[Style] 클래스명 수정
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@ -9,8 +9,9 @@ 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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[SerializeField] HousingCanvasManager housingCanvasManager;
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[SerializeField] HousingCanvasController housingCanvasController;
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// 상호작용 가능한 사물 범위에 들어올 때
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private void OnCollisionEnter(Collision other)
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@ -27,7 +28,7 @@ public class InteractionController : MonoBehaviour
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{
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if (interactionLayerMask == (interactionLayerMask | (1 << other.gameObject.layer)))
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{
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housingCanvasManager.HideInteractionButton();
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housingCanvasController.HideInteractionButton();
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}
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}
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@ -37,64 +38,64 @@ public class InteractionController : MonoBehaviour
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switch (interactionType)
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{
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case ActionType.Sleep:
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housingCanvasManager.ShowInteractionButton("침대에서 잘까?","숙면으로 시간 당 체력 1을 회복한다.", () =>
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housingCanvasController.ShowInteractionButton("침대에서 잘까?","숙면으로 시간 당 체력 1을 회복한다.", () =>
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{
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if (playerStats.CanPerformByHealth(ActionType.Sleep))
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{
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playerStats.PerformAction(ActionType.Sleep);
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housingCanvasManager.HideInteractionButton();
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housingCanvasController.HideInteractionButton();
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//TODO: 화면 전환 효과와 UI 업데이트 작업
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}
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else
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{
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housingCanvasManager.SetActionText("지금 체력으로 잘 수 없다..");
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housingCanvasManager.SetDescriptionText();
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housingCanvasController.SetActionText("지금 체력으로 잘 수 없다..");
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housingCanvasController.SetDescriptionText();
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}
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});
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break;
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case ActionType.Housework:
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housingCanvasManager.ShowInteractionButton("밀린 집안일을 처리할까?","체력 1을 사용하고 좋은일이 일어날지도 모른다", () =>
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housingCanvasController.ShowInteractionButton("밀린 집안일을 처리할까?","체력 1을 사용하고 좋은일이 일어날지도 모른다", () =>
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{
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if (playerStats.CanPerformByHealth(ActionType.Housework))
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{
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playerStats.PerformAction(ActionType.Housework);
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housingCanvasManager.HideInteractionButton();
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housingCanvasController.HideInteractionButton();
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//TODO: 집안일 후 랜덤 강화 효과 적용
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}
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else
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{
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housingCanvasManager.SetActionText("힘들어서 못해..");
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housingCanvasManager.SetDescriptionText();
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housingCanvasController.SetActionText("힘들어서 못해..");
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housingCanvasController.SetDescriptionText();
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}
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});
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break;
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case ActionType.Dungeon:
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housingCanvasManager.ShowInteractionButton("던전에 입장할까?","체력 3을 사용하고 3시간이 흐른다.", () =>
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housingCanvasController.ShowInteractionButton("던전에 입장할까?","체력 3을 사용하고 3시간이 흐른다.", () =>
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{
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if (playerStats.CanPerformByHealth(ActionType.Dungeon))
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{
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playerStats.PerformAction(ActionType.Dungeon);
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housingCanvasManager.HideInteractionButton();
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housingCanvasController.HideInteractionButton();
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}
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else
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{
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housingCanvasManager.SetActionText("던전에 갈 체력이 되지 않아..");
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housingCanvasManager.SetDescriptionText();
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housingCanvasController.SetActionText("던전에 갈 체력이 되지 않아..");
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housingCanvasController.SetDescriptionText();
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}
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});
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break;
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case ActionType.Work:
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housingCanvasManager.ShowInteractionButton("출근한다.","체력 3을 사용하고 저녁 6시에나 돌아오겠지..", () =>
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housingCanvasController.ShowInteractionButton("출근한다.","체력 3을 사용하고 저녁 6시에나 돌아오겠지..", () =>
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{
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if (playerStats.CanPerformByHealth(ActionType.Work))
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{
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playerStats.PerformAction(ActionType.Work);
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housingCanvasManager.HideInteractionButton();
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housingCanvasController.HideInteractionButton();
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}
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else
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{
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housingCanvasManager.SetActionText("도저히 출근할 체력이 안되는걸..?");
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housingCanvasManager.SetDescriptionText();
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housingCanvasController.SetActionText("도저히 출근할 체력이 안되는걸..?");
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housingCanvasController.SetDescriptionText();
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}
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});
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break;
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@ -4,7 +4,7 @@ using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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public class HousingCanvasManager : MonoBehaviour
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public class HousingCanvasController : MonoBehaviour
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{
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[SerializeField] GameObject interactionButton;
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[SerializeField] TMP_Text actionText;
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Assets/LIN/Prefabs/Canvas.prefab
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Assets/LIN/Prefabs/Canvas.prefab
(Stored with Git LFS)
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Assets/LIN/Prefabs/Canvas.prefab.meta
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Assets/LIN/Prefabs/Canvas.prefab.meta
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: d5664f5a156d8a0449b8b9a6deebd122
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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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