Merge branch 'main' into DEG-85-메인화면-UI-구현

This commit is contained in:
Lim0_C 2025-04-25 10:53:01 +09:00
commit ffa81ded6f
115 changed files with 2212 additions and 481 deletions

View File

@ -30,12 +30,6 @@ public class EnemyControllerEditor : Editor
case EnemyState.Attack: case EnemyState.Attack:
GUI.backgroundColor = new Color(1, 1, 0, 1f); GUI.backgroundColor = new Color(1, 1, 0, 1f);
break; break;
case EnemyState.Move:
GUI.backgroundColor = new Color(0, 1, 1, 1f);
break;
case EnemyState.GetHit:
GUI.backgroundColor = new Color(0.1f, 0.1f, 0.1f, 1f);
break;
case EnemyState.Dead: case EnemyState.Dead:
GUI.backgroundColor = new Color(1, 0, 0, 1f); GUI.backgroundColor = new Color(1, 0, 0, 1f);
break; break;
@ -55,12 +49,10 @@ public class EnemyControllerEditor : Editor
EditorGUILayout.BeginHorizontal(); EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Idle")) enemyController.SetState(EnemyState.Idle); if (GUILayout.Button("Idle")) enemyController.SetState(EnemyState.Idle);
if (GUILayout.Button("Trace")) enemyController.SetState(EnemyState.Trace); if (GUILayout.Button("Trace")) enemyController.SetState(EnemyState.Trace);
if (GUILayout.Button("Attack")) enemyController.SetState(EnemyState.Attack);
EditorGUILayout.EndHorizontal(); EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal(); EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Move")) enemyController.SetState(EnemyState.Move); if (GUILayout.Button("Attack")) enemyController.SetState(EnemyState.Attack);
if (GUILayout.Button("GetHit")) enemyController.SetState(EnemyState.GetHit);
if (GUILayout.Button("Dead")) enemyController.SetState(EnemyState.Dead); if (GUILayout.Button("Dead")) enemyController.SetState(EnemyState.Dead);
EditorGUILayout.EndHorizontal(); EditorGUILayout.EndHorizontal();
} }

BIN
Assets/JAY/Animation/Attack04.anim (Stored with Git LFS)

Binary file not shown.

BIN
Assets/JAY/Animation/Dead.anim (Stored with Git LFS) Normal file

Binary file not shown.

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 26572f377ac934546b30d6d9e0cab051
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 7400000
userData:
assetBundleName:
assetBundleVariant:

BIN
Assets/JAY/Animation/UpperBody_Passthrough.anim (Stored with Git LFS) Normal file

Binary file not shown.

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 5caba6316080f564091600905868fb66
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 7400000
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,109 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!319 &31900000
AvatarMask:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: WholeBody
m_Mask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
m_Elements:
- m_Path:
m_Weight: 1
- m_Path: Body05
m_Weight: 1
- m_Path: Eye01
m_Weight: 1
- m_Path: Hair01
m_Weight: 1
- m_Path: Head01_Male
m_Weight: 1
- m_Path: Mouth01
m_Weight: 1
- m_Path: root
m_Weight: 1
- m_Path: root/pelvis
m_Weight: 1
- m_Path: root/pelvis/spine_01
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/BackpackBone
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/shoulderPadJoint_l
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/upperarm_l
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/upperarm_l/lowerarm_l
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/upperarm_l/lowerarm_l/hand_l
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/upperarm_l/lowerarm_l/hand_l/index_01_l
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/upperarm_l/lowerarm_l/hand_l/index_01_l/index_02_l
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/upperarm_l/lowerarm_l/hand_l/index_01_l/index_02_l/index_03_l
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/upperarm_l/lowerarm_l/hand_l/thumb_01_l
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/upperarm_l/lowerarm_l/hand_l/thumb_01_l/thumb_02_l
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/upperarm_l/lowerarm_l/hand_l/thumb_01_l/thumb_02_l/thumb_03_l
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/upperarm_l/lowerarm_l/hand_l/weapon_l
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/shoulderPadJoint_r
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r/index_01_r
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r/index_01_r/index_02_r
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r/index_01_r/index_02_r/index_03_r
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r/thumb_01_r
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r/thumb_01_r/thumb_02_r
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r/thumb_01_r/thumb_02_r/thumb_03_r
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r/weapon_r
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/CloakBone01
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/CloakBone01/CloakBone02
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/CloakBone01/CloakBone02/CloakBone03
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/neck_01
m_Weight: 1
- m_Path: root/pelvis/spine_01/spine_02/spine_03/neck_01/head
m_Weight: 1
- m_Path: root/pelvis/thigh_l
m_Weight: 1
- m_Path: root/pelvis/thigh_l/calf_l
m_Weight: 1
- m_Path: root/pelvis/thigh_l/calf_l/foot_l
m_Weight: 1
- m_Path: root/pelvis/thigh_l/calf_l/foot_l/ball_l
m_Weight: 1
- m_Path: root/pelvis/thigh_r
m_Weight: 1
- m_Path: root/pelvis/thigh_r/calf_r
m_Weight: 1
- m_Path: root/pelvis/thigh_r/calf_r/foot_r
m_Weight: 1
- m_Path: root/pelvis/thigh_r/calf_r/foot_r/ball_r
m_Weight: 1

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 6593ee38fd371db459652c920630d2c9
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 31900000
userData:
assetBundleName:
assetBundleVariant:

BIN
Assets/JAY/Animation/Win.anim (Stored with Git LFS) Normal file

Binary file not shown.

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: a3b0144fdb439d941b9e9014a1635178
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 7400000
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

BIN
Assets/JAY/HousingUI.unity (Stored with Git LFS)

Binary file not shown.

View File

@ -0,0 +1,56 @@
using UnityEngine;
public class PlayerActionDash : IPlayerAction
{
private PlayerController player;
private float duration = 0.25f; // 대시 유지 시간
private float timer; // 대시 경과 시간
private Vector3 direction; // 대시 방향
private float dashSpeedMultiplier = 3f; // 기본 이동 속도의 n배
private float dashSpeed; // 실제 대시 속도(계산한 값)
public bool IsActive { get; private set; } // 현재 대시 중인지 여부
public void StartAction(PlayerController player)
{
this.player = player;
IsActive = true;
timer = 0f;
// 조이스틱 입력값 있으면 그 방향, 없으면 캐릭터가 바라보는 방향
direction = player.GetMoveDirectionOrForward().normalized;
// 대시 속도 = 이동 속도 x 배수
dashSpeed = player.moveSpeed * dashSpeedMultiplier;
// TODO: 필요 시 애니메이션 재생
// player.PlayerAnimator.SetTrigger("Roll");
}
public void UpdateAction()
{
if (!IsActive) return;
DoDash();
}
private void DoDash()
{
timer += Time.deltaTime;
if (timer < duration)
{
player.CharacterController.Move(direction * dashSpeed * Time.deltaTime);
}
else
{
EndAction();
}
}
public void EndAction()
{
IsActive = false;
player = null;
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: eceb0c738c2c4690b8b4dd02e10c7df4
timeCreated: 1745459840

View File

@ -3,7 +3,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public enum PlayerState { None, Idle, Move, Hit, Dead } public enum PlayerState { None, Idle, Move, Win, Hit, Dead }
public class PlayerController : CharacterBase, IObserver<GameObject> public class PlayerController : CharacterBase, IObserver<GameObject>
{ {
@ -17,18 +17,22 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
private GameObject weapon; private GameObject weapon;
private WeaponController _weaponController; private WeaponController _weaponController;
private IPlayerState CurrentStateClass { get; set; } private IPlayerState _currentStateClass { get; set; }
private IPlayerAction currentAction; private IPlayerAction _currentAction;
public IPlayerAction CurrentAction => _currentAction;
// 상태 관련 // 상태 관련
private PlayerStateIdle _playerStateIdle; private PlayerStateIdle _playerStateIdle;
private PlayerStateMove _playerStateMove; private PlayerStateMove _playerStateMove;
private PlayerStateWin _playerStateWin;
private PlayerStateDead _playerStateDead;
// 행동 관련 // 행동 관련
private PlayerActionAttack attackAction; private PlayerActionAttack _attackAction;
private PlayerActionDash _actionDash;
// 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; }
private Dictionary<PlayerState, IPlayerState> _playerStates; private Dictionary<PlayerState, IPlayerState> _playerStates;
public Animator PlayerAnimator { get; private set; } public Animator PlayerAnimator { get; private set; }
@ -38,9 +42,9 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
{ {
PlayerAnimator = GetComponent<Animator>(); PlayerAnimator = GetComponent<Animator>();
_characterController = GetComponent<CharacterController>(); _characterController = GetComponent<CharacterController>();
if (joystick == null) if (Joystick == null)
{ {
joystick = FindObjectOfType<FixedJoystick>(); Joystick = FindObjectOfType<FixedJoystick>();
} }
} }
@ -51,14 +55,19 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
// 상태 초기화 // 상태 초기화
_playerStateIdle = new PlayerStateIdle(); _playerStateIdle = new PlayerStateIdle();
_playerStateMove = new PlayerStateMove(); _playerStateMove = new PlayerStateMove();
_playerStateWin = new PlayerStateWin();
_playerStateDead = new PlayerStateDead();
_playerStates = new Dictionary<PlayerState, IPlayerState> _playerStates = new Dictionary<PlayerState, IPlayerState>
{ {
{ PlayerState.Idle, _playerStateIdle }, { PlayerState.Idle, _playerStateIdle },
{ PlayerState.Move, _playerStateMove }, { PlayerState.Move, _playerStateMove },
{ PlayerState.Win, _playerStateWin },
{ PlayerState.Dead, _playerStateDead },
}; };
attackAction = new PlayerActionAttack(); _attackAction = new PlayerActionAttack();
_actionDash = new PlayerActionDash();
PlayerInit(); PlayerInit();
} }
@ -70,20 +79,23 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
_playerStates[CurrentState].Update(); _playerStates[CurrentState].Update();
} }
// 현재 액션이 활성화 되어 있으면 Update 호출 // 대시 우선 입력 처리
if (currentAction != null && currentAction.IsActive) { if (Input.GetKeyDown(KeyCode.Space))
currentAction.UpdateAction(); {
StartDashAction();
return;
} }
// 공격 입력 처리 // 공격 입력 처리
if (Input.GetKeyDown(KeyCode.X) && (currentAction == null || !currentAction.IsActive)) { if (Input.GetKeyDown(KeyCode.X) && (_currentAction == null || !_currentAction.IsActive)) {
StartAttackAction(); StartAttackAction();
} }
}
// 액션 업데이트
public void StartAttackAction() { if (_currentAction != null && _currentAction.IsActive)
currentAction = attackAction; {
currentAction.StartAction(this); _currentAction.UpdateAction();
}
} }
#region #region
@ -108,7 +120,9 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
} }
#endregion #endregion
#region ,
public void SetState(PlayerState state) public void SetState(PlayerState state)
{ {
if (CurrentState != PlayerState.None) if (CurrentState != PlayerState.None)
@ -116,10 +130,36 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
_playerStates[CurrentState].Exit(); _playerStates[CurrentState].Exit();
} }
CurrentState = state; CurrentState = state;
CurrentStateClass = _playerStates[state]; _currentStateClass = _playerStates[state];
CurrentStateClass.Enter(this); _currentStateClass.Enter(this);
} }
public void StartAttackAction() {
_currentAction = _attackAction;
_currentAction.StartAction(this);
}
public void StartDashAction()
{
// 만약 공격 중이면 강제로 공격 종료
if (_currentAction == _attackAction && _attackAction.IsActive)
{
_attackAction.EndAction(); // 애니메이션도 중단
}
// 기존 대시 중이면 중복 실행 안 함
if (_actionDash.IsActive)
return;
_currentAction = _actionDash;
_actionDash.StartAction(this);
}
#endregion
#region
public void SwitchBattleMode() public void SwitchBattleMode()
{ {
_isBattle = !_isBattle; _isBattle = !_isBattle;
@ -130,25 +170,43 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
public void SetAttackComboTrue() { public void SetAttackComboTrue() {
if (_weaponController.IsAttacking) return; // 이미 공격 중이면 실행 안함 if (_weaponController.IsAttacking) return; // 이미 공격 중이면 실행 안함
if (currentAction == attackAction) { if (_currentAction == _attackAction) {
attackAction.EnableCombo(); _attackAction.EnableCombo();
_weaponController.AttackStart(); _weaponController.AttackStart();
} }
} }
public void SetAttackComboFalse() { public void SetAttackComboFalse() {
if (currentAction == attackAction) { if (_currentAction == _attackAction) {
attackAction.DisableCombo(); _attackAction.DisableCombo();
_weaponController.AttackEnd(); _weaponController.AttackEnd();
} }
} }
#endregion
#region
public Vector3 GetMoveDirectionOrForward()
{
Vector3 dir = new Vector3(Joystick.Horizontal, 0, Joystick.Vertical);
return dir.sqrMagnitude > 0.01f ? dir.normalized : transform.forward;
}
public void DashButtonPressed()
{
if (!_actionDash.IsActive)
{
StartDashAction();
}
}
#endregion
#region IObserver #region IObserver
public void OnNext(GameObject value) 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 OnError(Exception error)
@ -161,4 +219,5 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
} }
#endregion #endregion
} }

View File

@ -22,6 +22,7 @@ public class PlayerControllerEditor : Editor
EditorGUILayout.BeginVertical(EditorStyles.helpBox); EditorGUILayout.BeginVertical(EditorStyles.helpBox);
EditorGUILayout.LabelField("현재 상태", playerController.CurrentState.ToString(), EditorStyles.boldLabel); EditorGUILayout.LabelField("현재 상태", playerController.CurrentState.ToString(), EditorStyles.boldLabel);
EditorGUILayout.LabelField("현재 행동", playerController.CurrentAction != null ? playerController.CurrentAction.ToString() : "-", EditorStyles.boldLabel);
EditorGUILayout.EndVertical(); EditorGUILayout.EndVertical();
@ -38,10 +39,12 @@ public class PlayerControllerEditor : Editor
if (GUILayout.Button("BattleMode")) if (GUILayout.Button("BattleMode"))
playerController.SwitchBattleMode(); playerController.SwitchBattleMode();
if (GUILayout.Button("Win"))
playerController.SetState(PlayerState.Win);
// if (GUILayout.Button("Hit")) // if (GUILayout.Button("Hit"))
// playerController.SetState(PlayerState.Hit); // playerController.SetState(PlayerState.Hit);
// if (GUILayout.Button("Dead")) if (GUILayout.Button("Dead"))
// playerController.SetState(PlayerState.Dead); playerController.SetState(PlayerState.Dead);
EditorGUILayout.EndHorizontal(); EditorGUILayout.EndHorizontal();
} }

View File

@ -0,0 +1,22 @@
using UnityEngine;
public class PlayerStateDead : IPlayerState
{
private PlayerController _playerController;
public void Enter(PlayerController playerController)
{
_playerController = playerController;
_playerController.PlayerAnimator.SetBool("Dead", true);
}
public void Update()
{
}
public void Exit()
{
_playerController.PlayerAnimator.SetBool("Dead", false);
_playerController = null;
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b6fc619c4dc14ad98c56d083a62b56b7
timeCreated: 1745481194

View File

@ -11,8 +11,8 @@ public class PlayerStateIdle : IPlayerState
public void Update() public void Update()
{ {
float inputHorizontal = _playerController.joystick.Horizontal; float inputHorizontal = _playerController.Joystick.Horizontal;
float inputVertical = _playerController.joystick.Vertical; float inputVertical = _playerController.Joystick.Vertical;
// 이동 // 이동
if (inputHorizontal != 0 || inputVertical != 0) if (inputHorizontal != 0 || inputVertical != 0)

View File

@ -14,8 +14,8 @@ public class PlayerStateMove : IPlayerState
public void Update() public void Update()
{ {
float inputHorizontal = _playerController.joystick.Horizontal; float inputHorizontal = _playerController.Joystick.Horizontal;
float inputVertical = _playerController.joystick.Vertical; float inputVertical = _playerController.Joystick.Vertical;
// 이동 // 이동
if (inputHorizontal != 0 || inputVertical != 0) if (inputHorizontal != 0 || inputVertical != 0)
@ -36,8 +36,8 @@ public class PlayerStateMove : IPlayerState
private void HandleMovement() private void HandleMovement()
{ {
float inputHorizontal = _playerController.joystick.Horizontal; float inputHorizontal = _playerController.Joystick.Horizontal;
float inputVertical = _playerController.joystick.Vertical; float inputVertical = _playerController.Joystick.Vertical;
Vector3 moveDir = new Vector3(inputHorizontal, 0, inputVertical); Vector3 moveDir = new Vector3(inputHorizontal, 0, inputVertical);
Vector3 move = moveDir.normalized * _playerController.moveSpeed; Vector3 move = moveDir.normalized * _playerController.moveSpeed;

View File

@ -0,0 +1,22 @@
using UnityEngine;
public class PlayerStateWin : IPlayerState
{
private PlayerController _playerController;
public void Enter(PlayerController playerController)
{
_playerController = playerController;
_playerController.PlayerAnimator.SetBool("Win", true);
}
public void Update()
{
}
public void Exit()
{
_playerController.PlayerAnimator.SetBool("Win", false);
_playerController = null;
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e54b8d32431d4263a6a470f9a150b003
timeCreated: 1745479273

View File

@ -47,6 +47,11 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
} }
_playerController = GetComponent<PlayerController>(); _playerController = GetComponent<PlayerController>();
if (_playerController == null)
{
_playerController = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
}
_previousPositions = new Vector3[_triggerZones.Length]; _previousPositions = new Vector3[_triggerZones.Length];
_hitColliders = new HashSet<Collider>(); _hitColliders = new HashSet<Collider>();
} }
@ -96,6 +101,17 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
if (!_hitColliders.Contains(hit.collider)) if (!_hitColliders.Contains(hit.collider))
{ {
_hitColliders.Add(hit.collider); _hitColliders.Add(hit.collider);
Debug.Log("hit.collider.name: " + hit.collider.name);
if (hit.collider.gameObject.CompareTag("Enemy"))
{
var enemyController = hit.transform.GetComponent<EnemyController>();
if (enemyController != null)
{
enemyController.TakeDamage(AttackPower * _playerController.attackPower);
}
}
Notify(hit.collider.gameObject); Notify(hit.collider.gameObject);
} }
} }

Binary file not shown.

8
Assets/JYY/Models.meta Normal file
View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: ac3af37988877784e91ab90c4ade37d9
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

BIN
Assets/JYY/Models/Y Bot.fbx (Stored with Git LFS) Normal file

Binary file not shown.

View File

@ -0,0 +1,109 @@
fileFormatVersion: 2
guid: decb96f75d6a2344baa18f902f21a131
ModelImporter:
serializedVersion: 22200
internalIDToNameTable: []
externalObjects: {}
materials:
materialImportMode: 2
materialName: 0
materialSearch: 1
materialLocation: 1
animations:
legacyGenerateAnimations: 4
bakeSimulation: 0
resampleCurves: 1
optimizeGameObjects: 0
removeConstantScaleCurves: 0
motionNodeName:
rigImportErrors:
rigImportWarnings:
animationImportErrors:
animationImportWarnings:
animationRetargetingWarnings:
animationDoRetargetingWarnings: 0
importAnimatedCustomProperties: 0
importConstraints: 0
animationCompression: 3
animationRotationError: 0.5
animationPositionError: 0.5
animationScaleError: 0.5
animationWrapMode: 0
extraExposedTransformPaths: []
extraUserProperties: []
clipAnimations: []
isReadable: 0
meshes:
lODScreenPercentages: []
globalScale: 1
meshCompression: 0
addColliders: 0
useSRGBMaterialColor: 1
sortHierarchyByName: 1
importPhysicalCameras: 1
importVisibility: 1
importBlendShapes: 1
importCameras: 1
importLights: 1
nodeNameCollisionStrategy: 1
fileIdsGeneration: 2
swapUVChannels: 0
generateSecondaryUV: 0
useFileUnits: 1
keepQuads: 0
weldVertices: 1
bakeAxisConversion: 0
preserveHierarchy: 0
skinWeightsMode: 0
maxBonesPerVertex: 4
minBoneWeight: 0.001
optimizeBones: 1
meshOptimizationFlags: -1
indexFormat: 0
secondaryUVAngleDistortion: 8
secondaryUVAreaDistortion: 15.000001
secondaryUVHardAngle: 88
secondaryUVMarginMethod: 1
secondaryUVMinLightmapResolution: 40
secondaryUVMinObjectScale: 1
secondaryUVPackMargin: 4
useFileScale: 1
strictVertexDataChecks: 0
tangentSpace:
normalSmoothAngle: 60
normalImportMode: 0
tangentImportMode: 3
normalCalculationMode: 4
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
blendShapeNormalImportMode: 1
normalSmoothingSource: 0
referencedClips: []
importAnimation: 1
humanDescription:
serializedVersion: 3
human: []
skeleton: []
armTwist: 0.5
foreArmTwist: 0.5
upperLegTwist: 0.5
legTwist: 0.5
armStretch: 0.05
legStretch: 0.05
feetSpacing: 0
globalScale: 1
rootMotionBoneName:
hasTranslationDoF: 0
hasExtraRoot: 1
skeletonHasParents: 1
lastHumanDescriptionAvatarSource: {instanceID: 0}
autoGenerateAvatarMappingIfUnspecified: 1
animationType: 3
humanoidOversampling: 1
avatarSetup: 1
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
importBlendShapeDeformPercent: 1
remapMaterialsIfMaterialImportModeIsNone: 0
additionalBone: 0
userData:
assetBundleName:
assetBundleVariant:

BIN
Assets/JYY/Prefabs/AOEIndicator.prefab (Stored with Git LFS)

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 44d67bf59c049fb46876a549120a16d7 guid: 0e60f1766f73dbc439ff69a154cc9a99
PrefabImporter: PrefabImporter:
externalObjects: {} externalObjects: {}
userData: userData:

Binary file not shown.

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 9adff7c5e2e43974fa9f2d241ef2e433 guid: dc0537feab3e2944aa554e23fb3923a3
PrefabImporter: PrefabImporter:
externalObjects: {} externalObjects: {}
userData: userData:

BIN
Assets/JYY/Prefabs/AoE Indicator Chariot.prefab (Stored with Git LFS) Normal file

Binary file not shown.

BIN
Assets/JYY/Prefabs/AoE Indicator Horizontal.prefab (Stored with Git LFS) Normal file

Binary file not shown.

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: e9e020ef2784edf4ca2a83ae9e1edefd guid: 44d67bf59c049fb46876a549120a16d7
PrefabImporter: PrefabImporter:
externalObjects: {} externalObjects: {}
userData: userData:

BIN
Assets/JYY/Prefabs/AoE Indicator Vertical.prefab (Stored with Git LFS) Normal file

Binary file not shown.

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 9adff7c5e2e43974fa9f2d241ef2e433
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

BIN
Assets/JYY/Prefabs/AoE Slash Blue Chariot.prefab (Stored with Git LFS) Normal file

Binary file not shown.

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 3f431e991bd65014c833e89305ddd5e3
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

BIN
Assets/JYY/Prefabs/Charge slash red.prefab (Stored with Git LFS) Normal file

Binary file not shown.

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 8a0ddc8dd6d760e4e93999c4d49dc16c
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

BIN
Assets/JYY/Prefabs/Explosion.prefab (Stored with Git LFS) Normal file

Binary file not shown.

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 2ccd5acc2f6d74d4bb687fd2ee94b9de
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

BIN
Assets/JYY/Prefabs/Red energy explosion 1.prefab (Stored with Git LFS) Normal file

Binary file not shown.

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 49ada3fea2be23f4a988d4bc21dcaa32
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

BIN
Assets/JYY/Prefabs/Snow slash 1.prefab (Stored with Git LFS) Normal file

Binary file not shown.

View 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)

Binary file not shown.

BIN
Assets/JYY/Scenes/MonsterTest.unity (Stored with Git LFS)

Binary file not shown.

BIN
Assets/KJM/KJM.unity (Stored with Git LFS)

Binary file not shown.

View File

@ -0,0 +1,8 @@
/// <summary>
/// 세이브 데이터를 주고 받는 함수 인터페이스
/// </summary>
public interface ISaveable
{
void ApplySaveData(Save save);
Save ExtractSaveData();
}

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: a5765847dbef51e4f9bccde712eeda30 guid: b8b6bcb2e37dea949b70a8a96f96e44b
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

View File

@ -6,14 +6,27 @@ using UnityEngine;
public class DungeonSave public class DungeonSave
{ {
// 강화 수치 // 강화 수치
public int attackLevel; public int attackLevel = 0;
public int attackSpeedLevel; public int attackSpeedLevel = 0;
public int heartLevel; public int heartLevel = 0;
public int moveSpeedLevel; public int moveSpeedLevel = 0;
public int evasionTimeLevel; public int evasionTimeLevel = 0;
// 현재 진행 중인 스테이지 // 현재 진행 중인 스테이지
public int stageLevel; public int stageLevel = 0;
//병합을 위한 메서드
public void MergeWith(DungeonSave other)
{
if (other == null) return;
if (other.attackLevel != 0) attackLevel = other.attackLevel;
if (other.attackSpeedLevel != 0) attackSpeedLevel = other.attackSpeedLevel;
if (other.heartLevel != 0) heartLevel = other.heartLevel;
if (other.moveSpeedLevel != 0) moveSpeedLevel = other.moveSpeedLevel;
if (other.evasionTimeLevel != 0) evasionTimeLevel = other.evasionTimeLevel;
if (other.stageLevel != 0) stageLevel = other.stageLevel;
}
} }
// 일상(자취방) 관련 저장 데이터 // 일상(자취방) 관련 저장 데이터
@ -21,17 +34,30 @@ public class DungeonSave
public class HomeSave public class HomeSave
{ {
// 일상 시간 // 일상 시간
public float time; public int currentDay = 0;
public int day; public float time = 999;
// 체력 및 평판 수치 // 체력 및 평판 수치
public float health; public float health = 999;
public float reputation; public float reputation = 999;
//이벤트 //이벤트
public bool isEvent; public int mealCount = 999;
public int mealCount; public int houseworkCount = 999;
public int houseworkCount;
//병합을 위한 메서드
public void MergeWith(HomeSave other)
{
if (other == null) return;
if (other.currentDay != 0) currentDay = other.currentDay;
if (other.time < 999) time = other.time;
if (other.health < 999) health = other.health;
if (other.reputation < 999) reputation = other.reputation;
if (other.mealCount < 999) mealCount = other.mealCount;
if (other.houseworkCount < 999) houseworkCount = other.houseworkCount;
}
} }
// 게임 전체 저장 구조 // 게임 전체 저장 구조

View File

@ -0,0 +1,82 @@
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using UnityEngine;
public class SaveDataController : MonoBehaviour
{
[SerializeField] private MonoBehaviour[] saveableBehaviours;
private ISaveable[] saveables;
private Save tmpSave;
void Awake()
{
tmpSave = new Save();
saveables = saveableBehaviours.OfType<ISaveable>().ToArray();
if (saveables == null || saveables.Length == 0)
saveables = FindObjectsOfType<MonoBehaviour>().OfType<ISaveable>().ToArray();
}
//세이브를 현재 상태에 적용
public void ApplySaveData(Save saveData)
{
GetSaveDataFromManager(saveData);
SendSaveDataToClass();
}
//현재 상태를 세이브에 적용
public Save GetSaveData()
{
UpdateSaveData();
return tmpSave;
}
//로컬에서 로드한 세이브 데이터를 받아오는 함수.
private void GetSaveDataFromManager(Save saveData)
{
tmpSave = saveData;
}
//세이브 데이터를 각클래스에게 적용하는 함수.
private void SendSaveDataToClass()
{
foreach (var s in saveables)
{
s.ApplySaveData(tmpSave);
}
}
//각 클래스에게서 현재 정보를 받아오는 함수.
private void UpdateSaveData()
{
foreach (var s in saveables)
{
Save partial = s.ExtractSaveData();
MergeSave(ref tmpSave, partial);
}
}
private void MergeSave(ref Save baseSave, Save newSave)
{
if (newSave == null) return;
if (newSave.dungeonSave != null)
{
if (baseSave.dungeonSave == null)
baseSave.dungeonSave = new DungeonSave();
baseSave.dungeonSave.MergeWith(newSave.dungeonSave);
}
if (newSave.homeSave != null)
{
if (baseSave.homeSave == null)
baseSave.homeSave = new HomeSave();
baseSave.homeSave.MergeWith(newSave.homeSave);
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 2e5de90e465e1ed4f91e2e6f11e17273
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -12,7 +12,8 @@ public class SaveManager : Singleton<SaveManager>
private const string SaveFolder = "QuickSave"; private const string SaveFolder = "QuickSave";
private string MainSaveFilePath => GetSavePath("Save_Main"); private string MainSaveFilePath => GetSavePath("Save_Main");
private string BackupSaveFilePath => GetSavePath("Save_Backup"); private string BackupSaveFilePath => GetSavePath("Save_Backup");
[SerializeField] private SaveDataController saveDataController;
private Save mainSave; private Save mainSave;
private Save backupSave; private Save backupSave;
@ -25,7 +26,7 @@ public class SaveManager : Singleton<SaveManager>
public void Save() public void Save()
{ {
if(JsonUtility.ToJson(mainSave) == JsonUtility.ToJson(StatManager.instance.ToSaveData())) //같은 상태는 저장되지 않음. 백업 덮어쓰기 방지. if(JsonUtility.ToJson(mainSave) == JsonUtility.ToJson(saveDataController.GetSaveData())) //같은 상태는 저장되지 않음. 백업 덮어쓰기 방지.
return; return;
EnsureSaveExists(); EnsureSaveExists();
@ -45,7 +46,7 @@ public class SaveManager : Singleton<SaveManager>
mainSave = LoadMain(); mainSave = LoadMain();
backupSave = LoadBackup(); backupSave = LoadBackup();
StatManager.instance.loadSaveData2StataManager(mainSave); saveDataController.ApplySaveData(mainSave);
Debug.Log("메인 로드" + mainSave.homeSave.reputation); //임시 코드 Debug.Log("메인 로드" + mainSave.homeSave.reputation); //임시 코드
Debug.Log("백업 로드" + backupSave.homeSave.reputation); //임시 코드 Debug.Log("백업 로드" + backupSave.homeSave.reputation); //임시 코드
@ -53,7 +54,7 @@ public class SaveManager : Singleton<SaveManager>
private void UpdateSaveInfo() private void UpdateSaveInfo()
{ {
mainSave = StatManager.instance.ToSaveData(); //스탯을 관리하는 클래스에 선언된 스탯 업데이트 함수를 호출 mainSave = saveDataController.GetSaveData(); //스탯을 관리하는 클래스에 선언된 스탯 업데이트 함수를 호출
} }
private void SaveMain() private void SaveMain()
@ -119,7 +120,7 @@ public class SaveManager : Singleton<SaveManager>
//더미 세이브 파일 생성 //더미 세이브 파일 생성
private Save CreateNewSave() private Save CreateNewSave()
{ {
var fresh = StatManager.instance.ToSaveData(); var fresh = saveDataController.GetSaveData();
SaveMain(); SaveMain();
SaveBackup(); SaveBackup();
return fresh; return fresh;

View File

@ -1,120 +0,0 @@
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");
}
}

View File

@ -0,0 +1,122 @@
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 TestScript : MonoBehaviour,ISaveable
{
//던전
private int attackLevel;
private int attackSpeedLevel;
private int heartLevel;
private int moveSpeedLevel;
private int evasionTimeLevel;
private int stageLevel;
//일상
private float time;
private int currentDay;
private float health;
private float reputation;
private int mealCount;
private int houseworkCount;
/// <summary>
/// 스탯값 랜덤 변화
/// </summary>
public void ChangeValue()
{
float floatValue = Random.Range(0f, 2f);
int intValue = Random.Range(0, 10);
attackLevel = intValue;
attackSpeedLevel = intValue;
heartLevel = intValue;
moveSpeedLevel = intValue;
stageLevel = intValue;
time = floatValue;
currentDay = intValue;
health = floatValue;
reputation = floatValue;
mealCount = intValue;
houseworkCount = intValue;
Debug.Log("ChangeValue : " + floatValue);
}
/// <summary>
/// 인터페이스 함수1, 데이터 불러오기
/// </summary>
/// <param name="save"></param>
public void ApplySaveData(Save save)
{
if (save?.dungeonSave != null)
{
attackLevel = save.dungeonSave.attackLevel;
attackSpeedLevel = save.dungeonSave.attackSpeedLevel;
heartLevel = save.dungeonSave.heartLevel;
moveSpeedLevel = save.dungeonSave.moveSpeedLevel;
evasionTimeLevel = save.dungeonSave.evasionTimeLevel;
stageLevel = save.dungeonSave.stageLevel;
}
if (save?.homeSave != null)
{
time = save.homeSave.time;
currentDay = save.homeSave.currentDay;
health = save.homeSave.health;
reputation = save.homeSave.reputation;
mealCount = save.homeSave.mealCount;
houseworkCount = save.homeSave.houseworkCount;
Debug.Log("ApplySaveData : " + reputation);
}
}
/// <summary>
/// 인터페이스 함수2, 데이터 전달
/// </summary>
/// <returns></returns>
public Save ExtractSaveData()
{
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,
currentDay = this.currentDay,
health = this.health,
reputation = this.reputation,
mealCount = this.mealCount,
houseworkCount = this.houseworkCount
}
};
}
/// <summary>
/// 씬 전환 테스트용 함수
/// </summary>
public void SceneChange()
{
SceneManager.LoadScene("Main");
}
}

105
Assets/KSH/DungeonLogic.cs Normal file
View File

@ -0,0 +1,105 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DungeonLogic : MonoBehaviour
{
[NonSerialized] public bool isCompleted = false; // 던전 클리어 여부
[NonSerialized] public bool isFailed = false; // 던전 실패 여부
private PlayerController _player;
private EnemyController _enemy;
// 던전 결과 이벤트
public event Action OnDungeonSuccess;
public event Action OnDungeonFailure;
private void Start()
{
// tag를 통해 할당 / 추후 플레이어와 에너미 태그 추가 필요
_player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
_enemy = GameObject.FindGameObjectWithTag("Enemy").GetComponent<EnemyController>();
// 죽음 이벤트 구독
if (_player != null)
{
_player.OnDeath += OnPlayerDeath;
}
if (_enemy != null)
{
_enemy.OnDeath += OnEnemyDeath;
}
}
// 플레이어 사망 처리
private void OnPlayerDeath(CharacterBase player)
{
Debug.Log("player name:" + player.characterName);
if (!isFailed) // 중복 실행 방지
{
FailDungeon();
}
}
// 적 사망 처리
private void OnEnemyDeath(CharacterBase enemy)
{
Debug.Log("enemy name:" + enemy.characterName);
if (!isCompleted) // 중복 실행 방지
{
CompleteDungeon();
}
}
// 던전 성공 처리
public void CompleteDungeon()
{
if (!isCompleted && !isFailed)
{
Debug.Log("던전 공략 성공~!");
isCompleted = true;
OnDungeonSuccess?.Invoke();
// 성공 UI 표시 ?? 강화 표기
// TODO: 강화 시스템으로 넘어가고 일상 맵으로 이동
}
}
// 던전 실패 처리
public void FailDungeon()
{
if (!isCompleted && !isFailed)
{
Debug.Log("던전 공략 실패~!");
isFailed = true;
OnDungeonFailure?.Invoke();
// 죽음 애니메이션 + 실패 UI 표시 ?
// GameManager.Instance.ChangeToHomeScene();
StartCoroutine(DelayedSceneChange()); // 테스트를 위해 3초 대기 후 전환
}
}
private IEnumerator DelayedSceneChange()
{
yield return new WaitForSeconds(3f);
GameManager.Instance.ChangeToHomeScene();
}
// 게임 오브젝트 제거 시 이벤트 구독 해제
private void OnDestroy()
{
if (_player != null)
{
_player.OnDeath -= OnPlayerDeath;
}
if (_enemy != null)
{
_enemy.OnDeath -= OnEnemyDeath;
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ecf4896d6eb9a514e8f83175d8a33a22
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

BIN
Assets/KSH/DungeonTestScene.unity (Stored with Git LFS) Normal file

Binary file not shown.

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 4563b107911b0e54cbdf659694a6f17a
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -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)

Binary file not shown.

View File

@ -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
//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
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
} }

View 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
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;
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b0ce52df52334b1eaf37479fdda66f7a
timeCreated: 1745303266

View 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);
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 26ce8577425c4630903173b182839514
timeCreated: 1745306651

Binary file not shown.

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 57342d13612d4a240981df8a13a16c12
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1 version https://git-lfs.github.com/spec/v1
oid sha256:56c7c829ffd91cd42fa0653c05b5e81708b30f5b364c2fc5570f4a0c3fb810d2 oid sha256:208ecb0c73a3316229232d356a4ae82d1a70e3418e187edc7073d67c6b27699c
size 100544 size 253

Binary file not shown.

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 10550dbcfa71e3e4cb0e91a0bb7a19f0
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 112000000
userData:
assetBundleName:
assetBundleVariant:

BIN
Assets/Scenes/Housing/Lightmap-0_comp_dir.png (Stored with Git LFS) Normal file

Binary file not shown.

View File

@ -0,0 +1,127 @@
fileFormatVersion: 2
guid: e30dc677714519945b30e7215332fd38
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 0
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: 1
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 3
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 1
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 12
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 2
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Android
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

View File

@ -0,0 +1,127 @@
fileFormatVersion: 2
guid: 2ff23c25ba734b9468d6f3bb8a24be15
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 1
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: 1
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 3
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 1
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 0
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 6
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 2
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Android
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

BIN
Assets/Scenes/Housing/Lightmap-0_comp_shadowmask.png (Stored with Git LFS) Normal file

Binary file not shown.

View File

@ -0,0 +1,127 @@
fileFormatVersion: 2
guid: 66363697428821b4eaa87bdcb2da8ff1
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 0
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: 1
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 3
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 1
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 0
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 11
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 2
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Android
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

View File

@ -0,0 +1,127 @@
fileFormatVersion: 2
guid: 643882fa4c2925347bd364c2285322af
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 1
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: 1
seamlessCubemap: 1
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 2
aniso: 0
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 1
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 2
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 100
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Android
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@ -16,6 +16,8 @@ public abstract class CharacterBase : MonoBehaviour
[Header("상태 이상")] [Header("상태 이상")]
public List<StatusEffect> statusEffects = new List<StatusEffect>(); public List<StatusEffect> statusEffects = new List<StatusEffect>();
public event System.Action<CharacterBase> OnDeath; // 사망 이벤트
protected virtual void Start() protected virtual void Start()
{ {
@ -38,6 +40,7 @@ public abstract class CharacterBase : MonoBehaviour
{ {
Debug.Log($"{characterName}이 사망했습니다."); Debug.Log($"{characterName}이 사망했습니다.");
// TODO: 사망 처리 // TODO: 사망 처리
OnDeath?.Invoke(this);
} }
// 상태이상 추가 메서드 // 상태이상 추가 메서드

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d3b800a343fe42afa7494329ef235461
timeCreated: 1745300808

View File

@ -0,0 +1,115 @@
using System;
using System.Collections;
using UnityEngine;
[Serializable]
public struct DamageEffectData
{
public int damage;
public float radius;
public float delay;
public LayerMask targetLayer;
public GameObject explosionEffectPrefab;
}
/// <summary>
/// AOE 범위 공격의 공통 로직을 처리하는 추상 베이스 클래스입니다.
/// </summary>
public abstract class AoeControllerBase : MonoBehaviour
{
[Header("경고 이펙트")]
[SerializeField] protected GameObject warningEffectInstance;
protected DamageEffectData _data;
private Action _slashAction;
private Action _destroyAction;
/// <summary>
/// 범위 공격 이펙트를 설정하고, 딜레이 후 폭발을 실행합니다.
/// </summary>
public void SetEffect(DamageEffectData data, Action slashAction, Action destroyAction)
{
_data = data;
_slashAction = slashAction;
_destroyAction = destroyAction;
ShowWarningEffect();
StartCoroutine(ExplodeAfterDelay());
}
protected virtual void ShowWarningEffect()
{
if (warningEffectInstance != null)
warningEffectInstance.SetActive(true);
float diameter = _data.radius * 2f;
transform.localScale = new Vector3(diameter, 1f, diameter);
}
private IEnumerator ExplodeAfterDelay()
{
yield return new WaitForSeconds(_data.delay);
Explode();
}
/// <summary>
/// 폭발 이펙트 생성, 데미지 처리, 콜백 호출 순서로 실행합니다.
/// </summary>
protected virtual void Explode()
{
// 경고 이펙트 숨기기
if (warningEffectInstance != null)
warningEffectInstance.SetActive(false);
ShowDamageEffect();
// 슬래시 액션(애니메이션 트리거) 호출
_slashAction?.Invoke();
// 범위 내 데미지 처리
HitCheck();
// 패턴 클리어 콜백
_destroyAction?.Invoke();
// 자기 자신 제거
Destroy(gameObject, 2f);
}
protected virtual void HitCheck()
{
var hits = Physics.OverlapSphere(transform.position, _data.radius, _data.targetLayer);
foreach (var hit in hits)
{
if (hit.CompareTag("Player"))
{
Debug.Log($"{hit.name}에게 {_data.damage} 데미지 적용");
// TODO: 실제 데미지 처리 로직 호출
// 임시 데이미 처리 로직
PlayerController playerController = hit.transform.GetComponent<PlayerController>();
if (playerController != null)
{
playerController.TakeDamage(_data.damage);
}
}
}
}
protected virtual void ShowDamageEffect()
{
// 폭발 이펙트 생성
if (_data.explosionEffectPrefab != null)
{
var effect = Instantiate(_data.explosionEffectPrefab, transform.position, transform.rotation);
effect.transform.localScale = new Vector3(_data.radius, _data.radius, _data.radius);
Destroy(effect, 2f);
}
}
protected virtual void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, _data.radius);
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1dd40dca214a4038be21f64ce645e5d9
timeCreated: 1745393630

View File

@ -0,0 +1,4 @@
public class BoomAoeController : AoeControllerBase
{
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e32c2002701d49df83faa36b3da55436
timeCreated: 1745395178

View File

@ -0,0 +1,19 @@
using System;
using System.Collections;
using UnityEngine;
public class ChariotAoeController : AoeControllerBase
{
protected override void ShowDamageEffect()
{
// 폭발 이펙트 생성
if (_data.explosionEffectPrefab != null)
{
var effect = Instantiate(_data.explosionEffectPrefab, transform.position, transform.rotation);
effect.transform.localScale = new Vector3(2f, 2f, 2f);
Destroy(effect, 2f);
}
}
}

View File

@ -0,0 +1,58 @@
using UnityEngine;
public class HorizontalAoeController : AoeControllerBase
{
private float slashAngle = 270f;
private int gizmoSegments = 20;
protected override void HitCheck()
{
var hits = Physics.OverlapSphere(transform.position, _data.radius, _data.targetLayer);
foreach (var hit in hits)
{
if (!hit.CompareTag("Player")) continue;
Vector3 dir = hit.transform.position - transform.position;
dir.y = 0;
float angleToForward = Vector3.Angle(transform.forward, dir);
if (angleToForward <= slashAngle * 0.5f)
{
Debug.Log($"{hit.name}이(가) 횡적 슬래시 데미지 범위에 있습니다.");
Debug.Log($"{hit.name}에게 {_data.damage} 데미지 적용");
// TODO: 실제 데미지 처리 로직 호출
// 임시 데이미 처리 로직
PlayerController playerController = hit.transform.GetComponent<PlayerController>();
if (playerController != null)
{
playerController.TakeDamage(_data.damage);
}
}
}
}
private void OnDrawGizmosSelected()
{
// 부채꼴 형태 기즈모 드로잉
Gizmos.color = Color.red;
Vector3 origin = transform.position;
float halfAngle = slashAngle * 0.5f;
float step = slashAngle / gizmoSegments;
// 시작 포인트
Vector3 prevDir = Quaternion.AngleAxis(-halfAngle, Vector3.up) * transform.forward;
Vector3 prevPoint = origin + prevDir.normalized * _data.radius;
Gizmos.DrawLine(origin, prevPoint);
for (int i = 1; i <= gizmoSegments; i++)
{
float currentAngle = -halfAngle + step * i;
Vector3 currDir = Quaternion.AngleAxis(currentAngle, Vector3.up) * transform.forward;
Vector3 currPoint = origin + currDir.normalized * _data.radius;
Gizmos.DrawLine(prevPoint, currPoint);
prevPoint = currPoint;
}
// 마지막 라인
Gizmos.DrawLine(origin, prevPoint);
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e77da766410d47f9a7effebd30fd33f6
timeCreated: 1745394588

View File

@ -0,0 +1,57 @@
using UnityEngine;
public class VerticalAoeController : AoeControllerBase
{
protected override void ShowWarningEffect()
{
if (warningEffectInstance != null)
warningEffectInstance.SetActive(true);
var centerCap = Vector3.forward * _data.radius;
float diameter = _data.radius * 2f;
transform.localScale = new Vector3(_data.radius, 1f, diameter);
transform.Translate(centerCap, Space.Self);
}
protected override void ShowDamageEffect()
{
// 폭발 이펙트 생성
if (_data.explosionEffectPrefab != null)
{
var effect = Instantiate(_data.explosionEffectPrefab, transform.position, transform.rotation);
effect.transform.localScale = new Vector3(_data.radius, _data.radius, _data.radius);
Destroy(effect, 2f);
}
}
protected override void HitCheck()
{
// 박스 판정 (사각형 직선)
Vector3 halfExtents = new Vector3(_data.radius, 1f, _data.radius * 2f);
Collider[] hits = Physics.OverlapBox(transform.position, halfExtents, transform.rotation, _data.targetLayer);
foreach (var hit in hits)
{
if (!hit.CompareTag("Player")) continue;
Debug.Log($"{hit.name} 사각형 범위에 있어 데미지 적용");
// TODO: 데미지 로직
// 임시 데이미 처리 로직
PlayerController playerController = hit.transform.GetComponent<PlayerController>();
if (playerController != null)
{
playerController.TakeDamage(_data.damage);
}
}
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Vector3 center = transform.position;
Vector3 size = new Vector3(_data.radius, 1f, _data.radius * 2f);
Gizmos.matrix = Matrix4x4.TRS(center, transform.rotation, Vector3.one);
Gizmos.DrawWireCube(Vector3.zero, size);
Gizmos.matrix = Matrix4x4.identity;
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8eb40ee5f0d943469026d2b6522dbe46
timeCreated: 1745393484

View File

@ -1,14 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyAnimatorStateAttack : StateMachineBehaviour
{
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
// override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
// {
// animator.gameObject.GetComponent<EnemyController>().SetState(EnemyState.Trace);
// }
}

View File

@ -1,42 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
public class EnemyAttackController : MonoBehaviour
{
[Header("각종 전조 오브젝트")]
[SerializeField] private GameObject verticalWarningArea;
[SerializeField] private GameObject horizontalWarningArea;
[SerializeField] private GameObject chariotWarningArea;
[SerializeField] private GameObject dynamoWarningArea;
// 배열에 담아서 관리
private List<GameObject> warningAreas;
private GameObject _activeArea;
private void Awake()
{
warningAreas = new List<GameObject>()
{
verticalWarningArea,
horizontalWarningArea,
chariotWarningArea,
dynamoWarningArea
};
}
// 랜덤 전조 호출
public void TriggerRandomWarning(Vector3 spawnPosition, Quaternion spawnRotation)
{
// 0 ~ Count-1 사이 랜덤 인덱스
int idx = Random.Range(0, warningAreas.Count);
GameObject selected = warningAreas[idx];
// 예시: Instantiate 방식으로 화면에 띄우기
_activeArea = Instantiate(selected, spawnPosition, spawnRotation);
}
public void DestroyWarningArea()
{
Destroy(_activeArea);
}
}

Some files were not shown because too many files have changed in this diff Show More