2024-06-03 18:26:03 +00:00
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using System;
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using System.Collections;
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2024-06-18 18:16:19 +00:00
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using System.Collections.Generic;
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2024-11-07 12:20:24 +00:00
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using Pathfinding;
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2024-06-03 18:26:03 +00:00
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using UnityEngine;
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2024-11-11 02:02:24 +00:00
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using UnityEngine.Localization.Settings;
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using UnityEngine.Localization.Tables;
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using UnityEngine.ResourceManagement.AsyncOperations;
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2024-11-07 12:20:24 +00:00
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using Random = UnityEngine.Random;
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2024-06-03 18:26:03 +00:00
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namespace BlueWater.Utility
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{
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public static class Utils
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{
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public static IEnumerator CoolDownCoroutine(float waitTime, Action onCooldownComplete = null)
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{
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yield return new WaitForSeconds(waitTime);
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onCooldownComplete?.Invoke();
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}
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public static void StartUniqueCoroutine(MonoBehaviour owner, ref Coroutine coroutineField, IEnumerator coroutineMethod)
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{
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if (coroutineField != null)
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{
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owner.StopCoroutine(coroutineField);
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coroutineField = null;
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}
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coroutineField = owner.StartCoroutine(coroutineMethod);
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}
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public static void EndUniqueCoroutine(MonoBehaviour owner, ref Coroutine coroutineField)
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{
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if (coroutineField != null)
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{
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owner.StopCoroutine(coroutineField);
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coroutineField = null;
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}
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}
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2024-06-18 18:16:19 +00:00
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public static void RegisterList<T>(List<T> list, T item)
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{
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if (list.Contains(item))
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{
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2024-11-07 09:13:54 +00:00
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Debug.Log($"{item}은 이미 {list}안에 등록되어 있습니다.");
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2024-06-18 18:16:19 +00:00
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return;
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}
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list.Add(item);
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}
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public static void UnregisterList<T>(List<T> list, T item)
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{
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if (!list.Contains(item))
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{
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2024-11-07 09:13:54 +00:00
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Debug.Log($"{item}은 {list}안에 없습니다.");
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2024-06-18 18:16:19 +00:00
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return;
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}
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list.Remove(item);
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}
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2024-11-07 12:20:24 +00:00
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public static Vector3 RandomPositionOnGraph(int graphIndex = 0)
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{
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// 그래프 인덱스가 유효한지 검사
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if (graphIndex < 0 || graphIndex >= AstarPath.active.data.graphs.Length)
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{
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throw new Exception("유효하지 않은 그래프 인덱스입니다.");
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}
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// 특정 그래프를 가져와 모든 walkable 노드를 수집
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List<GraphNode> walkableNodes = new List<GraphNode>();
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NavGraph graph = AstarPath.active.data.graphs[graphIndex];
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graph.GetNodes(node =>
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{
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if (node.Walkable)
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{
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walkableNodes.Add(node);
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}
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return true; // 모든 노드를 반복하도록 true 반환
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});
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// walkable한 노드가 없을 경우 Vector3.zero 반환
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if (walkableNodes.Count == 0)
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{
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throw new Exception("이동 가능한 노드가 없습니다.");
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}
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// walkable한 노드 중 하나를 무작위로 선택
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GraphNode randomNode = walkableNodes[Random.Range(0, walkableNodes.Count)];
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// 선택한 노드의 위치 반환
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return (Vector3)randomNode.position;
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}
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2024-11-11 02:02:24 +00:00
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public static string GetLocalizedString(string key)
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{
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return LocalizationSettings.StringDatabase.GetLocalizedString("StringDataTable", key, LocalizationSettings.SelectedLocale);
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}
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public static AsyncOperationHandle<StringTable> GetTableAsync()
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{
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return LocalizationSettings.StringDatabase.GetTableAsync("StringDataTable");
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}
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2024-06-03 18:26:03 +00:00
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}
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}
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