DEG-165 세이브,강화 병합 #50
@ -35,7 +35,7 @@ public class PlayerActionAttack : IPlayerAction {
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comboQueued = true;
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comboQueued = true;
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}
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}
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if (comboTimer >= comboDuration) {
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if (comboTimer >= comboDuration-player.attackSpeedLevel) {
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ProceedComboOrEnd();
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ProceedComboOrEnd();
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}
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}
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}
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}
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@ -30,6 +30,12 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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private IPlayerAction _currentAction;
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private IPlayerAction _currentAction;
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public IPlayerAction CurrentAction => _currentAction;
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public IPlayerAction CurrentAction => _currentAction;
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// 강화 관련
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private float attackPowerLevel;
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private float moveSpeedLevel;
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private float dashCoolLevel;
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public float attackSpeedLevel;
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// 상태 관련
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// 상태 관련
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private PlayerStateIdle _playerStateIdle;
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private PlayerStateIdle _playerStateIdle;
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private PlayerStateMove _playerStateMove;
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private PlayerStateMove _playerStateMove;
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@ -37,6 +43,12 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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private PlayerStateHit _playerStateHit;
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private PlayerStateHit _playerStateHit;
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private PlayerStateDead _playerStateDead;
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private PlayerStateDead _playerStateDead;
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//대시 쿨타임 관련
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[SerializeField] private float dashCooldownDuration = 1.5f;
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private float dashCooldownTimer = 0f;
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public bool IsDashOnCooldown => dashCooldownTimer > 0f;
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public float DashCooldownRatio => dashCooldownTimer / dashCooldownDuration;
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// 행동 관련
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// 행동 관련
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private PlayerActionAttack _attackAction;
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private PlayerActionAttack _attackAction;
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private PlayerActionDash _actionDash;
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private PlayerActionDash _actionDash;
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@ -72,6 +84,16 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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hitEffectController = GetComponentInChildren<PlayerHitEffectController>();
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hitEffectController = GetComponentInChildren<PlayerHitEffectController>();
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PlayerInit();
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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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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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dashCooldownDuration -= dashCoolLevel;
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}
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}
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private void Update()
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private void Update()
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@ -81,6 +103,10 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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_playerStates[CurrentState].Update();
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_playerStates[CurrentState].Update();
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}
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}
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//대시 쿨타임 진행
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if (dashCooldownTimer > 0f)
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dashCooldownTimer -= Time.deltaTime;
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// Hit 상태거나 게임 끝났을 땐 땐 입력 무시
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// Hit 상태거나 게임 끝났을 땐 땐 입력 무시
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if (CurrentState == PlayerState.Hit || CurrentState == PlayerState.Dead || CurrentState == PlayerState.Win)
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if (CurrentState == PlayerState.Hit || CurrentState == PlayerState.Dead || CurrentState == PlayerState.Win)
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return;
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return;
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@ -231,6 +257,13 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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{
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{
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if (!_isBattle) return;
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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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// 만약 공격 중이면 강제로 공격 종료
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if (_currentAction == _attackAction && _attackAction.IsActive)
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if (_currentAction == _attackAction && _attackAction.IsActive)
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{
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{
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@ -244,6 +277,9 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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_currentAction = _actionDash;
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_currentAction = _actionDash;
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_actionDash.StartAction(this);
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_actionDash.StartAction(this);
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// 쿨타임 시작
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dashCooldownTimer = dashCooldownDuration;
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}
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}
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public void OnActionEnded(IPlayerAction action)
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public void OnActionEnded(IPlayerAction action)
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BIN
Assets/KJM/KJM.unity
(Stored with Git LFS)
BIN
Assets/KJM/KJM.unity
(Stored with Git LFS)
Binary file not shown.
@ -44,7 +44,6 @@ public class HomeSave
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//이벤트
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//이벤트
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public int mealCount = 999;
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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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//병합을 위한 메서드
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public void MergeWith(HomeSave other)
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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.health < 999) health = other.health;
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if (other.reputation < 999) reputation = other.reputation;
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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.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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}
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}
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@ -66,4 +64,28 @@ public class Save
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{
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{
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public HomeSave homeSave;
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public HomeSave homeSave;
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public DungeonSave dungeonSave;
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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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}
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@ -103,14 +103,7 @@ public class SaveManager : Singleton<SaveManager>
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{
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{
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Debug.LogWarning("Backup 세이브 로드 실패: " + e.Message);
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Debug.LogWarning("Backup 세이브 로드 실패: " + e.Message);
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// 백업 시도
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// 새 세이브 생성
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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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Debug.LogError("세이브 전체 손상 → 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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return CreateNewSave();
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}
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}
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@ -119,7 +112,10 @@ public class SaveManager : Singleton<SaveManager>
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//더미 세이브 파일 생성
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//더미 세이브 파일 생성
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private Save CreateNewSave()
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private Save CreateNewSave()
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{
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{
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var fresh = saveDataController.GetSaveData();
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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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SaveMain();
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SaveBackup();
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SaveBackup();
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return fresh;
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return fresh;
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@ -184,5 +180,15 @@ public class SaveManager : Singleton<SaveManager>
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Debug.Log("자동저장 되었습니다.");
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Debug.Log("자동저장 되었습니다.");
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}
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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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}
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@ -38,13 +38,13 @@ public class TestScript : MonoBehaviour,ISaveable
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// attackSpeedLevel = intValue;
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// attackSpeedLevel = intValue;
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// heartLevel = intValue;
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// heartLevel = intValue;
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// moveSpeedLevel = intValue;
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// moveSpeedLevel = intValue;
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stageLevel = intValue;
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//stageLevel = intValue;
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time = floatValue;
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// time = floatValue;
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currentDay = intValue;
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// currentDay = intValue;
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health = floatValue;
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// health = floatValue;
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reputation = floatValue;
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// reputation = floatValue;
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mealCount = intValue;
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mealCount = intValue;
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houseworkCount = intValue;
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houseworkCount = intValue;
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@ -64,17 +64,17 @@ public class TestScript : MonoBehaviour,ISaveable
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// heartLevel = save.dungeonSave.heartLevel;
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// heartLevel = save.dungeonSave.heartLevel;
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// moveSpeedLevel = save.dungeonSave.moveSpeedLevel;
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// moveSpeedLevel = save.dungeonSave.moveSpeedLevel;
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// dashCoolDownLevel = save.dungeonSave.dashCoolDownLevel;
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// dashCoolDownLevel = save.dungeonSave.dashCoolDownLevel;
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stageLevel = save.dungeonSave.stageLevel;
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//stageLevel = save.dungeonSave.stageLevel;
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}
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}
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if (save?.homeSave != null)
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if (save?.homeSave != null)
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{
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{
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time = save.homeSave.time;
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// time = save.homeSave.time;
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currentDay = save.homeSave.currentDay;
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// currentDay = save.homeSave.currentDay;
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health = save.homeSave.health;
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// health = save.homeSave.health;
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reputation = save.homeSave.reputation;
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// reputation = save.homeSave.reputation;
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mealCount = save.homeSave.mealCount;
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//mealCount = save.homeSave.mealCount;
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houseworkCount = save.homeSave.houseworkCount;
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//houseworkCount = save.homeSave.houseworkCount;
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Debug.Log("ApplySaveData : " + reputation);
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Debug.Log("ApplySaveData : " + reputation);
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}
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}
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@ -95,18 +95,18 @@ public class TestScript : MonoBehaviour,ISaveable
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// heartLevel = this.heartLevel,
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// heartLevel = this.heartLevel,
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// moveSpeedLevel = this.moveSpeedLevel,
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// moveSpeedLevel = this.moveSpeedLevel,
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// dashCoolDownLevel = this.dashCoolDownLevel,
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// dashCoolDownLevel = this.dashCoolDownLevel,
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stageLevel = this.stageLevel,
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//stageLevel = this.stageLevel,
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},
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},
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homeSave = new HomeSave
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homeSave = new HomeSave
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{
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{
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time = this.time,
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// time = this.time,
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currentDay = this.currentDay,
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// currentDay = this.currentDay,
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health = this.health,
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// health = this.health,
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reputation = this.reputation,
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// reputation = this.reputation,
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mealCount = this.mealCount,
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//mealCount = this.mealCount,
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houseworkCount = this.houseworkCount
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//houseworkCount = this.houseworkCount
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}
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}
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};
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};
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}
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}
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BIN
Assets/KJM/KJM_Test/Upgrade/Prefabs/SaveManager.prefab
(Stored with Git LFS)
Normal file
BIN
Assets/KJM/KJM_Test/Upgrade/Prefabs/SaveManager.prefab
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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||||||
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guid: 322b2c3b468b7714ea61240f9ca7952b
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||||||
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PrefabImporter:
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||||||
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externalObjects: {}
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||||||
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userData:
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||||||
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assetBundleName:
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||||||
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assetBundleVariant:
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BIN
Assets/KJM/KJM_Test/Upgrade/Prefabs/UpgradeManager.prefab
(Stored with Git LFS)
Normal file
BIN
Assets/KJM/KJM_Test/Upgrade/Prefabs/UpgradeManager.prefab
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,7 @@
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|||||||
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fileFormatVersion: 2
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||||||
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guid: 903a43d31237e6d4cb31a9ad566f4481
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||||||
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PrefabImporter:
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||||||
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externalObjects: {}
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||||||
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userData:
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||||||
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assetBundleName:
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||||||
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assetBundleVariant:
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@ -18,7 +18,6 @@ public enum StatType
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public class UpgradeManager : Singleton<UpgradeManager>
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public class UpgradeManager : Singleton<UpgradeManager>
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{
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{
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//캔버스 프리팹 사용..?
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Canvas canvas;
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Canvas canvas;
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public GameObject backgroundPanel;
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public GameObject backgroundPanel;
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@ -157,6 +156,18 @@ public class UpgradeManager : Singleton<UpgradeManager>
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//배경 패널 비활성화
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//배경 패널 비활성화
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StartCoroutine(CoFade(backgroundRectTransform.gameObject, 0.7f,0f,0.2f));
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StartCoroutine(CoFade(backgroundRectTransform.gameObject, 0.7f,0f,0.2f));
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if (SceneManager.GetActiveScene().name == "ReDungeon")
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{
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StartCoroutine(DelayedSceneChange()); // n초 대기 후 전환
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}
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}
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//씬 전환 대기 코루틴
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private IEnumerator DelayedSceneChange()
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{
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yield return new WaitForSeconds(2f);
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GameManager.Instance.ChangeToHomeScene();
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}
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}
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@ -232,7 +243,8 @@ public class UpgradeManager : Singleton<UpgradeManager>
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protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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{
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if(canvas == null)
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canvas = FindObjectOfType<Canvas>();
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}
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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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{
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dungeonSave = new DungeonSave
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dungeonSave = new DungeonSave
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{
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{
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attackPowerLevel = levels[StatType.AttackPower],
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attackPowerLevel = Mathf.Clamp(levels[StatType.AttackPower],1, DEFAULT_MAX),
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attackSpeedLevel = levels[StatType.AttackSpeed],
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attackSpeedLevel = Mathf.Clamp(levels[StatType.AttackSpeed],1, DEFAULT_MAX),
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moveSpeedLevel = levels[StatType.MoveSpeed],
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moveSpeedLevel = Mathf.Clamp(levels[StatType.MoveSpeed],1, DEFAULT_MAX),
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dashCoolDownLevel = levels[StatType.DashCoolDown],
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dashCoolDownLevel = Mathf.Clamp(levels[StatType.DashCoolDown],1, DEFAULT_MAX),
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heartLevel = levels[StatType.Heart]
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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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};
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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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{
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if (save?.dungeonSave == null) return;
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if (save?.dungeonSave == null) return;
|
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|
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levels[StatType.AttackPower] = save.dungeonSave.attackPowerLevel;
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levels[StatType.AttackPower] = Mathf.Clamp(save.dungeonSave.attackPowerLevel,1, DEFAULT_MAX);
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levels[StatType.AttackSpeed] = save.dungeonSave.attackSpeedLevel;
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levels[StatType.AttackSpeed] = Mathf.Clamp(save.dungeonSave.attackSpeedLevel,1, DEFAULT_MAX);
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levels[StatType.MoveSpeed] = save.dungeonSave.moveSpeedLevel;
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levels[StatType.MoveSpeed] = Mathf.Clamp(save.dungeonSave.moveSpeedLevel,1, DEFAULT_MAX);
|
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levels[StatType.DashCoolDown] = save.dungeonSave.dashCoolDownLevel;
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levels[StatType.DashCoolDown] = Mathf.Clamp(save.dungeonSave.dashCoolDownLevel,1, DEFAULT_MAX);
|
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levels[StatType.Heart] = save.dungeonSave.heartLevel;
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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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}
|
||||||
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|
||||||
|
@ -114,8 +114,6 @@ public class DungeonLogic : MonoBehaviour
|
|||||||
|
|
||||||
// TODO: 강화 시스템으로 넘어가고 일상 맵으로 이동
|
// TODO: 강화 시스템으로 넘어가고 일상 맵으로 이동
|
||||||
GameManager.Instance.PanelManager.GetPanel("ClearPanelBG");
|
GameManager.Instance.PanelManager.GetPanel("ClearPanelBG");
|
||||||
|
|
||||||
StartCoroutine(DelayedSceneChange()); // 5초 대기 후 전환
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -9,6 +9,24 @@ public class DungeonPanelController : MonoBehaviour
|
|||||||
[SerializeField] private Slider _bossHealthBar; // 0~1 value
|
[SerializeField] private Slider _bossHealthBar; // 0~1 value
|
||||||
[SerializeField] private Image[] _playerHealthImages; // color 값 white / black 로 조정
|
[SerializeField] private Image[] _playerHealthImages; // color 값 white / black 로 조정
|
||||||
private int _countHealth = 0;
|
private int _countHealth = 0;
|
||||||
|
private int visibleHeartCount = 3; // 강화 레벨로 설정됨
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
int level = UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(StatType.Heart); // 1~3
|
||||||
|
|
||||||
|
visibleHeartCount = 3 + (level - 1); // level 1=3개, 2=4개, 3=5개
|
||||||
|
|
||||||
|
for (int i = 0; i < _playerHealthImages.Length; i++)
|
||||||
|
{
|
||||||
|
var color = _playerHealthImages[i].color;
|
||||||
|
color.a = (i < visibleHeartCount) ? 1f : 0f;
|
||||||
|
color = (i < visibleHeartCount) ? Color.white : new Color(1,1,1,0);
|
||||||
|
_playerHealthImages[i].color = color;
|
||||||
|
}
|
||||||
|
|
||||||
|
_countHealth = 0;
|
||||||
|
}
|
||||||
|
|
||||||
public void SetBossHealthBar(float hp) // hp: 0~300
|
public void SetBossHealthBar(float hp) // hp: 0~300
|
||||||
{
|
{
|
||||||
@ -21,11 +39,11 @@ public class DungeonPanelController : MonoBehaviour
|
|||||||
{
|
{
|
||||||
StartCoroutine(WaitForOneSecond());
|
StartCoroutine(WaitForOneSecond());
|
||||||
// out of index error 방지
|
// out of index error 방지
|
||||||
if (_countHealth > _playerHealthImages.Length - 1) return false;
|
if (_countHealth >= visibleHeartCount) return false;
|
||||||
|
|
||||||
_playerHealthImages[_countHealth].color = Color.black;
|
_playerHealthImages[_countHealth].color = Color.black;
|
||||||
_countHealth++;
|
_countHealth++;
|
||||||
return _countHealth <= _playerHealthImages.Length - 1;
|
return _countHealth < visibleHeartCount;
|
||||||
}
|
}
|
||||||
|
|
||||||
IEnumerator WaitForOneSecond()
|
IEnumerator WaitForOneSecond()
|
||||||
|
@ -5,7 +5,7 @@ using UnityEngine;
|
|||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
using Random = UnityEngine.Random;
|
using Random = UnityEngine.Random;
|
||||||
|
|
||||||
public class PlayerStats : MonoBehaviour
|
public class PlayerStats : MonoBehaviour,ISaveable
|
||||||
{
|
{
|
||||||
public class StatsChangeData // 변경된 스탯 데이터
|
public class StatsChangeData // 변경된 스탯 데이터
|
||||||
{
|
{
|
||||||
@ -385,4 +385,29 @@ public class PlayerStats : MonoBehaviour
|
|||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
|
public void ApplySaveData(Save save)
|
||||||
|
{
|
||||||
|
if (save?.homeSave != null)
|
||||||
|
{
|
||||||
|
TimeStat = Mathf.Clamp(save.homeSave.time, 0, _gameConstants.maxTime);
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Save ExtractSaveData()
|
||||||
|
{
|
||||||
|
return new Save
|
||||||
|
{
|
||||||
|
homeSave = new HomeSave
|
||||||
|
{
|
||||||
|
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)
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
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.
@ -61,5 +61,6 @@ public class ClearPanelController : PanelController, IPointerClickHandler
|
|||||||
{
|
{
|
||||||
onCompleted?.Invoke();
|
onCompleted?.Invoke();
|
||||||
Hide();
|
Hide();
|
||||||
|
UpgradeManager.Instance.StartUpgrade();
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -4,7 +4,7 @@ using System.Collections.Generic;
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
public partial class GameManager : Singleton<GameManager>
|
public partial class GameManager : Singleton<GameManager>,ISaveable
|
||||||
{
|
{
|
||||||
// 게임 진행 상태
|
// 게임 진행 상태
|
||||||
private int currentDay = 1; // 날짜
|
private int currentDay = 1; // 날짜
|
||||||
@ -109,4 +109,33 @@ public partial class GameManager : Singleton<GameManager>
|
|||||||
{
|
{
|
||||||
// TODO: 게임 종료 시 로직 추가
|
// TODO: 게임 종료 시 로직 추가
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void ApplySaveData(Save save)
|
||||||
|
{
|
||||||
|
if (save?.dungeonSave != null)
|
||||||
|
{
|
||||||
|
stageLevel = Mathf.Clamp(save.dungeonSave.stageLevel,1,2);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (save?.homeSave != null)
|
||||||
|
{
|
||||||
|
currentDay = Mathf.Clamp(save.homeSave.currentDay,1,maxDays);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Save ExtractSaveData()
|
||||||
|
{
|
||||||
|
return new Save
|
||||||
|
{
|
||||||
|
dungeonSave = new DungeonSave()
|
||||||
|
{
|
||||||
|
stageLevel = Mathf.Clamp(this.stageLevel,1,2),
|
||||||
|
},
|
||||||
|
|
||||||
|
homeSave = new HomeSave
|
||||||
|
{
|
||||||
|
currentDay = Mathf.Clamp(this.currentDay,1,maxDays),
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
x
Reference in New Issue
Block a user