DEG-165 세이브,강화 병합 #50
@ -86,14 +86,10 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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PlayerInit();
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//강화 수치 적용
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//attackPowerLevel = 1 + (float)UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(StatType.AttackPower) / 2;
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attackPowerLevel = 1.1f;
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//moveSpeedLevel = 1 + (float)UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(StatType.MoveSpeed) / 2;
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moveSpeedLevel = 1.1f;
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//dashCoolLevel = (float)UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(StatType.DashCoolDown)/5;
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dashCoolLevel = 0.2f;
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//attackSpeedLevel = (float)UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(StatType.AttackSpeed)/10;
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attackSpeedLevel = 0.1f;
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attackPowerLevel = 1 + (float)UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(StatType.AttackPower) / 2;
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moveSpeedLevel = 1 + (float)UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(StatType.MoveSpeed) / 2;
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dashCoolLevel = (float)UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(StatType.DashCoolDown)/5;
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attackSpeedLevel = (float)UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(StatType.AttackSpeed)/10;
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attackPower *= attackPowerLevel;
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moveSpeed *= moveSpeedLevel;
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@ -253,13 +249,6 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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{
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if (!_isBattle) return;
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// 쿨타임 중이면 무시
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if (IsDashOnCooldown)
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{
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Debug.Log("대시 쿨타임 중");
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return;
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}
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_currentAction = _attackAction;
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_currentAction.StartAction(this);
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}
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@ -268,6 +257,13 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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{
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if (!_isBattle) return;
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// 쿨타임 중이면 무시
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if (IsDashOnCooldown)
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{
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Debug.Log("대시 쿨타임 중");
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return;
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}
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// 만약 공격 중이면 강제로 공격 종료
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if (_currentAction == _attackAction && _attackAction.IsActive)
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{
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@ -44,7 +44,6 @@ public class HomeSave
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//이벤트
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public int mealCount = 999;
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public int houseworkCount = 999;
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//병합을 위한 메서드
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public void MergeWith(HomeSave other)
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@ -56,7 +55,6 @@ public class HomeSave
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if (other.health < 999) health = other.health;
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if (other.reputation < 999) reputation = other.reputation;
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if (other.mealCount < 999) mealCount = other.mealCount;
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if (other.houseworkCount < 999) houseworkCount = other.houseworkCount;
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}
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}
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@ -66,4 +64,28 @@ public class Save
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{
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public HomeSave homeSave;
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public DungeonSave dungeonSave;
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public Save InitSave()
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{
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return new Save
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{
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homeSave = new HomeSave
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{
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currentDay = 1,
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time = 8.0f,
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health = 8.0f,
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reputation = 2.0f,
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mealCount = 0
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},
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dungeonSave = new DungeonSave
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{
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attackPowerLevel = 1,
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attackSpeedLevel = 1,
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heartLevel = 1,
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moveSpeedLevel = 1,
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dashCoolDownLevel = 1,
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stageLevel = 1
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}
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};
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}
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}
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@ -103,14 +103,7 @@ public class SaveManager : Singleton<SaveManager>
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{
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Debug.LogWarning("Backup 세이브 로드 실패: " + e.Message);
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// 백업 시도
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if (QuickSaveRaw.Exists(MainSaveFilePath))
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{
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Debug.LogWarning("메인 세이브로 복구 시도");
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return LoadMain();
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}
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// 메인도 없을 경우 새 세이브 생성
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// 새 세이브 생성
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Debug.LogError("세이브 전체 손상 → 새 세이브 생성");
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return CreateNewSave();
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}
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@ -184,5 +177,15 @@ public class SaveManager : Singleton<SaveManager>
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Debug.Log("자동저장 되었습니다.");
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}
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public void ResetSave()
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{
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Save fresh = new Save();
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mainSave = fresh.InitSave();
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backupSave = fresh.InitSave();
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SaveMain();
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SaveBackup();
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saveDataController.ApplySaveData(fresh);
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}
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}
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@ -73,8 +73,8 @@ public class TestScript : MonoBehaviour,ISaveable
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// currentDay = save.homeSave.currentDay;
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// health = save.homeSave.health;
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// reputation = save.homeSave.reputation;
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mealCount = save.homeSave.mealCount;
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houseworkCount = save.homeSave.houseworkCount;
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//mealCount = save.homeSave.mealCount;
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//houseworkCount = save.homeSave.houseworkCount;
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Debug.Log("ApplySaveData : " + reputation);
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}
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@ -105,8 +105,8 @@ public class TestScript : MonoBehaviour,ISaveable
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// currentDay = this.currentDay,
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// health = this.health,
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// reputation = this.reputation,
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mealCount = this.mealCount,
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houseworkCount = this.houseworkCount
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//mealCount = this.mealCount,
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//houseworkCount = this.houseworkCount
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}
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};
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}
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@ -92,11 +92,11 @@ public class UpgradeStat : MonoBehaviour, ISaveable
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{
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dungeonSave = new DungeonSave
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{
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attackPowerLevel = levels[StatType.AttackPower],
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attackSpeedLevel = levels[StatType.AttackSpeed],
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moveSpeedLevel = levels[StatType.MoveSpeed],
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dashCoolDownLevel = levels[StatType.DashCoolDown],
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heartLevel = levels[StatType.Heart]
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attackPowerLevel = Mathf.Clamp(levels[StatType.AttackPower],1, DEFAULT_MAX),
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attackSpeedLevel = Mathf.Clamp(levels[StatType.AttackSpeed],1, DEFAULT_MAX),
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moveSpeedLevel = Mathf.Clamp(levels[StatType.MoveSpeed],1, DEFAULT_MAX),
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dashCoolDownLevel = Mathf.Clamp(levels[StatType.DashCoolDown],1, DEFAULT_MAX),
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heartLevel = Mathf.Clamp(levels[StatType.Heart],1, MAX_HEART)
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}
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};
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}
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@ -109,11 +109,12 @@ public class UpgradeStat : MonoBehaviour, ISaveable
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{
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if (save?.dungeonSave == null) return;
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levels[StatType.AttackPower] = save.dungeonSave.attackPowerLevel;
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levels[StatType.AttackSpeed] = save.dungeonSave.attackSpeedLevel;
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levels[StatType.MoveSpeed] = save.dungeonSave.moveSpeedLevel;
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levels[StatType.DashCoolDown] = save.dungeonSave.dashCoolDownLevel;
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levels[StatType.Heart] = save.dungeonSave.heartLevel;
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levels[StatType.AttackPower] = Mathf.Clamp(save.dungeonSave.attackPowerLevel,1, DEFAULT_MAX);
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levels[StatType.AttackSpeed] = Mathf.Clamp(save.dungeonSave.attackSpeedLevel,1, DEFAULT_MAX);
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levels[StatType.MoveSpeed] = Mathf.Clamp(save.dungeonSave.moveSpeedLevel,1, DEFAULT_MAX);
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levels[StatType.DashCoolDown] = Mathf.Clamp(save.dungeonSave.dashCoolDownLevel,1, DEFAULT_MAX);
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levels[StatType.Heart] = Mathf.Clamp(save.dungeonSave.heartLevel,1, MAX_HEART);
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}
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}
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@ -13,8 +13,7 @@ public class DungeonPanelController : MonoBehaviour
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private void Start()
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{
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//int level = UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(StatType.Heart); // 1~3
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int level = 2;
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int level = UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(StatType.Heart); // 1~3
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visibleHeartCount = 3 + (level - 1); // level 1=3개, 2=4개, 3=5개
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@ -390,11 +390,10 @@ public class PlayerStats : MonoBehaviour,ISaveable
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{
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if (save?.homeSave != null)
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{
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TimeStat = save.homeSave.time;
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HealthStat = save.homeSave.health;
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ReputationStat = save.homeSave.reputation;
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//mealCount = save.homeSave.mealCount;
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//houseworkCount = save.homeSave.houseworkCount;
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TimeStat = Mathf.Clamp(save.homeSave.time, 0, _gameConstants.maxTime);
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HealthStat = Mathf.Clamp(save.homeSave.health, 0, _gameConstants.maxHealth);
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ReputationStat = Mathf.Clamp(save.homeSave.reputation, 0, _gameConstants.maxReputation);
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_mealCount = Mathf.Clamp(save.homeSave.mealCount, 0, 2);
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}
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}
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@ -404,11 +403,10 @@ public class PlayerStats : MonoBehaviour,ISaveable
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{
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homeSave = new HomeSave
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{
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time = this.TimeStat,
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health = this.HealthStat,
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reputation = this.ReputationStat,
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//mealCount = this.mealCount,
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//houseworkCount = this.houseworkCount
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time = Mathf.Clamp(this.TimeStat,0,_gameConstants.maxTime),
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health = Mathf.Clamp(this.HealthStat,0,_gameConstants.maxHealth),
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reputation = Mathf.Clamp(this.ReputationStat,0,_gameConstants.maxReputation),
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mealCount = Mathf.Clamp(this._mealCount,0,2)
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}
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};
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}
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BIN
Assets/KSH/ReDungeon.unity
(Stored with Git LFS)
BIN
Assets/KSH/ReDungeon.unity
(Stored with Git LFS)
Binary file not shown.
BIN
Assets/KSH/ReHousing.unity
(Stored with Git LFS)
BIN
Assets/KSH/ReHousing.unity
(Stored with Git LFS)
Binary file not shown.
@ -114,12 +114,12 @@ public partial class GameManager : Singleton<GameManager>,ISaveable
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{
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if (save?.dungeonSave != null)
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{
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stageLevel = save.dungeonSave.stageLevel;
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stageLevel = Mathf.Clamp(save.dungeonSave.stageLevel,1,2);
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}
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if (save?.homeSave != null)
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{
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currentDay = save.homeSave.currentDay;
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currentDay = Mathf.Clamp(save.homeSave.currentDay,1,maxDays);
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}
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}
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@ -129,12 +129,12 @@ public partial class GameManager : Singleton<GameManager>,ISaveable
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{
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dungeonSave = new DungeonSave()
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{
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stageLevel = this.stageLevel,
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stageLevel = Mathf.Clamp(this.stageLevel,1,2),
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},
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homeSave = new HomeSave
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{
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currentDay = this.currentDay,
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currentDay = Mathf.Clamp(this.currentDay,1,maxDays),
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}
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};
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}
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