab.meta b/Assets/LIN/Prefabs/Canvas.prefab.meta new file mode 100644 index 00000000..f55fa0d4 --- /dev/null +++ b/Assets/LIN/Prefabs/Canvas.prefab.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d5664f5a156d8a0449b8b9a6deebd122 +PrefabImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: