[Refact] 돌발 이벤트 발생 방식 수정

This commit is contained in:
HaeinLEE 2025-04-23 16:02:02 +09:00
parent 09f1882ce1
commit ed02ca4c27
5 changed files with 173 additions and 87 deletions

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@ -44,86 +44,51 @@ public class InteractionController : MonoBehaviour
// ActionType 별로 화면에 상호작용 내용 표시, 상호작용 버튼에 이벤트 작성
private void PopActionOnScreen(ActionType interactionType)
{
switch (interactionType)
HousingConstants.interactions.TryGetValue(interactionType, out var interactionTexts);
housingCanvasController.ShowInteractionButton(interactionTexts.ActionText,interactionTexts.DescriptionText,()=>
{
case ActionType.Sleep:
housingCanvasController.ShowInteractionButton("침대에서 잘까?","숙면으로 시간 당 체력 1을 회복한다.", () =>
if (playerStats.CanPerformByHealth(interactionType))
{
playerStats.PerformAction(interactionType);
// 출근에 해당하는 돌발 이벤트 호출
if (interactionType != ActionType.Work) return;
playerStats.OnWorked += SuddenAfterWorkEventHappen();
}
else
{
housingCanvasController.SetActionText(interactionTexts.LackOfHealth);
housingCanvasController.SetDescriptionText();
}
});
}
public Action SuddenEventHappen()
{
return null;
}
public Action SuddenAfterWorkEventHappen()
{
AfterWorkEvent afterWorkEvent = _suddenEventController.SuddenEventCalculator();
if (afterWorkEvent == AfterWorkEvent.None)
return null;
switch (afterWorkEvent)
{
case AfterWorkEvent.OvertimeWork:
housingCanvasController.ShowSuddenEventPanel("부장님이 퇴근을 안하셔.. 야근할까?", () =>
{
playerStats.PerformAction(ActionType.Sleep);
housingCanvasController.HideInteractionButton();
//TODO: 화면 전환 효과와 UI 업데이트 작업
//Todo: 컷씬과 스테이터스 변경
housingCanvasController.HideSuddenEventPanel();
});
break;
case ActionType.Housework:
housingCanvasController.ShowInteractionButton("밀린 집안일을 처리할까?","체력 1을 사용하고 좋은일이 일어날지도 모른다", () =>
case AfterWorkEvent.TeamGathering:
housingCanvasController.ShowSuddenEventPanel("갑자기 팀 회식이 잡혔다. 참석 해야 겠지?", () =>
{
if (playerStats.CanPerformByHealth(ActionType.Housework))
{
playerStats.PerformAction(ActionType.Housework);
housingCanvasController.HideInteractionButton();
//TODO: 집안일 후 랜덤 강화 효과 적용
}
else
{
housingCanvasController.SetActionText("힘들어서 못해..");
housingCanvasController.SetDescriptionText();
}
housingCanvasController.HideSuddenEventPanel();
});
break;
case ActionType.Dungeon:
housingCanvasController.ShowInteractionButton("던전에 입장할까?","체력 3을 사용하고 3시간이 흐른다.", () =>
{
if (playerStats.CanPerformByHealth(ActionType.Dungeon))
{
playerStats.PerformAction(ActionType.Dungeon);
housingCanvasController.HideInteractionButton();
}
else
{
housingCanvasController.SetActionText("던전에 갈 체력이 되지 않아..");
housingCanvasController.SetDescriptionText();
}
});
break;
case ActionType.Work:
housingCanvasController.ShowInteractionButton("출근한다.","체력 3을 사용하고 저녁 6시에나 돌아오겠지..", () =>
{
if (playerStats.CanPerformByHealth(ActionType.Work))
{
playerStats.PerformAction(ActionType.Work);
housingCanvasController.HideInteractionButton();
// playerStats.OnWorked += SuddenEventHappen();
//돌발 이벤트 랜덤 발생
AfterWorkEvent afterWorkEvent = _suddenEventController.SuddenEventCalculator();
if (afterWorkEvent == AfterWorkEvent.None)
return;
switch (afterWorkEvent)
{
case AfterWorkEvent.OvertimeWork:
housingCanvasController.ShowSuddenEventPanel("부장님이 퇴근을 안하셔.. 야근할까?", () =>
{
//Todo: 컷씬과 스테이터스 변경
housingCanvasController.HideSuddenEventPanel();
});
break;
case AfterWorkEvent.TeamGathering:
housingCanvasController.ShowSuddenEventPanel("갑자기 팀 회식이 잡혔다. 참석 해야 겠지?", () =>
{
housingCanvasController.HideSuddenEventPanel();
});
break;
}
}
else
{
housingCanvasController.SetActionText("도저히 출근할 체력이 안되는걸..?");
housingCanvasController.SetDescriptionText();
}
});
break;
default:
break;
}
return null;
}
}

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Assets/LIN/Housing Copy.unity (Stored with Git LFS)

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@ -83,5 +83,6 @@ public class HousingCanvasController : MonoBehaviour
public void OnClickInteractionButton()
{
OnInteractionButtonPressed?.Invoke();
HideInteractionButton();
}
}

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@ -1,4 +1,7 @@
//퇴근 후 발생할 수 있는 돌발 이벤트
using System.Collections.Generic;
public enum AfterWorkEvent
{
None,
@ -13,9 +16,34 @@ public static class HousingConstants
public static int AFTER_WORK_DENOMINATOR = 4;
#region MyRegion
#region
public static readonly Dictionary<ActionType, InteractionTexts> interactions =
new Dictionary<ActionType, InteractionTexts>
{
{ ActionType.Sleep, new InteractionTexts("침대에서 잘까?","숙면으로 시간 당 체력 1을 회복한다.", ".")},
{ ActionType.Housework, new InteractionTexts("밀린 집안일을 처리할까?","체력 1을 사용하고 좋은일이 일어날지도 모른다","힘들어서 못해..")},
{ ActionType.Dungeon, new InteractionTexts("던전에 입장할까?","체력 3을 사용하고 3시간이 흐른다.","던전에 갈 체력이 되지 않아..")},
{ ActionType.Work, new InteractionTexts("출근한다.","체력 3을 사용하고 저녁 6시에나 돌아오겠지..", "도저히 출근할 체력이 안되는걸..?")}
};
#endregion
public struct InteractionTexts
{
public string ActionText { get; private set; }
public string DescriptionText { get; private set; }
public string LackOfHealth { get; private set; }
public InteractionTexts(string actionText, string descriptionText, string lackOfHealth)
{
ActionText = actionText;
DescriptionText = descriptionText;
LackOfHealth = lackOfHealth;
}
}
}

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