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No commits in common. "b3b4361f64504188ec764a70b449b2712c19a93d" and "7becedc9d5a8a4f7dfdbae0fcca9e29b3649076d" have entirely different histories.

11 changed files with 13 additions and 112 deletions

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@ -5,7 +5,6 @@ using System.Runtime.CompilerServices;
using UnityEditor.TextCore.Text;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public enum PlayerState { None, Idle, Move, Win, Hit, Dead }
@ -18,7 +17,6 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
[SerializeField] private GameObject normalModel; // char_body : 일상복
[SerializeField] private GameObject battleModel; // warrior_1 : 전투복
[SerializeField] private Transform dashEffectAnchor; // 대시 이펙트 위치
[SerializeField] private Image dashCooldownFillImage; //대시 쿨다운 이미지
// 내부에서만 사용하는 변수
private PlayerHitEffectController hitEffectController;
@ -110,16 +108,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
//대시 쿨타임 진행
if (dashCooldownTimer > 0f)
{
dashCooldownTimer -= Time.deltaTime;
if(dashCooldownFillImage != null)
dashCooldownFillImage.fillAmount = DashCooldownRatio;
}
else
{
if(dashCooldownFillImage != null)
dashCooldownFillImage.fillAmount = 0f;
}
// Hit 상태거나 게임 끝났을 땐 땐 입력 무시
if (CurrentState == PlayerState.Hit || CurrentState == PlayerState.Dead || CurrentState == PlayerState.Win)

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@ -15,9 +15,6 @@ public class DungeonSave
// 현재 진행 중인 스테이지
public int stageLevel = 0;
// 스테이지 도전 횟수
public int tryStageCount = 999;
//병합을 위한 메서드
public void MergeWith(DungeonSave other)
{
@ -29,7 +26,6 @@ public class DungeonSave
if (other.moveSpeedLevel != 0) moveSpeedLevel = other.moveSpeedLevel;
if (other.dashCoolDownLevel != 0) dashCoolDownLevel = other.dashCoolDownLevel;
if (other.stageLevel != 0) stageLevel = other.stageLevel;
if (other.tryStageCount < 999) tryStageCount = other.tryStageCount;
}
}
@ -49,16 +45,6 @@ public class HomeSave
//이벤트
public int mealCount = 999;
public bool hasShownBubbleToday = false;
public bool hasShownBubbleTodaySet = false;
public bool hasCheckedAbsenceToday;
public bool hasCheckedAbsenceTodaySet = false;
//튜토리얼 여부
public bool hasTutorial = false;
public bool hasTutorialSet = false;
//병합을 위한 메서드
public void MergeWith(HomeSave other)
{
@ -69,12 +55,6 @@ public class HomeSave
if (other.health < 999) health = other.health;
if (other.reputation < 999) reputation = other.reputation;
if (other.mealCount < 999) mealCount = other.mealCount;
if (other.hasShownBubbleTodaySet) hasShownBubbleToday = other.hasShownBubbleToday;
if (other.hasCheckedAbsenceTodaySet) hasCheckedAbsenceToday = other.hasCheckedAbsenceToday;
if (other.hasTutorialSet) hasTutorial = other.hasTutorial;
}
}
@ -85,7 +65,6 @@ public class Save
public HomeSave homeSave;
public DungeonSave dungeonSave;
//초기 값 반환
public Save InitSave()
{
return new Save
@ -96,10 +75,7 @@ public class Save
time = 8.0f,
health = 8.0f,
reputation = 2.0f,
mealCount = 0,
hasShownBubbleToday = false,
hasCheckedAbsenceToday = false,
hasTutorial = false
mealCount = 0
},
dungeonSave = new DungeonSave
{
@ -108,8 +84,7 @@ public class Save
heartLevel = 1,
moveSpeedLevel = 1,
dashCoolDownLevel = 1,
stageLevel = 1,
tryStageCount = 0
stageLevel = 1
}
};
}

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@ -46,6 +46,9 @@ public class SaveManager : Singleton<SaveManager>
backupSave = LoadBackup();
saveDataController.ApplySaveData(mainSave);
Debug.Log("메인 로드" + mainSave.homeSave.reputation); //임시 코드
Debug.Log("백업 로드" + backupSave.homeSave.reputation); //임시 코드
}
private void UpdateSaveInfo()
@ -184,7 +187,7 @@ public class SaveManager : Singleton<SaveManager>
backupSave = fresh.InitSave();
SaveMain();
SaveBackup();
saveDataController.ApplySaveData(mainSave);
saveDataController.ApplySaveData(fresh);
}

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@ -30,8 +30,6 @@ public class UpgradeManager : Singleton<UpgradeManager>
private RectTransform backgroundRectTransform;
private List<Button> cards = new List<Button>();
private bool isHome = false;
public void Start()
{
@ -85,36 +83,6 @@ public class UpgradeManager : Singleton<UpgradeManager>
}
}
/// <summary>
/// 랜덤한 강화 카드 1장
/// </summary>
public void StartUpgradeInHome()
{
isHome = true;
DrawStatNumber();
//배경 패널 생성
if(backgroundRectTransform == null)
backgroundRectTransform = Instantiate(backgroundPanel,canvas.transform).GetComponent<RectTransform>();
//배경 패널 애니메이션 적용
backgroundRectTransform.gameObject.SetActive(true);
StartCoroutine(CoFade(backgroundRectTransform.gameObject, 0f,0.7f,0.2f));
EnsureCardListSize(3);
if(cards[0] == null)
cards[0] = Instantiate(upgradeButton, backgroundRectTransform);
cards[0].gameObject.SetActive(true);
cards[0].GetComponent<UpgradeCard>().Init((StatType)stats[0]);
StartCoroutine(CoFade(cards[0].gameObject, 0f,1f,0.4f, () =>
{
cards[0].GetComponent<CanvasGroup>().interactable = true;
}));
}
/// <summary>
/// 중복되지 않는 랜덤한 스탯 번호 뽑기
@ -162,15 +130,13 @@ public class UpgradeManager : Singleton<UpgradeManager>
public void DestroyUpgradeCard()
{
// 카드 비활성화
if (stats.Count == 0|| isHome)
if (stats.Count == 0)
{
StartCoroutine(CoFade(cards[0].gameObject, 1f,0f,0.4f,() =>
{
cards[0].gameObject.SetActive(false);
backgroundRectTransform.gameObject.SetActive(false);
}));
isHome = false;
}
else
{
@ -223,7 +189,7 @@ public class UpgradeManager : Singleton<UpgradeManager>
if (canvasGroup == null && image == null)
{
Debug.LogError("CanvasGroup도 Image도 없습니다");
Debug.LogError("CanvasGroup도 Image도 없습니다!");
yield break;
}

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@ -87,6 +87,7 @@ public class UpgradeStat : MonoBehaviour, ISaveable
/// <returns></returns>
public Save ExtractSaveData()
{
Debug.Log("UpgradeStat extracting save data");
return new Save
{
dungeonSave = new DungeonSave

View File

@ -46,7 +46,7 @@ public class DungeonPanelController : MonoBehaviour
// out of index error 방지
if (_countHealth >= visibleHeartCount) return false;
_playerHealthImages[visibleHeartCount-(_countHealth+1)].color = Color.black;
_playerHealthImages[_countHealth].color = Color.black;
_countHealth++;
return _countHealth < visibleHeartCount;
}

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@ -416,11 +416,6 @@ public class PlayerStats : MonoBehaviour,ISaveable
HealthStat = Mathf.Clamp(save.homeSave.health, 0, _gameConstants.maxHealth);
ReputationStat = Mathf.Clamp(save.homeSave.reputation, 0, _gameConstants.maxReputation);
_mealCount = Mathf.Clamp(save.homeSave.mealCount, 0, 2);
_hasCheckedAbsenceToday = save.homeSave.hasCheckedAbsenceToday;
_hasShownBubbleToday = save.homeSave.hasShownBubbleToday;
//UI적용
OnStatsChanged?.Invoke(new StatsChangeData(TimeStat, HealthStat, ReputationStat));
}
}
@ -433,13 +428,7 @@ public class PlayerStats : MonoBehaviour,ISaveable
time = Mathf.Clamp(this.TimeStat,0,_gameConstants.maxTime),
health = Mathf.Clamp(this.HealthStat,0,_gameConstants.maxHealth),
reputation = Mathf.Clamp(this.ReputationStat,0,_gameConstants.maxReputation),
mealCount = Mathf.Clamp(this._mealCount,0,2),
hasCheckedAbsenceTodaySet = true,
hasCheckedAbsenceToday = this._hasCheckedAbsenceToday,
hasShownBubbleTodaySet = true,
hasShownBubbleToday = this._hasShownBubbleToday,
mealCount = Mathf.Clamp(this._mealCount,0,2)
}
};
}

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Assets/KSH/ReDungeon.unity (Stored with Git LFS)

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@ -5,7 +5,6 @@ using System.Text;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Random = UnityEngine.Random;
public class InteractionAnimationPanelController : MonoBehaviour
{
@ -109,16 +108,6 @@ public class InteractionAnimationPanelController : MonoBehaviour
//패널 닫고 애니메이션 null처리
HidePanel();
_autoHideCoroutine = null;
if (actionType == ActionType.Housework)
{
var chance = 0.7f;
if (Random.value < chance)
{
UpgradeManager.Instance.StartUpgradeInHome();
}
}
}
private void HidePanel()

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@ -133,7 +133,6 @@ public partial class GameManager : Singleton<GameManager>,ISaveable
if (save?.dungeonSave != null)
{
stageLevel = Mathf.Clamp(save.dungeonSave.stageLevel,1,2);
tryStageCount = Mathf.Clamp(save.dungeonSave.tryStageCount,0,3);
}
if (save?.homeSave != null)
@ -149,7 +148,6 @@ public partial class GameManager : Singleton<GameManager>,ISaveable
dungeonSave = new DungeonSave()
{
stageLevel = Mathf.Clamp(this.stageLevel,1,2),
tryStageCount = Mathf.Clamp(this.tryStageCount,0,3),
},
homeSave = new HomeSave

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@ -23,17 +23,11 @@ public partial class GameManager
private void ZeroReputationEnd() // 평판 0 엔딩
{
StartNPCDialogue(GamePhase.ZeroEnd);
//세이브 초기화
SaveManager.Instance.ResetSave();
}
private void FailEnd() // 같은 스테이지 3회 도전 실패 엔딩
{
StartNPCDialogue(GamePhase.FailEnd);
//세이브 초기화
SaveManager.Instance.ResetSave();
}
// 회고 엔딩. 7일차에 실행
@ -41,8 +35,5 @@ public partial class GameManager
{
// npc와의 마지막 대화 출력
StartNPCDialogue(GamePhase.End);
//세이브 초기화
SaveManager.Instance.ResetSave();
}
}