Merge branch 'main' into DEG-21-던전-로직-구현
This commit is contained in:
commit
fc59d0c260
@ -30,12 +30,6 @@ public class EnemyControllerEditor : Editor
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|||||||
case EnemyState.Attack:
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case EnemyState.Attack:
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||||||
GUI.backgroundColor = new Color(1, 1, 0, 1f);
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GUI.backgroundColor = new Color(1, 1, 0, 1f);
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||||||
break;
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break;
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||||||
case EnemyState.Move:
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||||||
GUI.backgroundColor = new Color(0, 1, 1, 1f);
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||||||
break;
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||||||
case EnemyState.GetHit:
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||||||
GUI.backgroundColor = new Color(0.1f, 0.1f, 0.1f, 1f);
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||||||
break;
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||||||
case EnemyState.Dead:
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case EnemyState.Dead:
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||||||
GUI.backgroundColor = new Color(1, 0, 0, 1f);
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GUI.backgroundColor = new Color(1, 0, 0, 1f);
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||||||
break;
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break;
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||||||
@ -55,12 +49,10 @@ public class EnemyControllerEditor : Editor
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|||||||
EditorGUILayout.BeginHorizontal();
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("Idle")) enemyController.SetState(EnemyState.Idle);
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if (GUILayout.Button("Idle")) enemyController.SetState(EnemyState.Idle);
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||||||
if (GUILayout.Button("Trace")) enemyController.SetState(EnemyState.Trace);
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if (GUILayout.Button("Trace")) enemyController.SetState(EnemyState.Trace);
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if (GUILayout.Button("Attack")) enemyController.SetState(EnemyState.Attack);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.EndHorizontal();
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||||||
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.BeginHorizontal();
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||||||
if (GUILayout.Button("Move")) enemyController.SetState(EnemyState.Move);
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if (GUILayout.Button("Attack")) enemyController.SetState(EnemyState.Attack);
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||||||
if (GUILayout.Button("GetHit")) enemyController.SetState(EnemyState.GetHit);
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||||||
if (GUILayout.Button("Dead")) enemyController.SetState(EnemyState.Dead);
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if (GUILayout.Button("Dead")) enemyController.SetState(EnemyState.Dead);
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||||||
EditorGUILayout.EndHorizontal();
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EditorGUILayout.EndHorizontal();
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}
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}
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||||||
|
skeletonHasParents: 1
|
||||||
|
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
||||||
|
autoGenerateAvatarMappingIfUnspecified: 1
|
||||||
|
animationType: 2
|
||||||
|
humanoidOversampling: 1
|
||||||
|
avatarSetup: 0
|
||||||
|
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
||||||
|
importBlendShapeDeformPercent: 1
|
||||||
|
remapMaterialsIfMaterialImportModeIsNone: 0
|
||||||
|
additionalBone: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
3
Assets/JAY/Scripts/IPlayerAction.meta
Normal file
3
Assets/JAY/Scripts/IPlayerAction.meta
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0d821074393d4e97aa21ac0fb2cb40d9
|
||||||
|
timeCreated: 1745375836
|
6
Assets/JAY/Scripts/IPlayerAction/IPlayerAction.cs
Normal file
6
Assets/JAY/Scripts/IPlayerAction/IPlayerAction.cs
Normal file
@ -0,0 +1,6 @@
|
|||||||
|
public interface IPlayerAction {
|
||||||
|
void StartAction(PlayerController player);
|
||||||
|
void UpdateAction();
|
||||||
|
void EndAction();
|
||||||
|
bool IsActive { get; }
|
||||||
|
}
|
3
Assets/JAY/Scripts/IPlayerAction/IPlayerAction.cs.meta
Normal file
3
Assets/JAY/Scripts/IPlayerAction/IPlayerAction.cs.meta
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d66c33c9a4ef493f9522d78f41b3778f
|
||||||
|
timeCreated: 1745375851
|
58
Assets/JAY/Scripts/IPlayerAction/PlayerActionAttack.cs
Normal file
58
Assets/JAY/Scripts/IPlayerAction/PlayerActionAttack.cs
Normal file
@ -0,0 +1,58 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class PlayerActionAttack : IPlayerAction {
|
||||||
|
private PlayerController player;
|
||||||
|
private int comboStep = 1;
|
||||||
|
private bool comboQueued = false;
|
||||||
|
private bool canReceiveCombo = false;
|
||||||
|
|
||||||
|
public bool IsActive { get; private set; }
|
||||||
|
|
||||||
|
public void StartAction(PlayerController player) {
|
||||||
|
this.player = player;
|
||||||
|
IsActive = true;
|
||||||
|
comboStep = 1;
|
||||||
|
comboQueued = false;
|
||||||
|
PlayComboAnimation(comboStep);
|
||||||
|
player.PlayerAnimator.SetBool("Attack", true);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UpdateAction() {
|
||||||
|
if (Input.GetKeyDown(KeyCode.X) && canReceiveCombo) {
|
||||||
|
comboQueued = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void EndAction() {
|
||||||
|
player.PlayerAnimator.SetBool("Attack", false);
|
||||||
|
IsActive = false;
|
||||||
|
player = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void EnableCombo() {
|
||||||
|
canReceiveCombo = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DisableCombo() {
|
||||||
|
canReceiveCombo = false;
|
||||||
|
|
||||||
|
if (comboQueued && comboStep < 4) {
|
||||||
|
comboStep++;
|
||||||
|
PlayComboAnimation(comboStep);
|
||||||
|
comboQueued = false;
|
||||||
|
} else {
|
||||||
|
EndAction(); // 행동 종료
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void PlayComboAnimation(int step) {
|
||||||
|
player.PlayerAnimator.SetInteger("ComboStep", step);
|
||||||
|
|
||||||
|
// 무기에 콤보 단계 전달
|
||||||
|
var weapon = player.GetComponentInChildren<WeaponController>();
|
||||||
|
if (weapon != null)
|
||||||
|
{
|
||||||
|
weapon.SetComboStep(step);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0513c92d4bea436fb9be539a2f3ad0e3
|
||||||
|
timeCreated: 1745375880
|
@ -1,29 +1,32 @@
|
|||||||
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public enum PlayerState { None, Idle, Move, Attack, Hit, Dead }
|
public enum PlayerState { None, Idle, Move, Hit, Dead }
|
||||||
|
|
||||||
public class PlayerController : CharacterBase
|
public class PlayerController : CharacterBase, IObserver<GameObject>
|
||||||
{
|
{
|
||||||
// 외부 접근 가능 변수
|
// 외부 접근 가능 변수
|
||||||
[Header("Movement")]
|
|
||||||
[SerializeField] private float rotationSpeed = 10f;
|
|
||||||
|
|
||||||
[Header("Attach Points")]
|
[Header("Attach Points")]
|
||||||
[SerializeField] private Transform rightHandTransform;
|
[SerializeField] private Transform rightHandTransform;
|
||||||
[SerializeField] private Transform headTransform;
|
|
||||||
|
|
||||||
|
|
||||||
// 내부에서만 사용하는 변수
|
// 내부에서만 사용하는 변수
|
||||||
private CharacterController _characterController;
|
private CharacterController _characterController;
|
||||||
private bool _isBattle;
|
private bool _isBattle;
|
||||||
private GameObject weapon;
|
private GameObject weapon;
|
||||||
|
private WeaponController _weaponController;
|
||||||
|
|
||||||
|
private IPlayerState CurrentStateClass { get; set; }
|
||||||
|
private IPlayerAction currentAction;
|
||||||
|
|
||||||
// 상태 관련
|
// 상태 관련
|
||||||
private PlayerStateIdle _playerStateIdle;
|
private PlayerStateIdle _playerStateIdle;
|
||||||
private PlayerStateMove _playerStateMove;
|
private PlayerStateMove _playerStateMove;
|
||||||
|
|
||||||
|
// 행동 관련
|
||||||
|
private PlayerActionAttack attackAction;
|
||||||
|
|
||||||
// 외부에서도 사용하는 변수
|
// 외부에서도 사용하는 변수
|
||||||
public FixedJoystick joystick { get; private set; }
|
public FixedJoystick joystick { get; private set; }
|
||||||
public PlayerState CurrentState { get; private set; }
|
public PlayerState CurrentState { get; private set; }
|
||||||
@ -41,8 +44,10 @@ public class PlayerController : CharacterBase
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Start()
|
protected override void Start()
|
||||||
{
|
{
|
||||||
|
base.Start();
|
||||||
|
|
||||||
// 상태 초기화
|
// 상태 초기화
|
||||||
_playerStateIdle = new PlayerStateIdle();
|
_playerStateIdle = new PlayerStateIdle();
|
||||||
_playerStateMove = new PlayerStateMove();
|
_playerStateMove = new PlayerStateMove();
|
||||||
@ -53,6 +58,8 @@ public class PlayerController : CharacterBase
|
|||||||
{ PlayerState.Move, _playerStateMove },
|
{ PlayerState.Move, _playerStateMove },
|
||||||
};
|
};
|
||||||
|
|
||||||
|
attackAction = new PlayerActionAttack();
|
||||||
|
|
||||||
PlayerInit();
|
PlayerInit();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -62,6 +69,21 @@ public class PlayerController : CharacterBase
|
|||||||
{
|
{
|
||||||
_playerStates[CurrentState].Update();
|
_playerStates[CurrentState].Update();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 현재 액션이 활성화 되어 있으면 Update 호출
|
||||||
|
if (currentAction != null && currentAction.IsActive) {
|
||||||
|
currentAction.UpdateAction();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 공격 입력 처리
|
||||||
|
if (Input.GetKeyDown(KeyCode.X) && (currentAction == null || !currentAction.IsActive)) {
|
||||||
|
StartAttackAction();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StartAttackAction() {
|
||||||
|
currentAction = attackAction;
|
||||||
|
currentAction.StartAction(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
#region 초기화 관련
|
#region 초기화 관련
|
||||||
@ -71,7 +93,6 @@ public class PlayerController : CharacterBase
|
|||||||
SetState(PlayerState.Idle);
|
SetState(PlayerState.Idle);
|
||||||
|
|
||||||
InstantiateWeapon();
|
InstantiateWeapon();
|
||||||
weapon.SetActive(_isBattle);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void InstantiateWeapon()
|
private void InstantiateWeapon()
|
||||||
@ -80,11 +101,12 @@ public class PlayerController : CharacterBase
|
|||||||
{
|
{
|
||||||
GameObject weaponObject = Resources.Load<GameObject>("Player/Weapon/Chopstick");
|
GameObject weaponObject = Resources.Load<GameObject>("Player/Weapon/Chopstick");
|
||||||
weapon = Instantiate(weaponObject, rightHandTransform);
|
weapon = Instantiate(weaponObject, rightHandTransform);
|
||||||
// .GetComponent<WeaponController>();
|
_weaponController = weapon?.GetComponent<WeaponController>();
|
||||||
|
_weaponController?.Subscribe(this);
|
||||||
|
weapon?.SetActive(_isBattle);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
public void SetState(PlayerState state)
|
public void SetState(PlayerState state)
|
||||||
@ -94,7 +116,8 @@ public class PlayerController : CharacterBase
|
|||||||
_playerStates[CurrentState].Exit();
|
_playerStates[CurrentState].Exit();
|
||||||
}
|
}
|
||||||
CurrentState = state;
|
CurrentState = state;
|
||||||
_playerStates[CurrentState].Enter(this);
|
CurrentStateClass = _playerStates[state];
|
||||||
|
CurrentStateClass.Enter(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SwitchBattleMode()
|
public void SwitchBattleMode()
|
||||||
@ -102,4 +125,40 @@ public class PlayerController : CharacterBase
|
|||||||
_isBattle = !_isBattle;
|
_isBattle = !_isBattle;
|
||||||
weapon.SetActive(_isBattle);
|
weapon.SetActive(_isBattle);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Animation Event에서 호출될 메서드
|
||||||
|
public void SetAttackComboTrue() {
|
||||||
|
if (_weaponController.IsAttacking) return; // 이미 공격 중이면 실행 안함
|
||||||
|
|
||||||
|
if (currentAction == attackAction) {
|
||||||
|
attackAction.EnableCombo();
|
||||||
|
_weaponController.AttackStart();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetAttackComboFalse() {
|
||||||
|
if (currentAction == attackAction) {
|
||||||
|
attackAction.DisableCombo();
|
||||||
|
_weaponController.AttackEnd();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#region IObserver 관련
|
||||||
|
|
||||||
|
public void OnNext(GameObject value)
|
||||||
|
{
|
||||||
|
Debug.Log("무기 타격");
|
||||||
|
float playerAttackPower = _weaponController.AttackPower * attackPower; // 플레이어 공격 데미지(막타는 일반 데미지의 4배)
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnError(Exception error)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnCompleted()
|
||||||
|
{
|
||||||
|
_weaponController.Unsubscribe(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
}
|
}
|
||||||
|
@ -21,8 +21,7 @@ public class PlayerControllerEditor : Editor
|
|||||||
|
|
||||||
|
|
||||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||||
EditorGUILayout.LabelField("현재 상태", playerController.CurrentState.ToString(),
|
EditorGUILayout.LabelField("현재 상태", playerController.CurrentState.ToString(), EditorStyles.boldLabel);
|
||||||
EditorStyles.boldLabel);
|
|
||||||
EditorGUILayout.EndVertical();
|
EditorGUILayout.EndVertical();
|
||||||
|
|
||||||
|
|
||||||
@ -39,8 +38,6 @@ public class PlayerControllerEditor : Editor
|
|||||||
|
|
||||||
if (GUILayout.Button("BattleMode"))
|
if (GUILayout.Button("BattleMode"))
|
||||||
playerController.SwitchBattleMode();
|
playerController.SwitchBattleMode();
|
||||||
// if (GUILayout.Button("Attack"))
|
|
||||||
// playerController.SetState(PlayerState.Attack);
|
|
||||||
// if (GUILayout.Button("Hit"))
|
// if (GUILayout.Button("Hit"))
|
||||||
// playerController.SetState(PlayerState.Hit);
|
// playerController.SetState(PlayerState.Hit);
|
||||||
// if (GUILayout.Button("Dead"))
|
// if (GUILayout.Button("Dead"))
|
||||||
|
@ -7,7 +7,6 @@ public class PlayerStateIdle : IPlayerState
|
|||||||
public void Enter(PlayerController playerController)
|
public void Enter(PlayerController playerController)
|
||||||
{
|
{
|
||||||
_playerController = playerController;
|
_playerController = playerController;
|
||||||
// _playerController.Animator.SetBool("Idle", true);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Update()
|
public void Update()
|
||||||
@ -19,7 +18,6 @@ public class PlayerStateIdle : IPlayerState
|
|||||||
if (inputHorizontal != 0 || inputVertical != 0)
|
if (inputHorizontal != 0 || inputVertical != 0)
|
||||||
{
|
{
|
||||||
_playerController.SetState(PlayerState.Move);
|
_playerController.SetState(PlayerState.Move);
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -21,7 +21,6 @@ public class PlayerStateMove : IPlayerState
|
|||||||
if (inputHorizontal != 0 || inputVertical != 0)
|
if (inputHorizontal != 0 || inputVertical != 0)
|
||||||
{
|
{
|
||||||
HandleMovement();
|
HandleMovement();
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@ -60,7 +59,5 @@ public class PlayerStateMove : IPlayerState
|
|||||||
|
|
||||||
Vector3 finalMove = (move + _gravityVelocity) * Time.deltaTime;
|
Vector3 finalMove = (move + _gravityVelocity) * Time.deltaTime;
|
||||||
_playerController.CharacterController.Move(finalMove);
|
_playerController.CharacterController.Move(finalMove);
|
||||||
|
|
||||||
// _playerController.PlayerAnimator.SetFloat("Move", _playerController.CharacterController.velocity.magnitude);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
3
Assets/JAY/Scripts/Weapon.meta
Normal file
3
Assets/JAY/Scripts/Weapon.meta
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e8c373d7c1104f62b6ff1848bcc6b3f1
|
||||||
|
timeCreated: 1745283320
|
10
Assets/JAY/Scripts/Weapon/IObservable.cs
Normal file
10
Assets/JAY/Scripts/Weapon/IObservable.cs
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public interface IObservable<T>
|
||||||
|
{
|
||||||
|
public void Subscribe(IObserver<T> observer);
|
||||||
|
public void Unsubscribe(IObserver<T> observer);
|
||||||
|
public void Notify(T value);
|
||||||
|
}
|
3
Assets/JAY/Scripts/Weapon/IObservable.cs.meta
Normal file
3
Assets/JAY/Scripts/Weapon/IObservable.cs.meta
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7db2e89701864527b193c3c5b241ca76
|
||||||
|
timeCreated: 1745283381
|
11
Assets/JAY/Scripts/Weapon/IObserver.cs
Normal file
11
Assets/JAY/Scripts/Weapon/IObserver.cs
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public interface IObserver<T>
|
||||||
|
{
|
||||||
|
public void OnNext(T value);
|
||||||
|
public void OnError(Exception error);
|
||||||
|
public void OnCompleted();
|
||||||
|
}
|
3
Assets/JAY/Scripts/Weapon/IObserver.cs.meta
Normal file
3
Assets/JAY/Scripts/Weapon/IObserver.cs.meta
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 739f14653b804ce4a07632994722e3d6
|
||||||
|
timeCreated: 1745283352
|
186
Assets/JAY/Scripts/WeaponController.cs
Normal file
186
Assets/JAY/Scripts/WeaponController.cs
Normal file
@ -0,0 +1,186 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class WeaponController : MonoBehaviour, IObservable<GameObject>
|
||||||
|
{
|
||||||
|
[Serializable]
|
||||||
|
public class WeaponTriggerZone
|
||||||
|
{
|
||||||
|
public Vector3 position;
|
||||||
|
public float radius;
|
||||||
|
}
|
||||||
|
|
||||||
|
[SerializeField] private WeaponTriggerZone[] _triggerZones;
|
||||||
|
[SerializeField] private LayerMask targetLayerMask;
|
||||||
|
|
||||||
|
private List<IObserver<GameObject>> _observers = new List<IObserver<GameObject>>();
|
||||||
|
|
||||||
|
// 공격 데미지 처리
|
||||||
|
private int attackPower = 1;
|
||||||
|
private int _comboStep = 1;
|
||||||
|
public int AttackPower // 플레이어 공격 데미지
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
// 마지막 콤보일 경우 공격력 증가
|
||||||
|
return _comboStep == 4 ? attackPower * 4 : attackPower;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private PlayerController _playerController;
|
||||||
|
private bool _isAttacking = false;
|
||||||
|
public bool IsAttacking => _isAttacking;
|
||||||
|
|
||||||
|
// 충돌 처리
|
||||||
|
private Vector3[] _previousPositions;
|
||||||
|
private HashSet<Collider> _hitColliders;
|
||||||
|
private Ray _ray = new Ray();
|
||||||
|
private RaycastHit[] _hits = new RaycastHit[10];
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
if (_triggerZones == null || _triggerZones.Length == 0)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("Trigger Zones이 설정되지 않았습니다.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
_playerController = GetComponent<PlayerController>();
|
||||||
|
_previousPositions = new Vector3[_triggerZones.Length];
|
||||||
|
_hitColliders = new HashSet<Collider>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AttackStart()
|
||||||
|
{
|
||||||
|
if (_hitColliders == null)
|
||||||
|
{
|
||||||
|
Debug.LogError("_hitColliders가 null입니다. 무기를 들고 있는지 확인해 주세요!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
_isAttacking = true;
|
||||||
|
_hitColliders.Clear();
|
||||||
|
|
||||||
|
for (int i = 0; i < _triggerZones.Length; i++)
|
||||||
|
{
|
||||||
|
_previousPositions[i] = transform.position + transform.TransformVector(_triggerZones[i].position);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AttackEnd()
|
||||||
|
{
|
||||||
|
_isAttacking = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
if (_isAttacking)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < _triggerZones.Length; i++)
|
||||||
|
{
|
||||||
|
var worldPosition = transform.position +
|
||||||
|
transform.TransformVector(_triggerZones[i].position);
|
||||||
|
var direction = worldPosition - _previousPositions[i];
|
||||||
|
_ray.origin = _previousPositions[i];
|
||||||
|
_ray.direction = direction;
|
||||||
|
|
||||||
|
if (direction.magnitude < 0.01f) return;
|
||||||
|
|
||||||
|
var hitCount = Physics.SphereCastNonAlloc(_ray,
|
||||||
|
_triggerZones[i].radius, _hits,
|
||||||
|
direction.magnitude, targetLayerMask,
|
||||||
|
QueryTriggerInteraction.UseGlobal);
|
||||||
|
for (int j = 0; j < hitCount; j++)
|
||||||
|
{
|
||||||
|
var hit = _hits[j];
|
||||||
|
if (!_hitColliders.Contains(hit.collider))
|
||||||
|
{
|
||||||
|
_hitColliders.Add(hit.collider);
|
||||||
|
Notify(hit.collider.gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
_previousPositions[i] = worldPosition;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator ResumeTimeScale()
|
||||||
|
{
|
||||||
|
yield return new WaitForSecondsRealtime(10f);
|
||||||
|
Time.timeScale = 1f;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Subscribe(IObserver<GameObject> observer)
|
||||||
|
{
|
||||||
|
if (!_observers.Contains(observer))
|
||||||
|
{
|
||||||
|
_observers.Add(observer);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Unsubscribe(IObserver<GameObject> observer)
|
||||||
|
{
|
||||||
|
_observers.Remove(observer);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Notify(GameObject value)
|
||||||
|
{
|
||||||
|
foreach (var observer in _observers)
|
||||||
|
{
|
||||||
|
observer.OnNext(value);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
var copyObservers = new List<IObserver<GameObject>>(_observers);
|
||||||
|
foreach (var observer in copyObservers)
|
||||||
|
{
|
||||||
|
observer.OnCompleted();
|
||||||
|
}
|
||||||
|
_observers.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetComboStep(int step)
|
||||||
|
{
|
||||||
|
_comboStep = step;
|
||||||
|
}
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
|
||||||
|
private void OnDrawGizmos()
|
||||||
|
{
|
||||||
|
if (_triggerZones == null) return;
|
||||||
|
|
||||||
|
if (_isAttacking && _previousPositions != null)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < _triggerZones.Length; i++)
|
||||||
|
{
|
||||||
|
if (_triggerZones[i] == null) continue;
|
||||||
|
|
||||||
|
var worldPosition = transform.position +
|
||||||
|
transform.TransformVector(_triggerZones[i].position);
|
||||||
|
var direction = worldPosition - _previousPositions[i];
|
||||||
|
|
||||||
|
Gizmos.color = Color.green;
|
||||||
|
Gizmos.DrawWireSphere(worldPosition, _triggerZones[i].radius);
|
||||||
|
|
||||||
|
Gizmos.color = Color.red;
|
||||||
|
Gizmos.DrawWireSphere(worldPosition + direction, _triggerZones[i].radius);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
foreach (var triggerZone in _triggerZones)
|
||||||
|
{
|
||||||
|
if (triggerZone == null) continue;
|
||||||
|
|
||||||
|
Gizmos.color = Color.green;
|
||||||
|
Gizmos.DrawSphere(triggerZone.position, triggerZone.radius);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
}
|
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Assets/JAY/Scripts/WeaponController.cs.meta
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Normal file
109
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||||||
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||||||
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||||||
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rigImportWarnings:
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||||||
|
animationImportErrors:
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||||||
|
animationImportWarnings:
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||||||
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animationRetargetingWarnings:
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||||||
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||||||
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||||||
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||||||
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||||||
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animationPositionError: 0.5
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||||||
|
animationScaleError: 0.5
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||||||
|
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||||||
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||||||
|
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||||||
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clipAnimations: []
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||||||
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||||||
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meshes:
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
|
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||||||
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||||||
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importBlendShapes: 1
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||||||
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||||||
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|
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
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Normal file
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BIN
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(Stored with Git LFS)
Normal file
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Normal file
Binary file not shown.
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Normal file
Binary file not shown.
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Normal file
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Normal file
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(Stored with Git LFS)
Normal file
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Normal file
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Normal file
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Normal file
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Normal file
Binary file not shown.
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Normal file
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Normal file
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assetBundleName:
|
||||||
|
assetBundleVariant:
|
BIN
Assets/JYY/Prefabs/Snow slash 1.prefab
(Stored with Git LFS)
Normal file
BIN
Assets/JYY/Prefabs/Snow slash 1.prefab
(Stored with Git LFS)
Normal file
Binary file not shown.
7
Assets/JYY/Prefabs/Snow slash 1.prefab.meta
Normal file
7
Assets/JYY/Prefabs/Snow slash 1.prefab.meta
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 03a874e2d684ee04a9729b8363fdbb9c
|
||||||
|
PrefabImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
BIN
Assets/JYY/Prefabs/[Enemy] PldDog.prefab
(Stored with Git LFS)
BIN
Assets/JYY/Prefabs/[Enemy] PldDog.prefab
(Stored with Git LFS)
Binary file not shown.
BIN
Assets/JYY/Scenes/MonsterTest.unity
(Stored with Git LFS)
BIN
Assets/JYY/Scenes/MonsterTest.unity
(Stored with Git LFS)
Binary file not shown.
@ -1,23 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using Unity.VisualScripting;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
|
|
||||||
public class JoystickPanelController : MonoBehaviour
|
|
||||||
{
|
|
||||||
public void OnClickAttackButton()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnClickDashButton()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnClickInteractionButton()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
8
Assets/KJM.meta
Normal file
8
Assets/KJM.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: dbfd37452c39a544895c4f842901be82
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
BIN
Assets/KJM/KJM.unity
(Stored with Git LFS)
Normal file
BIN
Assets/KJM/KJM.unity
(Stored with Git LFS)
Normal file
Binary file not shown.
7
Assets/KJM/KJM.unity.meta
Normal file
7
Assets/KJM/KJM.unity.meta
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fce4c0b08a429b64695c3c0aed06df0f
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
Assets/KJM/KJM_Test.meta
Normal file
8
Assets/KJM/KJM_Test.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: cf313a0298660aa4db16ced680557810
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
43
Assets/KJM/KJM_Test/Save.cs
Normal file
43
Assets/KJM/KJM_Test/Save.cs
Normal file
@ -0,0 +1,43 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
// 던전 관련 저장 데이터
|
||||||
|
[Serializable]
|
||||||
|
public class DungeonSave
|
||||||
|
{
|
||||||
|
// 강화 수치
|
||||||
|
public int attackLevel;
|
||||||
|
public int attackSpeedLevel;
|
||||||
|
public int heartLevel;
|
||||||
|
public int moveSpeedLevel;
|
||||||
|
public int evasionTimeLevel;
|
||||||
|
|
||||||
|
// 현재 진행 중인 스테이지
|
||||||
|
public int stageLevel;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 일상(자취방) 관련 저장 데이터
|
||||||
|
[Serializable]
|
||||||
|
public class HomeSave
|
||||||
|
{
|
||||||
|
// 일상 시간
|
||||||
|
public float time;
|
||||||
|
public int day;
|
||||||
|
|
||||||
|
// 체력 및 평판 수치
|
||||||
|
public float health;
|
||||||
|
public float reputation;
|
||||||
|
|
||||||
|
//이벤트
|
||||||
|
public bool isEvent;
|
||||||
|
public int mealCount;
|
||||||
|
public int houseworkCount;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 게임 전체 저장 구조
|
||||||
|
[Serializable]
|
||||||
|
public class Save
|
||||||
|
{
|
||||||
|
public HomeSave homeSave;
|
||||||
|
public DungeonSave dungeonSave;
|
||||||
|
}
|
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: a5765847dbef51e4f9bccde712eeda30
|
guid: 883ac325bc606014fa78662a7b7ec954
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
188
Assets/KJM/KJM_Test/SaveManager.cs
Normal file
188
Assets/KJM/KJM_Test/SaveManager.cs
Normal file
@ -0,0 +1,188 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.IO;
|
||||||
|
using CI.QuickSave;
|
||||||
|
using Unity.VisualScripting;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
public class SaveManager : Singleton<SaveManager>
|
||||||
|
{
|
||||||
|
private const string SaveFolder = "QuickSave";
|
||||||
|
private string MainSaveFilePath => GetSavePath("Save_Main");
|
||||||
|
private string BackupSaveFilePath => GetSavePath("Save_Backup");
|
||||||
|
|
||||||
|
|
||||||
|
private Save mainSave;
|
||||||
|
private Save backupSave;
|
||||||
|
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
Load(); //저장된 메인,백업 세이브를 로드
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Save()
|
||||||
|
{
|
||||||
|
if(JsonUtility.ToJson(mainSave) == JsonUtility.ToJson(StatManager.instance.ToSaveData())) //같은 상태는 저장되지 않음. 백업 덮어쓰기 방지.
|
||||||
|
return;
|
||||||
|
|
||||||
|
EnsureSaveExists();
|
||||||
|
|
||||||
|
backupSave = LoadMain(); //메인 세이브를 백업 세이브에 로드
|
||||||
|
SaveBackup(); //백업 세이브 저장
|
||||||
|
UpdateSaveInfo(); //세이브를 현재 정보로 업데이트
|
||||||
|
SaveMain(); //메인 세이브 저장
|
||||||
|
|
||||||
|
Debug.Log("세이브 되었습니다.");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Load()
|
||||||
|
{
|
||||||
|
EnsureSaveExists();
|
||||||
|
|
||||||
|
mainSave = LoadMain();
|
||||||
|
backupSave = LoadBackup();
|
||||||
|
|
||||||
|
StatManager.instance.loadSaveData2StataManager(mainSave);
|
||||||
|
|
||||||
|
Debug.Log("메인 로드" + mainSave.homeSave.reputation); //임시 코드
|
||||||
|
Debug.Log("백업 로드" + backupSave.homeSave.reputation); //임시 코드
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateSaveInfo()
|
||||||
|
{
|
||||||
|
mainSave = StatManager.instance.ToSaveData(); //스탯을 관리하는 클래스에 선언된 스탯 업데이트 함수를 호출
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SaveMain()
|
||||||
|
{
|
||||||
|
QuickSaveWriter.Create("Save_Main")
|
||||||
|
.Write("Main", mainSave)
|
||||||
|
.Commit();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SaveBackup()
|
||||||
|
{
|
||||||
|
QuickSaveWriter.Create("Save_Backup")
|
||||||
|
.Write("Backup", backupSave)
|
||||||
|
.Commit();
|
||||||
|
}
|
||||||
|
|
||||||
|
private Save LoadMain()
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
return QuickSaveReader.Create("Save_Main").Read<Save>("Main");
|
||||||
|
}
|
||||||
|
catch (System.Exception e)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("Main 세이브 로드 실패: " + e.Message);
|
||||||
|
|
||||||
|
// 백업 시도
|
||||||
|
if (QuickSaveRaw.Exists(BackupSaveFilePath))
|
||||||
|
{
|
||||||
|
Debug.LogWarning("백업 세이브로 복구 시도");
|
||||||
|
return LoadBackup();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 백업도 없을 경우 새 세이브 생성
|
||||||
|
Debug.LogError("세이브 전체 손상 → 새 세이브 생성");
|
||||||
|
return CreateNewSave();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private Save LoadBackup()
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
return QuickSaveReader.Create("Save_Backup").Read<Save>("Backup");
|
||||||
|
}
|
||||||
|
catch (System.Exception e)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("Backup 세이브 로드 실패: " + e.Message);
|
||||||
|
|
||||||
|
// 백업 시도
|
||||||
|
if (QuickSaveRaw.Exists(MainSaveFilePath))
|
||||||
|
{
|
||||||
|
Debug.LogWarning("메인 세이브로 복구 시도");
|
||||||
|
return LoadMain();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 메인도 없을 경우 새 세이브 생성
|
||||||
|
Debug.LogError("세이브 전체 손상 → 새 세이브 생성");
|
||||||
|
return CreateNewSave();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//더미 세이브 파일 생성
|
||||||
|
private Save CreateNewSave()
|
||||||
|
{
|
||||||
|
var fresh = StatManager.instance.ToSaveData();
|
||||||
|
SaveMain();
|
||||||
|
SaveBackup();
|
||||||
|
return fresh;
|
||||||
|
}
|
||||||
|
|
||||||
|
//세이브 파일의 존재 여부 확인
|
||||||
|
private void EnsureSaveExists()
|
||||||
|
{
|
||||||
|
if (!QuickSaveRaw.Exists(MainSaveFilePath)) // Save_Main 파일이 없을때
|
||||||
|
{
|
||||||
|
if (!QuickSaveRaw.Exists(BackupSaveFilePath)) //Save_Backup 파일도 존재하지 않을때
|
||||||
|
{
|
||||||
|
UpdateSaveInfo();
|
||||||
|
SaveMain(); //Save_Main 파일 생성
|
||||||
|
backupSave = LoadMain();
|
||||||
|
SaveBackup(); //Save_Backup 파일 생성
|
||||||
|
|
||||||
|
Debug.Log("세이브가 존재하지 않아 새로운 세이브를 생성했습니다.");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
mainSave = LoadBackup(); //백업을 메인으로 로드.
|
||||||
|
SaveMain();
|
||||||
|
Debug.Log("메인을 백업 세이브로 로드했습니다.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (!QuickSaveRaw.Exists(BackupSaveFilePath)) //Save_Backup 파일이 없을떄
|
||||||
|
{
|
||||||
|
backupSave = LoadMain();
|
||||||
|
SaveBackup();
|
||||||
|
Debug.Log("백업을 메인 세이브로 로드했습니다.");
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//세이브 파일 디렉토리 확인
|
||||||
|
private string GetSavePath(string fileNameWithoutExt)
|
||||||
|
{
|
||||||
|
string directory = Path.Combine(Application.persistentDataPath, SaveFolder);
|
||||||
|
|
||||||
|
// 폴더가 없다면 생성
|
||||||
|
if (!Directory.Exists(directory))
|
||||||
|
Directory.CreateDirectory(directory);
|
||||||
|
|
||||||
|
return Path.Combine(directory, fileNameWithoutExt + ".json");
|
||||||
|
}
|
||||||
|
|
||||||
|
// 씬이 바뀔 때 마다 자동저장
|
||||||
|
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||||
|
{
|
||||||
|
StartCoroutine(SaveAfterOneFrame());
|
||||||
|
}
|
||||||
|
|
||||||
|
//Start함수 이후에 호출되도록 1프레임 지연
|
||||||
|
IEnumerator SaveAfterOneFrame()
|
||||||
|
{
|
||||||
|
yield return null;
|
||||||
|
Save();
|
||||||
|
Debug.Log("자동저장 되었습니다.");
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
11
Assets/KJM/KJM_Test/SaveManager.cs.meta
Normal file
11
Assets/KJM/KJM_Test/SaveManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9c85bf88c19d95947bc288da9dfd85bf
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
120
Assets/KJM/KJM_Test/StatManager.cs
Normal file
120
Assets/KJM/KJM_Test/StatManager.cs
Normal file
@ -0,0 +1,120 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
using Random = UnityEngine.Random;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 테스트용 임시 클래스
|
||||||
|
/// </summary>
|
||||||
|
public class StatManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
public static StatManager instance;
|
||||||
|
|
||||||
|
public int attackLevel;
|
||||||
|
public int attackSpeedLevel;
|
||||||
|
public int heartLevel;
|
||||||
|
public int moveSpeedLevel;
|
||||||
|
public int evasionTimeLevel;
|
||||||
|
public int stageLevel;
|
||||||
|
|
||||||
|
public float time;
|
||||||
|
public int day;
|
||||||
|
public float health;
|
||||||
|
public float reputation;
|
||||||
|
|
||||||
|
public bool isEvent; //Todo 이벤트 여부 및 관련 조건들 추가
|
||||||
|
public int mealCount;
|
||||||
|
public int houseworkCount;
|
||||||
|
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
instance = this;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 스탯값 변화
|
||||||
|
/// </summary>
|
||||||
|
public void ChangeValue()
|
||||||
|
{
|
||||||
|
float floatValue = Random.Range(0f, 2f);
|
||||||
|
Debug.Log(floatValue);
|
||||||
|
int intValue = Random.Range(0, 10);
|
||||||
|
Debug.Log(intValue);
|
||||||
|
|
||||||
|
attackLevel = intValue;
|
||||||
|
attackSpeedLevel = intValue;
|
||||||
|
heartLevel = intValue;
|
||||||
|
moveSpeedLevel = intValue;
|
||||||
|
evasionTimeLevel = intValue;
|
||||||
|
stageLevel = intValue;
|
||||||
|
|
||||||
|
|
||||||
|
time = floatValue;
|
||||||
|
day = intValue;
|
||||||
|
health = floatValue;
|
||||||
|
reputation = floatValue;
|
||||||
|
|
||||||
|
isEvent = false;
|
||||||
|
mealCount = intValue;
|
||||||
|
houseworkCount = intValue;
|
||||||
|
|
||||||
|
Debug.Log("ChangeValue");
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 스탯값 반환
|
||||||
|
/// </summary>
|
||||||
|
/// <returns></returns>
|
||||||
|
public Save ToSaveData()
|
||||||
|
{
|
||||||
|
return new Save
|
||||||
|
{
|
||||||
|
dungeonSave = new DungeonSave
|
||||||
|
{
|
||||||
|
attackLevel = this.attackLevel,
|
||||||
|
attackSpeedLevel = this.attackSpeedLevel,
|
||||||
|
heartLevel = this.heartLevel,
|
||||||
|
moveSpeedLevel = this.moveSpeedLevel,
|
||||||
|
evasionTimeLevel = this.evasionTimeLevel,
|
||||||
|
stageLevel = this.stageLevel
|
||||||
|
},
|
||||||
|
homeSave = new HomeSave
|
||||||
|
{
|
||||||
|
time = this.time,
|
||||||
|
day = this.day,
|
||||||
|
health = this.health,
|
||||||
|
reputation = this.reputation,
|
||||||
|
isEvent = false,
|
||||||
|
mealCount = this.mealCount,
|
||||||
|
houseworkCount = this.houseworkCount,
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
public void loadSaveData2StataManager(Save saveData)
|
||||||
|
{
|
||||||
|
attackLevel = saveData.dungeonSave.attackLevel;
|
||||||
|
attackSpeedLevel = saveData.dungeonSave.attackSpeedLevel;
|
||||||
|
heartLevel = saveData.dungeonSave.heartLevel;
|
||||||
|
moveSpeedLevel = saveData.dungeonSave.moveSpeedLevel;
|
||||||
|
evasionTimeLevel = saveData.dungeonSave.evasionTimeLevel;
|
||||||
|
stageLevel = saveData.dungeonSave.stageLevel;
|
||||||
|
|
||||||
|
time = saveData.homeSave.time;
|
||||||
|
day = saveData.homeSave.day;
|
||||||
|
health = saveData.homeSave.health;
|
||||||
|
reputation = saveData.homeSave.reputation;
|
||||||
|
isEvent = saveData.homeSave.isEvent;
|
||||||
|
mealCount = saveData.homeSave.mealCount;
|
||||||
|
houseworkCount = saveData.homeSave.houseworkCount;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SceneChange()
|
||||||
|
{
|
||||||
|
SceneManager.LoadScene("Main");
|
||||||
|
}
|
||||||
|
}
|
11
Assets/KJM/KJM_Test/StatManager.cs.meta
Normal file
11
Assets/KJM/KJM_Test/StatManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: afa35303e7c5e6141b05a11a7b5233ce
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -13,6 +13,13 @@ public class InteractionController : MonoBehaviour
|
|||||||
[Header("UI 연동")]
|
[Header("UI 연동")]
|
||||||
[SerializeField] HousingCanvasController housingCanvasController;
|
[SerializeField] HousingCanvasController housingCanvasController;
|
||||||
|
|
||||||
|
private SuddenEventController _suddenEventController = new SuddenEventController();
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
playerStats.OnWorked += SuddenAfterWorkEventHappen;
|
||||||
|
}
|
||||||
|
|
||||||
// 상호작용 가능한 사물 범위에 들어올 때
|
// 상호작용 가능한 사물 범위에 들어올 때
|
||||||
private void OnTriggerEnter(Collider other)
|
private void OnTriggerEnter(Collider other)
|
||||||
{
|
{
|
||||||
@ -37,64 +44,47 @@ public class InteractionController : MonoBehaviour
|
|||||||
// ActionType 별로 화면에 상호작용 내용 표시, 상호작용 버튼에 이벤트 작성
|
// ActionType 별로 화면에 상호작용 내용 표시, 상호작용 버튼에 이벤트 작성
|
||||||
private void PopActionOnScreen(ActionType interactionType)
|
private void PopActionOnScreen(ActionType interactionType)
|
||||||
{
|
{
|
||||||
switch (interactionType)
|
HousingConstants.interactions.TryGetValue(interactionType, out var interactionTexts);
|
||||||
|
|
||||||
|
housingCanvasController.ShowInteractionButton(interactionTexts.ActionText,interactionTexts.DescriptionText,()=>
|
||||||
{
|
{
|
||||||
case ActionType.Sleep:
|
if (playerStats.CanPerformByHealth(interactionType))
|
||||||
housingCanvasController.ShowInteractionButton("침대에서 잘까?","숙면으로 시간 당 체력 1을 회복한다.", () =>
|
{
|
||||||
|
playerStats.PerformAction(interactionType);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
housingCanvasController.SetActionText(interactionTexts.LackOfHealth);
|
||||||
|
housingCanvasController.SetDescriptionText();
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
public Action SuddenEventHappen()
|
||||||
|
{
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SuddenAfterWorkEventHappen()
|
||||||
|
{
|
||||||
|
AfterWorkEvent afterWorkEvent = _suddenEventController.SuddenEventCalculator();
|
||||||
|
if (afterWorkEvent == AfterWorkEvent.None)
|
||||||
|
return;
|
||||||
|
switch (afterWorkEvent)
|
||||||
|
{
|
||||||
|
case AfterWorkEvent.OvertimeWork:
|
||||||
|
housingCanvasController.ShowSuddenEventPanel("부장님이 퇴근을 안하셔.. 야근할까?", () =>
|
||||||
{
|
{
|
||||||
playerStats.PerformAction(ActionType.Sleep);
|
//Todo: 컷씬과 스테이터스 변경
|
||||||
housingCanvasController.HideInteractionButton();
|
housingCanvasController.HideSuddenEventPanel();
|
||||||
//TODO: 화면 전환 효과와 UI 업데이트 작업
|
|
||||||
});
|
});
|
||||||
break;
|
break;
|
||||||
case ActionType.Housework:
|
case AfterWorkEvent.TeamGathering:
|
||||||
housingCanvasController.ShowInteractionButton("밀린 집안일을 처리할까?","체력 1을 사용하고 좋은일이 일어날지도 모른다", () =>
|
housingCanvasController.ShowSuddenEventPanel("갑자기 팀 회식이 잡혔다. 참석 하러 가자", () =>
|
||||||
{
|
{
|
||||||
if (playerStats.CanPerformByHealth(ActionType.Housework))
|
housingCanvasController.HideSuddenEventPanel();
|
||||||
{
|
|
||||||
playerStats.PerformAction(ActionType.Housework);
|
|
||||||
housingCanvasController.HideInteractionButton();
|
|
||||||
//TODO: 집안일 후 랜덤 강화 효과 적용
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
housingCanvasController.SetActionText("힘들어서 못해..");
|
|
||||||
housingCanvasController.SetDescriptionText();
|
|
||||||
}
|
|
||||||
});
|
});
|
||||||
break;
|
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();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
housingCanvasController.SetActionText("도저히 출근할 체력이 안되는걸..?");
|
|
||||||
housingCanvasController.SetDescriptionText();
|
|
||||||
}
|
|
||||||
});
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
BIN
Assets/LIN/Housing Copy.unity
(Stored with Git LFS)
BIN
Assets/LIN/Housing Copy.unity
(Stored with Git LFS)
Binary file not shown.
@ -6,19 +6,26 @@ using UnityEngine;
|
|||||||
|
|
||||||
public class HousingCanvasController : MonoBehaviour
|
public class HousingCanvasController : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
[Header("일상행동 상호작용")]
|
||||||
[SerializeField] GameObject interactionButton;
|
[SerializeField] GameObject interactionButton;
|
||||||
[SerializeField] TMP_Text actionText;
|
[SerializeField] TMP_Text actionText;
|
||||||
[SerializeField] TMP_Text descriptionText;
|
[SerializeField] TMP_Text descriptionText;
|
||||||
|
|
||||||
public Action OnInteractionButtonPressed;
|
[Header("돌발 이벤트")]
|
||||||
|
[SerializeField] private GameObject suddenPanel;
|
||||||
|
[SerializeField] private TMP_Text suddenText;
|
||||||
|
|
||||||
|
public Action OnInteractionButtonPressed;
|
||||||
|
public Action OnSuddenButtonPressed;
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
InitTexts();
|
InitInteractionTexts();
|
||||||
interactionButton.SetActive(false);
|
interactionButton.SetActive(false);
|
||||||
|
suddenPanel.SetActive(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#region 상호작용 일상 행동
|
||||||
//사물 이름 세팅
|
//사물 이름 세팅
|
||||||
public void SetActionText(string text = "")
|
public void SetActionText(string text = "")
|
||||||
{
|
{
|
||||||
@ -30,7 +37,7 @@ public class HousingCanvasController : MonoBehaviour
|
|||||||
descriptionText.text = text;
|
descriptionText.text = text;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void InitTexts()
|
private void InitInteractionTexts()
|
||||||
{
|
{
|
||||||
SetActionText();
|
SetActionText();
|
||||||
SetDescriptionText();
|
SetDescriptionText();
|
||||||
@ -46,7 +53,6 @@ public class HousingCanvasController : MonoBehaviour
|
|||||||
//각 행동 별로 실행되어야 할 이벤트 구독
|
//각 행동 별로 실행되어야 할 이벤트 구독
|
||||||
OnInteractionButtonPressed = onInteractionButtonPressed;
|
OnInteractionButtonPressed = onInteractionButtonPressed;
|
||||||
}
|
}
|
||||||
|
|
||||||
//범위에서 벗어나면 상호작용 버튼 off
|
//범위에서 벗어나면 상호작용 버튼 off
|
||||||
public void HideInteractionButton()
|
public void HideInteractionButton()
|
||||||
{
|
{
|
||||||
@ -62,5 +68,27 @@ public class HousingCanvasController : MonoBehaviour
|
|||||||
public void OnClickInteractionButton()
|
public void OnClickInteractionButton()
|
||||||
{
|
{
|
||||||
OnInteractionButtonPressed?.Invoke();
|
OnInteractionButtonPressed?.Invoke();
|
||||||
|
HideInteractionButton();
|
||||||
}
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region 돌발 이벤트
|
||||||
|
public void ShowSuddenEventPanel(string actText, Action onSuddenButtonPressed)
|
||||||
|
{
|
||||||
|
suddenPanel.SetActive(true);
|
||||||
|
suddenText.text = actText;
|
||||||
|
OnSuddenButtonPressed += onSuddenButtonPressed;
|
||||||
|
}
|
||||||
|
public void HideSuddenEventPanel()
|
||||||
|
{
|
||||||
|
suddenPanel.SetActive(false);
|
||||||
|
suddenText.text = "";
|
||||||
|
OnSuddenButtonPressed = null;
|
||||||
|
}
|
||||||
|
public void OnSuddenConfirmButton()
|
||||||
|
{
|
||||||
|
OnSuddenButtonPressed?.Invoke();
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
}
|
}
|
||||||
|
43
Assets/LIN/HousingConstants.cs
Normal file
43
Assets/LIN/HousingConstants.cs
Normal file
@ -0,0 +1,43 @@
|
|||||||
|
//퇴근 후 발생할 수 있는 돌발 이벤트
|
||||||
|
|
||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
|
public enum AfterWorkEvent
|
||||||
|
{
|
||||||
|
None,
|
||||||
|
TeamGathering,
|
||||||
|
OvertimeWork
|
||||||
|
}
|
||||||
|
|
||||||
|
public static class HousingConstants
|
||||||
|
{
|
||||||
|
//돌발 이벤트 확률 계산
|
||||||
|
public static int AFTER_WORK_DENOMINATOR = 4;
|
||||||
|
|
||||||
|
|
||||||
|
#region 상호작용 멘트
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
3
Assets/LIN/HousingConstants.cs.meta
Normal file
3
Assets/LIN/HousingConstants.cs.meta
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b0ce52df52334b1eaf37479fdda66f7a
|
||||||
|
timeCreated: 1745303266
|
24
Assets/LIN/SuddenEventController.cs
Normal file
24
Assets/LIN/SuddenEventController.cs
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using Random = UnityEngine.Random;
|
||||||
|
|
||||||
|
public class SuddenEventController
|
||||||
|
{
|
||||||
|
// 랜덤 값에 일치하는 함수를 리턴하기 위한 딕셔너리
|
||||||
|
// AFTER_WORK_DENOMINATOR 값 확정 후에 키 값 수정
|
||||||
|
private Dictionary<int, AfterWorkEvent> afterWorkEvents = new Dictionary<int, AfterWorkEvent>();
|
||||||
|
public SuddenEventController()
|
||||||
|
{
|
||||||
|
afterWorkEvents.Add(0, AfterWorkEvent.OvertimeWork);
|
||||||
|
afterWorkEvents.Add(1, AfterWorkEvent.TeamGathering);
|
||||||
|
}
|
||||||
|
|
||||||
|
//퇴근 후 돌발 이벤트
|
||||||
|
public AfterWorkEvent SuddenEventCalculator()
|
||||||
|
{
|
||||||
|
var index = Random.Range(0,HousingConstants.AFTER_WORK_DENOMINATOR);
|
||||||
|
return afterWorkEvents.GetValueOrDefault(index, AfterWorkEvent.None);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
3
Assets/LIN/SuddenEventController.cs.meta
Normal file
3
Assets/LIN/SuddenEventController.cs.meta
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 26ce8577425c4630903173b182839514
|
||||||
|
timeCreated: 1745306651
|
File diff suppressed because one or more lines are too long
8
Assets/LYM/Materials.meta
Normal file
8
Assets/LYM/Materials.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 02303d18bbfec0e4b9f6699f1a0152d2
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
BIN
Assets/LYM/Materials/Glass.mat
(Stored with Git LFS)
Normal file
BIN
Assets/LYM/Materials/Glass.mat
(Stored with Git LFS)
Normal file
Binary file not shown.
8
Assets/LYM/Materials/Glass.mat.meta
Normal file
8
Assets/LYM/Materials/Glass.mat.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ecddda1709edab34c820484e3de09bea
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 2100000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
BIN
Assets/LYM/Scenes/HousingUI.unity
(Stored with Git LFS)
BIN
Assets/LYM/Scenes/HousingUI.unity
(Stored with Git LFS)
Binary file not shown.
8
Assets/LYM/Scripts.meta
Normal file
8
Assets/LYM/Scripts.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bb031fff0dd38c1499e8108a1b04c699
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
113
Assets/LYM/Scripts/ChatWindowController.cs
Normal file
113
Assets/LYM/Scripts/ChatWindowController.cs
Normal file
@ -0,0 +1,113 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Text;
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.EventSystems;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class ChatWindowController : MonoBehaviour, IPointerClickHandler
|
||||||
|
{
|
||||||
|
[SerializeField] private TMP_Text chatText;
|
||||||
|
[SerializeField] private Image clickIndicator;
|
||||||
|
|
||||||
|
private Coroutine _typingCoroutine;
|
||||||
|
private Coroutine _clickCoroutine;
|
||||||
|
private string _inputText;
|
||||||
|
private Queue<string> _inputQueue;
|
||||||
|
|
||||||
|
public delegate void OnComplete();
|
||||||
|
public OnComplete onComplete;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
Init("마무리", () =>
|
||||||
|
{
|
||||||
|
Debug.Log("대화 끝.");
|
||||||
|
});
|
||||||
|
ShowText(_inputQueue.Dequeue());
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Init(string text, OnComplete onComplete)
|
||||||
|
{
|
||||||
|
_inputQueue = new Queue<string>();
|
||||||
|
_inputQueue.Enqueue("아 망했어 오늘도 지각이다!!!! 이러면 진짜 해고당할 수도 있어!!!\n어떡하지 큰일이다!!!");
|
||||||
|
_inputQueue.Enqueue("톼사하셈 ㅋ");
|
||||||
|
_inputQueue.Enqueue("톼사하셈 ㅋ");
|
||||||
|
_inputQueue.Enqueue("스킵도 가능 톼사하셈 ㅋ톼사하셈 ㅋ톼사하셈 ㅋ톼사하셈 ㅋ톼사하셈 ㅋ");
|
||||||
|
_inputQueue.Enqueue(text);
|
||||||
|
this.onComplete = onComplete;
|
||||||
|
}
|
||||||
|
|
||||||
|
//화면에 표시할 텍스트 삽입 함수
|
||||||
|
private void ShowText(string text)
|
||||||
|
{
|
||||||
|
var clickIndicatorColor = clickIndicator.color;
|
||||||
|
clickIndicatorColor.a = 1;
|
||||||
|
clickIndicator.color = clickIndicatorColor;
|
||||||
|
_inputText = text;
|
||||||
|
if (_typingCoroutine != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(_typingCoroutine);
|
||||||
|
}
|
||||||
|
_typingCoroutine = StartCoroutine(TypingEffectCoroutine(_inputText));
|
||||||
|
}
|
||||||
|
|
||||||
|
//텍스트 타이핑효과 코루틴
|
||||||
|
private IEnumerator TypingEffectCoroutine(string text)
|
||||||
|
{
|
||||||
|
StringBuilder strText = new StringBuilder();
|
||||||
|
for (int i = 0; i < text.Length; i++)
|
||||||
|
{
|
||||||
|
strText.Append(text[i]);
|
||||||
|
chatText.text = strText.ToString();
|
||||||
|
yield return new WaitForSeconds(0.1f);
|
||||||
|
}
|
||||||
|
|
||||||
|
_clickCoroutine = StartCoroutine(ClickIndicatorCoroutine());
|
||||||
|
_typingCoroutine = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator ClickIndicatorCoroutine()
|
||||||
|
{
|
||||||
|
bool flag = true;
|
||||||
|
var clickIndicatorColor = clickIndicator.color;
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
clickIndicatorColor.a = flag? 0:1;
|
||||||
|
flag = !flag;
|
||||||
|
clickIndicator.color = clickIndicatorColor;
|
||||||
|
yield return new WaitForSeconds(0.5f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//대화창 클릭 시 호출 함수
|
||||||
|
public void OnPointerClick(PointerEventData eventData)
|
||||||
|
{
|
||||||
|
if (_typingCoroutine != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(_typingCoroutine);
|
||||||
|
_typingCoroutine = null;
|
||||||
|
chatText.text = _inputText;
|
||||||
|
_clickCoroutine = StartCoroutine(ClickIndicatorCoroutine());
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (_clickCoroutine != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(_clickCoroutine);
|
||||||
|
_clickCoroutine = null;
|
||||||
|
}
|
||||||
|
if (_inputQueue.Count > 0)
|
||||||
|
{
|
||||||
|
ShowText(_inputQueue.Dequeue());
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
onComplete?.Invoke();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
11
Assets/LYM/Scripts/ChatWindowController.cs.meta
Normal file
11
Assets/LYM/Scripts/ChatWindowController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c6d08eed775f1044ea141c88554ab445
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
83
Assets/LYM/Scripts/InteractionPanelController.cs
Normal file
83
Assets/LYM/Scripts/InteractionPanelController.cs
Normal file
@ -0,0 +1,83 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Text;
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
//로딩 상황
|
||||||
|
public enum LoadingState
|
||||||
|
{
|
||||||
|
Housework,
|
||||||
|
Go2Work,
|
||||||
|
LeaveWork,
|
||||||
|
Meal,
|
||||||
|
Dungeon
|
||||||
|
}
|
||||||
|
//집안일 목록
|
||||||
|
public enum HouseworkState
|
||||||
|
{
|
||||||
|
Laundry,
|
||||||
|
Cleaning,
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public class InteractionPanelController : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private Image doingImage;
|
||||||
|
[SerializeField] private TMP_Text doingText;
|
||||||
|
[SerializeField] private Animator animator;
|
||||||
|
|
||||||
|
private Coroutine _textAnimCoroutine;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
Init(LoadingState.Housework);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Init(LoadingState state)
|
||||||
|
{
|
||||||
|
if (_textAnimCoroutine != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(_textAnimCoroutine);
|
||||||
|
}
|
||||||
|
switch (state)
|
||||||
|
{
|
||||||
|
case LoadingState.Housework:
|
||||||
|
doingText.text = "세탁하는 중";
|
||||||
|
animator.Play("Laundry");
|
||||||
|
break;
|
||||||
|
case LoadingState.Go2Work:
|
||||||
|
doingText.text = "출근하는 중";
|
||||||
|
break;
|
||||||
|
case LoadingState.LeaveWork:
|
||||||
|
doingText.text = "퇴근하는 중";
|
||||||
|
break;
|
||||||
|
case LoadingState.Meal:
|
||||||
|
doingText.text = "식사하는 중";
|
||||||
|
break;
|
||||||
|
case LoadingState.Dungeon:
|
||||||
|
doingText.text = "던전 진입하는 중";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
_textAnimCoroutine = StartCoroutine(TextAnimation());
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator TextAnimation()
|
||||||
|
{
|
||||||
|
var tempText = doingText.text;
|
||||||
|
float startTime = Time.time;
|
||||||
|
while (Time.time - startTime < 3)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < 3; i++)
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(0.3f);
|
||||||
|
doingText.text = tempText + new string('.', i + 1);
|
||||||
|
}
|
||||||
|
yield return new WaitForSeconds(0.3f);
|
||||||
|
}
|
||||||
|
_textAnimCoroutine = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
11
Assets/LYM/Scripts/InteractionPanelController.cs.meta
Normal file
11
Assets/LYM/Scripts/InteractionPanelController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e1cce2eaa9f91c4439ec1749048f2df1
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
46
Assets/LYM/Scripts/JoystickPanelController.cs
Normal file
46
Assets/LYM/Scripts/JoystickPanelController.cs
Normal file
@ -0,0 +1,46 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Unity.VisualScripting;
|
||||||
|
using UnityEditor.SearchService;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class JoystickPanelController : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private GameObject dungeonUI;
|
||||||
|
[SerializeField] private GameObject housingUI;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
dungeonUI.SetActive(false);
|
||||||
|
housingUI.SetActive(false);
|
||||||
|
//현재 씬 이름 확인해 UI 별 활성화 판단
|
||||||
|
string sceneName = SceneManager.GetActiveScene().name;
|
||||||
|
switch (sceneName)
|
||||||
|
{
|
||||||
|
case "HousingUI":
|
||||||
|
housingUI.SetActive(true);
|
||||||
|
break;
|
||||||
|
case "DungeonUI":
|
||||||
|
dungeonUI.SetActive(true);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnClickAttackButton()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnClickDashButton()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnClickInteractionButton()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
23
Assets/LYM/Scripts/StatsPanelController.cs
Normal file
23
Assets/LYM/Scripts/StatsPanelController.cs
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class StatsPanelController : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private Slider healthSlider;
|
||||||
|
[SerializeField] private Slider reputationSlider;
|
||||||
|
[SerializeField] private TMP_Text healthText;
|
||||||
|
[SerializeField] private TMP_Text reputationText;
|
||||||
|
[SerializeField] private TMP_Text timeText;
|
||||||
|
[SerializeField] private TMP_Text ampmText;
|
||||||
|
[SerializeField] private TMP_Text numberText;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
healthSlider.interactable = false;
|
||||||
|
reputationSlider.interactable = false;
|
||||||
|
}
|
||||||
|
}
|
11
Assets/LYM/Scripts/StatsPanelController.cs.meta
Normal file
11
Assets/LYM/Scripts/StatsPanelController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 20ed70d0d6c60894e9186cf3c49b818b
|
||||||
|
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|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
BIN
Assets/LYM/Sprites/2.5dButton.png
(Stored with Git LFS)
Normal file
BIN
Assets/LYM/Sprites/2.5dButton.png
(Stored with Git LFS)
Normal file
Binary file not shown.
114
Assets/LYM/Sprites/2.5dButton.png.meta
Normal file
114
Assets/LYM/Sprites/2.5dButton.png.meta
Normal file
@ -0,0 +1,114 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 41c9ad4658536b84bb74af1668e1dd4f
|
||||||
|
TextureImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 13
|
||||||
|
mipmaps:
|
||||||
|
mipMapMode: 0
|
||||||
|
enableMipMap: 0
|
||||||
|
sRGBTexture: 1
|
||||||
|
linearTexture: 0
|
||||||
|
fadeOut: 0
|
||||||
|
borderMipMap: 0
|
||||||
|
mipMapsPreserveCoverage: 0
|
||||||
|
alphaTestReferenceValue: 0.5
|
||||||
|
mipMapFadeDistanceStart: 1
|
||||||
|
mipMapFadeDistanceEnd: 3
|
||||||
|
bumpmap:
|
||||||
|
convertToNormalMap: 0
|
||||||
|
externalNormalMap: 0
|
||||||
|
heightScale: 0.25
|
||||||
|
normalMapFilter: 0
|
||||||
|
flipGreenChannel: 0
|
||||||
|
isReadable: 0
|
||||||
|
streamingMipmaps: 0
|
||||||
|
streamingMipmapsPriority: 0
|
||||||
|
vTOnly: 0
|
||||||
|
ignoreMipmapLimit: 0
|
||||||
|
grayScaleToAlpha: 0
|
||||||
|
generateCubemap: 6
|
||||||
|
cubemapConvolution: 0
|
||||||
|
seamlessCubemap: 0
|
||||||
|
textureFormat: 1
|
||||||
|
maxTextureSize: 2048
|
||||||
|
textureSettings:
|
||||||
|
serializedVersion: 2
|
||||||
|
filterMode: 1
|
||||||
|
aniso: 1
|
||||||
|
mipBias: 0
|
||||||
|
wrapU: 1
|
||||||
|
wrapV: 1
|
||||||
|
wrapW: 0
|
||||||
|
nPOTScale: 0
|
||||||
|
lightmap: 0
|
||||||
|
compressionQuality: 50
|
||||||
|
spriteMode: 1
|
||||||
|
spriteExtrude: 1
|
||||||
|
spriteMeshType: 1
|
||||||
|
alignment: 0
|
||||||
|
spritePivot: {x: 0.5, y: 0.5}
|
||||||
|
spritePixelsToUnits: 100
|
||||||
|
spriteBorder: {x: 229, y: 228, z: 228, w: 229}
|
||||||
|
spriteGenerateFallbackPhysicsShape: 1
|
||||||
|
alphaUsage: 1
|
||||||
|
alphaIsTransparency: 1
|
||||||
|
spriteTessellationDetail: -1
|
||||||
|
textureType: 8
|
||||||
|
textureShape: 1
|
||||||
|
singleChannelComponent: 0
|
||||||
|
flipbookRows: 1
|
||||||
|
flipbookColumns: 1
|
||||||
|
maxTextureSizeSet: 0
|
||||||
|
compressionQualitySet: 0
|
||||||
|
textureFormatSet: 0
|
||||||
|
ignorePngGamma: 0
|
||||||
|
applyGammaDecoding: 0
|
||||||
|
swizzle: 50462976
|
||||||
|
cookieLightType: 0
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Reference in New Issue
Block a user