This commit is contained in:
Nam Tae Gun 2024-11-15 16:28:13 +09:00
parent c905337c94
commit 57b21c004f
55 changed files with 11068 additions and 2105 deletions

File diff suppressed because it is too large Load Diff

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@ -25,6 +25,7 @@ namespace BlueWater.BehaviorTrees.Actions
if (_customer.IsWaitTimeOver())
{
_customer.UnregisterPlayerInteraction();
EventManager.InvokeMissedServing();
return TaskStatus.Failure;
}
@ -32,7 +33,7 @@ namespace BlueWater.BehaviorTrees.Actions
_customer.UnregisterPlayerInteraction();
return _customer.IsOrderedSucceed ? TaskStatus.Success : TaskStatus.Failure;
return _customer.IsOrderedCorrected ? TaskStatus.Success : TaskStatus.Failure;
}
}
}

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@ -115,7 +115,7 @@ namespace BlueWater.Npcs.Customers
public bool IsReceivedItem { get; private set; }
[field: SerializeField]
public bool IsOrderedSucceed { get; private set; }
public bool IsOrderedCorrected { get; private set; }
[field: SerializeField]
public bool IsServedPlayer { get; private set; }
@ -276,7 +276,7 @@ namespace BlueWater.Npcs.Customers
public void ServedItem(CocktailData cocktailData)
{
BalloonUi.ReceiveItem(cocktailData);
if (IsOrderedSucceed)
if (IsOrderedCorrected)
{
CurrentTableSeat.SetFood();
StateMachineController.TransitionToState(HappyState, this);
@ -300,7 +300,7 @@ namespace BlueWater.Npcs.Customers
{
var payMoneyUi = Instantiate(_payMoneyUiObject, transform.position + _offset,
Quaternion.identity, TycoonUiManager.Instance.WorldCanvas.transform);
payMoneyUi.Initialize(tip);
payMoneyUi.Initialize(tip, true);
}
}
else
@ -308,7 +308,7 @@ namespace BlueWater.Npcs.Customers
StateMachineController.TransitionToState(UpsetState, this);
}
EventManager.InvokeCocktailServedToCustomer(cocktailData, IsServedPlayer);
EventManager.InvokeOrderResult(this, IsOrderedSucceed);
EventManager.InvokeOrderResult(this, IsOrderedCorrected);
}
public void Interaction()
@ -320,7 +320,7 @@ namespace BlueWater.Npcs.Customers
case CustomerInteractionType.ServedCocktail:
var currentPickupItem = GameManager.Instance.CurrentTycoonPlayer.TycoonPickupHandler.GetCurrentPickupItem();
var servedCocktailData = ItemManager.Instance.CocktailDataSo.GetDataByIdx(currentPickupItem.Idx);
IsOrderedSucceed = currentPickupItem.Idx == OrderedCocktailData.Idx;
IsOrderedCorrected = currentPickupItem.Idx == OrderedCocktailData.Idx;
IsReceivedItem = true;
IsServedPlayer = true;
ServedItem(servedCocktailData);
@ -351,7 +351,7 @@ namespace BlueWater.Npcs.Customers
var serverCrew = (ServerCrew)crew;
var currentPickupItem = serverCrew.CurrentPickupItem;
var servedCocktailData = ItemManager.Instance.CocktailDataSo.GetDataByIdx(currentPickupItem.Idx);
IsOrderedSucceed = currentPickupItem.Idx == OrderedCocktailData.Idx;
IsOrderedCorrected = currentPickupItem.Idx == OrderedCocktailData.Idx;
IsReceivedItem = true;
IsServedPlayer = false;
ServedItem(servedCocktailData);
@ -488,7 +488,7 @@ namespace BlueWater.Npcs.Customers
public void OrderCocktail()
{
IsReceivedItem = false;
IsOrderedSucceed = false;
IsOrderedCorrected = false;
OrderedCocktailData = TycoonManager.Instance.TycoonIngredientController.GetRandomCocktailData();
var hurryTime = CurrentLevelData.HurryTime + TycoonManager.Instance.TycoonStatus.CustomerHurryTimeIncrease;
BalloonUi.OrderItem(OrderedCocktailData.Idx, CurrentLevelData.WaitTime, hurryTime);

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@ -12,7 +12,7 @@ namespace BlueWater.Npcs.Customers
}
else if (character.IsReceivedItem)
{
character.SpineController.PlayAnimation(character.IsOrderedSucceed ?
character.SpineController.PlayAnimation(character.IsOrderedCorrected ?
CustomerSpineAnimation.Happy : CustomerSpineAnimation.Upset, true);
}
else if (!character.IsReceivedItem)

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@ -12,7 +12,7 @@ namespace BlueWater.Npcs.Customers
}
else if (character.IsReceivedItem)
{
character.SpineController.PlayAnimation(character.IsOrderedSucceed ?
character.SpineController.PlayAnimation(character.IsOrderedCorrected ?
CustomerSpineAnimation.HappyRun : CustomerSpineAnimation.UpsetRun, true);
}
else if (!character.IsReceivedItem)

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@ -170,8 +170,7 @@ namespace BlueWater.Players.Tycoons
private void Die()
{
var percent = 0.5f + TycoonManager.Instance.TycoonStatus.EndGoldMultiplier;
var saveGold = (int)(TycoonManager.Instance.TycoonStatus.CurrentGold * percent);
var saveGold = (int)(TycoonManager.Instance.TycoonStatus.CurrentGold * TycoonManager.Instance.TycoonStatus.EndGoldMultiplier);
ES3.Save("EndGold", saveGold);
}
@ -188,7 +187,7 @@ namespace BlueWater.Players.Tycoons
{
var payMoneyUi = Instantiate(_payMoneyUiObject, transform.position + _offset,
Quaternion.identity, TycoonUiManager.Instance.WorldCanvas.transform);
payMoneyUi.Initialize(tip);
payMoneyUi.Initialize(tip, true);
}
}

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@ -60,6 +60,13 @@ namespace BlueWater
OnDead?.Invoke();
}
// 결과창 출력 이벤트
public static Action OnShowResult;
public static void InvokeShowResult()
{
OnShowResult?.Invoke();
}
// 상호작용
// 상호작용 Ui 활성화
public static Action<string> OnShowInteractionUi;
@ -117,10 +124,10 @@ namespace BlueWater
}
// 골드 변경 이벤트
public static Action<int> OnChangeGold;
public static void InvokeChangeGold(int newGold)
public static Action<int, bool> OnAddedGold;
public static void InvokeAddedGold(int addedGold, bool isTip)
{
OnChangeGold?.Invoke(newGold);
OnAddedGold?.Invoke(addedGold, isTip);
}
// 플레이어 칵테일 제조 시작 이벤트
@ -189,9 +196,16 @@ namespace BlueWater
// 손님이 칵테일을 받을때 결과 이벤트
public static Action<Customer, bool> OnOrderResult;
public static void InvokeOrderResult(Customer orderedCustomer, bool orderedSucceed)
public static void InvokeOrderResult(Customer orderedCustomer, bool orderedCorrected)
{
OnOrderResult?.Invoke(orderedCustomer, orderedSucceed);
OnOrderResult?.Invoke(orderedCustomer, orderedCorrected);
}
// 손님에게 서빙을 하지 못했을 때 이벤트
public static Action OnMissedServing;
public static void InvokeMissedServing()
{
OnMissedServing?.Invoke();
}
// 손님이 나갈 때, 계산대에 돈을 두고 가는 이벤트
@ -262,6 +276,13 @@ namespace BlueWater
{
OnAutoSupplyBarrels?.Invoke();
}
// 테이블, 구토 청소 실패 이벤트
public static Action<bool> OnCleaningResult;
public static void InvokeCleaningResult(bool isSucceed)
{
OnCleaningResult?.Invoke(isSucceed);
}
// 버섯 생성 이벤트
public static Action OnCreateMushroom;

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@ -1,6 +1,7 @@
using System;
using BlueWater.Items;
using BlueWater.Players;
using BlueWater.Utility;
using Sirenix.OdinInspector;
using UnityEngine;
@ -30,9 +31,6 @@ namespace BlueWater.Tycoons
[SerializeField]
private string _idx;
[SerializeField]
private string _interactionEntryName;
[SerializeField]
private LiquidData _liquidData;
@ -185,7 +183,7 @@ namespace BlueWater.Tycoons
}
else
{
UpdateLocalizedString(_interactionEntryName);
InteractionMessage = $"{Utils.GetLocalizedString(_liquidData.Idx)} {Utils.GetLocalizedString("Pour")}";
}
if (IsStatue)

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@ -136,10 +136,10 @@ namespace BlueWater.Tycoons
{
_isPlayerInteracting = false;
HoldingElapsedTime = 0f;
var payMoneyUi = Instantiate(_payMoneyUiObject, transform.position + _offset,
Quaternion.identity, TycoonUiManager.Instance.WorldCanvas.transform);
payMoneyUi.Initialize(CurrentMoney);
payMoneyUi.Initialize(CurrentMoney, false);
CurrentMoney = 0;
ChangeSprite();
}

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@ -55,7 +55,7 @@ namespace BlueWater.Tycoons
yield return new WaitUntil(() => _animationController.GetCurrentAnimationNormalizedTime() >= 1f);
TycoonManager.Instance.TycoonStatus.CurrentGold -= _requiredGold;
EventManager.InvokeAddedGold(-_requiredGold, false);
switch (_rewardBoxType)
{

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@ -76,6 +76,7 @@ namespace BlueWater.Tycoons
{
var damageable = GameManager.Instance.CurrentTycoonPlayer.GetComponent<IDamageable>();
damageable?.TakeDamage(1);
EventManager.InvokeCleaningResult(false);
CleanTable();
}
@ -100,7 +101,7 @@ namespace BlueWater.Tycoons
{
var payMoneyUi = Instantiate(_payMoneyUiObject, transform.position + _offset,
Quaternion.identity, TycoonUiManager.Instance.WorldCanvas.transform);
payMoneyUi.Initialize(tip);
payMoneyUi.Initialize(tip, true);
}
}
@ -110,6 +111,7 @@ namespace BlueWater.Tycoons
OnInteractionCompleted = null;
}
EventManager.InvokeCleaningResult(true);
CleanTable();
}
@ -142,7 +144,6 @@ namespace BlueWater.Tycoons
VacateSeat();
CleanTable();
Food.enabled = false;
InteractionMessage = "치우기";
}
public void SetTableNumber(int number) => TableNumber = number;

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@ -41,7 +41,7 @@ namespace BlueWater.Tycoons
{
base.Start();
EventManager.OnCleaningAll += Destroy;
EventManager.OnCleaningAll += DestroyObject;
}
private void Update()
@ -50,7 +50,8 @@ namespace BlueWater.Tycoons
{
var damageable = GameManager.Instance.CurrentTycoonPlayer.GetComponent<IDamageable>();
damageable?.TakeDamage(1);
Destroy();
EventManager.InvokeCleaningResult(false);
DestroyObject();
}
if (IsShowing)
@ -67,11 +68,12 @@ namespace BlueWater.Tycoons
{
var payMoneyUi = Instantiate(_payMoneyUiObject, transform.position + _offset,
Quaternion.identity, TycoonUiManager.Instance.WorldCanvas.transform);
payMoneyUi.Initialize(tip);
payMoneyUi.Initialize(tip, true);
}
}
Destroy();
EventManager.InvokeCleaningResult(true);
DestroyObject();
}
if (_isPlayerInteracting)
@ -94,7 +96,7 @@ namespace BlueWater.Tycoons
private void OnDestroy()
{
EventManager.OnCleaningAll -= Destroy;
EventManager.OnCleaningAll -= DestroyObject;
}
public void Initialize()
@ -123,7 +125,7 @@ namespace BlueWater.Tycoons
return !GameManager.Instance.CurrentTycoonPlayer.TycoonPickupHandler.IsPickedUpAnything();
}
private void Destroy()
private void DestroyObject()
{
if (_isPlayerInteracting)
{
@ -134,7 +136,7 @@ namespace BlueWater.Tycoons
OnInteractionCompleted?.Invoke();
OnInteractionCompleted = null;
}
Destroy(gameObject);
}

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@ -462,14 +462,14 @@ namespace BlueWater
if (matchingCocktail == null)
{
matchingCocktail = ItemManager.Instance.CocktailDataSo.GetDataByIdx("Cocktail000");
_completeText.text = "실패";
_completeText.text = Utils.GetLocalizedString("Failure");
}
else
{
_completeText.text = $"성공!\n{matchingCocktail.Name}";
_completeText.text = $"{Utils.GetLocalizedString("Success")}!\n{Utils.GetLocalizedString(matchingCocktail.Idx)}";
}
// TODO : 음료 제조 성공, 실패 연출 추가
_shaker.SetActive(false);
_amountText.enabled = false;
_completeCocktailImage.sprite = matchingCocktail.Sprite;

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@ -37,9 +37,6 @@ public class TycoonGameOver : MonoBehaviour
private GameObject _ship;
private Image _text;
[field: SerializeField, CLabel("ResultUI")]
private TycoonResultUi ResultUi;
void Start()
{
@ -120,7 +117,7 @@ public class TycoonGameOver : MonoBehaviour
yield return null; // 다음 프레임까지 대기
}
ResultUi.StartResult();
EventManager.InvokeShowResult();
// 최종적으로 알파값을 1로 설정 (완전히 불투명하게)
imageColor.a = 1f;

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@ -1,3 +1,4 @@
using System;
using BlueWater.Audios;
using UnityEngine;
using Sirenix.OdinInspector;
@ -55,6 +56,11 @@ namespace BlueWater.Tycoons
TycoonStatus.Initialize();
}
private void OnDestroy()
{
TycoonStatus.Dispose();
}
[Button("컴포넌트 초기화")]
private void InitializeComponents()
{

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@ -115,11 +115,7 @@ namespace BlueWater.Tycoons
public int CurrentGold
{
get => _currentGold;
set
{
_currentGold = value;
EventManager.InvokeChangeGold(_currentGold);
}
set => _currentGold = value;
}
[SerializeField]
@ -317,6 +313,8 @@ namespace BlueWater.Tycoons
public void Initialize()
{
EventManager.OnAddedGold += AddGold;
MaxLevel = int.Parse(TycoonManager.Instance.LevelDataSo.GetData().Last().Value.Idx);
CurrentLevel = 1;
CurrentGold = 0;
@ -328,7 +326,7 @@ namespace BlueWater.Tycoons
PlayerMoveSpeedMultiplier = GameManager.Instance.CurrentTycoonPlayer.TycoonMovement.MoveSpeedMultiplier;
PlayerDashCooldownReduction = 0;
TipMultiplier = 0f;
EndGoldMultiplier = 1f;
EndGoldMultiplier = 0.5f;
_customerHurryTimeIncrease = 0;
BarrelAutoIncrease = 0;
ServerTipMultiplier = 0f;
@ -337,6 +335,11 @@ namespace BlueWater.Tycoons
CurrentPassiveCard = PassiveCard.None;
}
public void Dispose()
{
EventManager.OnAddedGold -= AddGold;
}
private void LevelUp()
{
// TODO : 레벨업 연출 추가 및 업그레이드 연출
@ -376,5 +379,7 @@ namespace BlueWater.Tycoons
break;
}
}
private void AddGold(int addedGold, bool isTip) => CurrentGold += addedGold;
}
}

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@ -61,10 +61,10 @@ namespace BlueWater.Uis
customer.SetCurrentBill(instance);
}
private void OrderResult(Customer customer, bool isSucceed)
private void OrderResult(Customer customer, bool isCorrected)
{
var keyValue = _customerBills.FirstOrDefault((element) => element.Key == customer);
keyValue.Value.OrderResult(isSucceed);
keyValue.Value.OrderResult(isCorrected);
}
private void UpdateBillInfo(ObservableList<KeyValuePair<Customer, Bill>> sender, ListChangedEventArgs<KeyValuePair<Customer, Bill>> e)

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@ -70,7 +70,11 @@ namespace BlueWater.Uis
private void ChangeLevel(LevelData levelData)
{
_levelText.text = $"Round.{levelData.Idx}";
_levelTextTween.Restart();
if (levelData.Idx != "1")
{
_levelTextTween.Restart();
}
}
private void ChangeExp(int addedExp)

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@ -28,14 +28,14 @@ namespace BlueWater.Uis
private void OnEnable()
{
EventManager.OnChangeGold += ChangeGold;
EventManager.OnAddedGold += ChangeGold;
}
private void OnDisable()
{
if (_isQuitting) return;
EventManager.OnChangeGold -= ChangeGold;
EventManager.OnAddedGold -= ChangeGold;
}
private void OnApplicationQuit()
@ -43,9 +43,9 @@ namespace BlueWater.Uis
_isQuitting = true;
}
private void ChangeGold(int newGoldAmount)
private void ChangeGold(int addedGold, bool isTip)
{
_goldQueue.Enqueue(newGoldAmount);
_goldQueue.Enqueue(addedGold);
if (!_isAnimating)
{
Utils.StartUniqueCoroutine(this, ref _changeGoldInstance, AnimateGoldChange());
@ -57,8 +57,8 @@ namespace BlueWater.Uis
_isAnimating = true;
while (_goldQueue.Count > 0)
{
var targetGold = _goldQueue.Dequeue();
var currentGold = int.Parse(_goldText.text.Replace(",", ""));
var targetGold = currentGold + _goldQueue.Dequeue();
var elapsedTime = 0f;
_goldAnimator.SetTrigger(HighlightTriggerHash);
while (elapsedTime <= _animationTime)

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@ -1,11 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using BlueWater;
using BlueWater.Items;
using BlueWater.Tycoons;
using BlueWater.Uis;
using BlueWater.Utility;
using TMPro;
using UnityEngine;
using UnityEngine.Localization;
using UnityEngine.Localization.Settings;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.UI;
public class ManualBook : SwitchActionPopupUi
@ -28,10 +33,13 @@ public class ManualBook : SwitchActionPopupUi
private TextMeshProUGUI ratioRange;
List<ManualCocktailButton> _button = new List<ManualCocktailButton>();
private Coroutine _changedLocaleInstance;
private ManualCocktailButton _selectedManualCocktailButton;
private void Awake()
{
EventManager.OnLevelUp += UpdateManualBook;
LocalizationSettings.SelectedLocaleChanged += OnChangedLocale;
}
void Start()
@ -78,6 +86,28 @@ public class ManualBook : SwitchActionPopupUi
}
private void OnDestroy()
{
LocalizationSettings.SelectedLocaleChanged -= OnChangedLocale;
}
private void OnChangedLocale(Locale locale)
{
Utils.StartUniqueCoroutine(this, ref _changedLocaleInstance, ChangeLocaleCoroutine(locale));
StartCoroutine(ChangeLocaleCoroutine(locale));
}
private IEnumerator ChangeLocaleCoroutine(Locale locale)
{
var loadingOperation = Utils.GetTableAsync();
yield return loadingOperation;
if (loadingOperation.Status == AsyncOperationStatus.Succeeded)
{
SelectedItem(_selectedManualCocktailButton);
}
}
public override void Open()
{
VisualFeedbackManager.Instance.SetBaseTimeScale(0.0f);
@ -134,6 +164,7 @@ public class ManualBook : SwitchActionPopupUi
public void SelectedItem(ManualCocktailButton clickedButton)
{
_selectedManualCocktailButton = clickedButton;
//if (clickedButton.GetComponent<Image>().material == null) //활성화 된 음료만 클릭이 되도록 한다.
if (true) // 테스트용
{
@ -145,9 +176,9 @@ public class ManualBook : SwitchActionPopupUi
var liquidDatas = ItemManager.Instance.LiquidDataSo.GetData();
cocktailImage.sprite = clickedButton.transform.Find("Image").GetComponent<Image>().sprite;
cocktailName.text = $"{cocktailDatas[clickedButton.name].Name}";
cocktailName.text = Utils.GetLocalizedString(clickedButton.name);
int ratioRangePer = cocktailDatas[clickedButton.name].RatioRange;
ratioRange.text = ratioRangePer == 0 ? "" : $"오차범위 : {ratioRangePer}%";
ratioRange.text = ratioRangePer == 0 ? "" : $"{Utils.GetLocalizedString("MarginOfError")} : {ratioRangePer}%";
void Setslot(string ingredientName, int targetSlotNum = 0)
{
@ -171,8 +202,8 @@ public class ManualBook : SwitchActionPopupUi
if (targetSlotF == null) return;
targetSlotF.SetImage(liquidDatas[ingredientName].Sprite);
targetSlotF.SetType(ingredientName);
targetSlotF.SetPersent($"{cocktailDatas[clickedButton.name].GetIngredientRatio(ingredientName)}%");
targetSlotF.SetType(Utils.GetLocalizedString(ingredientName));
targetSlotF.SetPercent($"{cocktailDatas[clickedButton.name].GetIngredientRatio(ingredientName)}%");
}
//가니쉬 배치를 처음으로... 일단 대기...

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@ -23,7 +23,7 @@ namespace BlueWater.Uis
type.text = str;
}
public void SetPersent(string str)
public void SetPercent(string str)
{
persent.text = str;
}

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@ -22,9 +22,9 @@ namespace BlueWater.Uis
[SerializeField]
private float _duration = 2f;
public void Initialize(int gold)
public void Initialize(int gold, bool isTip)
{
TycoonManager.Instance.TycoonStatus.CurrentGold += gold;
EventManager.InvokeAddedGold(gold, isTip);
_text.text = gold.ToString("N0");
_rect.localRotation = Quaternion.identity;

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@ -1,82 +1,425 @@
using System;
using System.Collections;
using System.Collections.Generic;
using BlueWater.Npcs.Customers;
using BlueWater.Tycoons;
using BlueWater.Utility;
using DG.Tweening;
using UnityEngine;
using Sirenix.OdinInspector;
using TMPro;
using Unity.VisualScripting;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using UnityEngine.UIElements;
namespace BlueWater.Uis
{
public class TycoonResultUi : MonoBehaviour
{
private Dictionary<string, int> selectedCard; //선택한 카드(key , 선택당한 갯수)
private float playTime; //플레이 시간
private int round;
[field: SerializeField, CLabel("카드프리펫")]
private GameObject Card;
[Title("결과 카드")]
[SerializeField]
private TycoonResultCard _cardObject;
[SerializeField]
private Transform _cardLocation;
[Title("컴포넌트")]
[SerializeField]
private GameObject _panel;
[field: SerializeField, CLabel("카드목록(Cards)")]
private GameObject cards;
[Title("타이틀")]
[SerializeField]
private GameObject _titlePanel;
[field: SerializeField, CLabel("라운드수TextMesh")]
private TextMeshProUGUI roundTextMesh;
[Title("카드")]
[SerializeField]
private GameObject _cardTitlePanel;
[SerializeField]
private GameObject _resultCardPanel;
[SerializeField]
private GameObject _resultCardContents;
[Title("라운드")]
[SerializeField]
private GameObject _roundPanel;
[SerializeField]
private TMP_Text _roundText;
[Title("플레이 타임")]
[SerializeField]
private GameObject _playTimePanel;
[SerializeField]
private TMP_Text _playTimeText;
[Title("서비스")]
[SerializeField]
private GameObject _serviceTitlePanel;
[SerializeField]
private GameObject _serviceContents;
[field: SerializeField, CLabel("손님수TextMesh")]
private TextMeshProUGUI customerTextMesh;
[Title("Good 서빙")]
[SerializeField]
private GameObject _goodServingPanel;
[field: SerializeField, CLabel("골드TextMesh")]
private TextMeshProUGUI goldTextMesh;
[SerializeField]
private TMP_Text _goodServingText;
private int _goodServingCount;
[Title("Fail 서빙")]
[SerializeField]
private GameObject _failServingPanel;
[SerializeField]
private TMP_Text _failedServingText;
private int _failedServingCount;
[Title("Miss 서빙")]
[SerializeField]
private GameObject _missServingPanel;
[SerializeField]
private TMP_Text _missServingText;
private int _missServingCount;
[Title("Good 청소")]
[SerializeField]
private GameObject _goodCleaningPanel;
[SerializeField]
private TMP_Text _goodCleaningText;
private int _goodCleaningCount;
[Title("Fail 청소")]
[SerializeField]
private GameObject _failedCleaningPanel;
[SerializeField]
private TMP_Text _failedCleaningText;
private int _failedCleaningCount;
[Title("골드")]
[SerializeField]
private GameObject _goldTitlePanel;
[SerializeField]
private GameObject _goldContents;
[field: SerializeField, CLabel("시간TextMesh")]
private TextMeshProUGUI timeTextMesh;
[Title("획득한 골드")]
[SerializeField]
private GameObject _goldGainedPanel;
[SerializeField]
private TMP_Text _goldGainedText;
private int _goldGained;
[SerializeField]
private GameObject _plusObject;
[Title("획득한 팁")]
[SerializeField]
private GameObject _tipGainedPanel;
[SerializeField]
private TMP_Text _tipGainedText;
private int _tipGained;
[SerializeField]
private GameObject _minusObject;
[Title("사용한 골드")]
[SerializeField]
private GameObject _goldSpentPanel;
[SerializeField]
private TMP_Text _goldSpentText;
private int _goldSpent;
[Title("총 획득 골드")]
[SerializeField]
private GameObject _totalGoldPanel;
[SerializeField]
private TMP_Text _totalGoldText;
[SerializeField]
private TMP_Text _minusPercentText;
[Title("Press Any Key")]
[SerializeField]
private GameObject _pressAnyKeyPanel;
[SerializeField]
private TMP_Text _pressAnyKeyText;
[Title("연출 효과")]
[SerializeField]
private float _panelWaitingTime = 0.5f;
[SerializeField]
private float _elementWaitingTime = 0.3f;
[SerializeField]
private float _totalGoldDuration = 1f;
private Coroutine _showResultInstance;
private Tween _pressAnyKeyTween;
private float _playTime;
private void Awake()
{
EventManager.OnShowResult += ShowResult;
EventManager.OnOrderResult += AddServingCount;
EventManager.OnMissedServing += AddMissedServingCount;
EventManager.OnCleaningResult += AddCleaningCount;
EventManager.OnAddedGold += AddGoldCount;
_pressAnyKeyTween = _pressAnyKeyText
.DOFade(0f, 1f)
.From(1f)
.SetLoops(-1, LoopType.Yoyo)
.SetEase(Ease.InOutSine)
.SetAutoKill(false)
.SetUpdate(true)
.Pause();
}
public void Start()
{
_panel = transform.Find("Panel").gameObject;
foreach (Transform element in _resultCardContents.transform)
{
Destroy(element.gameObject);
}
SetActiveUi(false);
}
public void Update()
{
playTime += Time.deltaTime; //플레이타임 측정 (일시정지나 메뉴얼보는 시간은 제외)
_playTime += Time.deltaTime; //플레이타임 측정 (일시정지나 메뉴얼보는 시간은 제외)
}
[Button("StartResult")]
public void StartResult()
private void OnDestroy()
{
_panel.SetActive(true);
roundTextMesh.text = $"Round : {TycoonManager.Instance.GetCurrentLevelData().Idx}";
goldTextMesh.text = $"Gold : {ES3.Load("EndGold", 0)}";
timeTextMesh.text = (int)playTime / 60 == 0 ? $"Time : {(int)playTime % 60}sec" : $"Time : {(int)playTime/60}min {(int)playTime%60}sec" ;
EventManager.OnShowResult -= ShowResult;
EventManager.OnOrderResult -= AddServingCount;
EventManager.OnMissedServing -= AddMissedServingCount;
EventManager.OnCleaningResult -= AddCleaningCount;
EventManager.OnAddedGold -= AddGoldCount;
selectedCard = TycoonManager.Instance.CardDataSo.GetselectedCard(); //카드 정보 가져오기
//카드 정보 가져오기
foreach (var element in selectedCard)
_pressAnyKeyTween.Kill();
}
[Button("결과 연출 테스트")]
public void ShowResult()
{
Utils.StartUniqueCoroutine(this, ref _showResultInstance, ShowResultCoroutine());
}
private IEnumerator ShowResultCoroutine()
{
SetResultData();
WaitForSecondsRealtime panelwaitingTime = new WaitForSecondsRealtime(_panelWaitingTime);
WaitForSecondsRealtime elementWaitingTime = new WaitForSecondsRealtime(_elementWaitingTime);
_panel.SetActive(true);
_titlePanel.SetActive(true);
yield return panelwaitingTime;
_cardTitlePanel.SetActive(true);
_resultCardPanel.SetActive(true);
yield return panelwaitingTime;
_resultCardContents.SetActive(true);
yield return panelwaitingTime;
_roundPanel.SetActive(true);
_playTimePanel.SetActive(true);
yield return panelwaitingTime;
_serviceTitlePanel.SetActive(true);
_serviceContents.SetActive(true);
yield return panelwaitingTime;
_goodServingPanel.SetActive(true);
yield return elementWaitingTime;
_failServingPanel.SetActive(true);
yield return elementWaitingTime;
_missServingPanel.SetActive(true);
yield return panelwaitingTime;
_goodCleaningPanel.SetActive(true);
yield return elementWaitingTime;
_failedCleaningPanel.SetActive(true);
yield return panelwaitingTime;
_goldTitlePanel.SetActive(true);
_goldContents.SetActive(true);
yield return panelwaitingTime;
_goldGainedPanel.SetActive(true);
yield return elementWaitingTime;
_plusObject.SetActive(true);
yield return elementWaitingTime;
_tipGainedPanel.SetActive(true);
yield return elementWaitingTime;
_minusObject.SetActive(true);
yield return elementWaitingTime;
_goldSpentPanel.SetActive(true);
yield return panelwaitingTime;
float elapsedTime = 0f;
int currentGold = TycoonManager.Instance.TycoonStatus.CurrentGold;
int targetGold = ES3.Load("EndGold", 0);
string totalGoldLocalized = Utils.GetLocalizedString("TotalGold");
_totalGoldText.text = $"{totalGoldLocalized} : {currentGold:N0}";
_totalGoldPanel.SetActive(true);
yield return panelwaitingTime;
_minusPercentText.enabled = true;
yield return panelwaitingTime;
while (elapsedTime <= _totalGoldDuration)
{
GameObject newObject = Instantiate(Card, new Vector3(0, 0, 0), Quaternion.identity);
newObject.GetComponent<TycoonResultCard>().SetImage(TycoonManager.Instance.CardDataSo.GetDataByIdx(element.Key).Sprite);
newObject.GetComponent<TycoonResultCard>().SetText(TycoonManager.Instance.CardDataSo.GetDataByIdx(element.Key).ScriptText);
newObject.GetComponent<TycoonResultCard>().SetCount(element.Value);
newObject.name = element.Key;
newObject.transform.SetParent(cards.transform);
newObject.transform.localPosition = Vector3.zero;
newObject.transform.localRotation = Quaternion.identity;
newObject.transform.localScale = new Vector3(1.0f,1.0f,1.0f);
var newGold = (int)Mathf.Lerp(currentGold, targetGold, elapsedTime / _totalGoldDuration);
_totalGoldText.text = $"{totalGoldLocalized} : {newGold:N0}";
elapsedTime += Time.unscaledDeltaTime;
yield return null;
}
_totalGoldText.text = $"{totalGoldLocalized} : {targetGold:N0}";
yield return panelwaitingTime;
_pressAnyKeyPanel.SetActive(true);
_pressAnyKeyTween.Restart();
}
public void ButtonContinue()
{
SceneManager.LoadScene("00.TycoonTitle");
}
private void SetActiveUi(bool isActive)
{
_panel.SetActive(isActive);
_titlePanel.SetActive(isActive);
_cardTitlePanel.SetActive(isActive);
_resultCardPanel.SetActive(isActive);
_resultCardContents.SetActive(isActive);
_roundPanel.SetActive(isActive);
_playTimePanel.SetActive(isActive);
_serviceTitlePanel.SetActive(isActive);
_serviceContents.SetActive(isActive);
_goodServingPanel.SetActive(isActive);
_failServingPanel.SetActive(isActive);
_missServingPanel.SetActive(isActive);
_goodCleaningPanel.SetActive(isActive);
_failedCleaningPanel.SetActive(isActive);
_goldTitlePanel.SetActive(isActive);
_goldContents.SetActive(isActive);
_goldGainedPanel.SetActive(isActive);
_plusObject.SetActive(isActive);
_tipGainedPanel.SetActive(isActive);
_minusObject.SetActive(isActive);
_goldSpentPanel.SetActive(isActive);
_totalGoldPanel.SetActive(isActive);
_minusPercentText.enabled = isActive;
_pressAnyKeyPanel.SetActive(isActive);
}
private void SetResultData()
{
Dictionary<string, int> selectedCards = TycoonManager.Instance.CardDataSo.GetselectedCard();
foreach (var element in selectedCards)
{
TycoonResultCard newCard = Instantiate(_cardObject, _cardLocation);
newCard.SetImage(TycoonManager.Instance.CardDataSo.GetDataByIdx(element.Key).Sprite);
newCard.SetText(TycoonManager.Instance.CardDataSo.GetDataByIdx(element.Key).ScriptText);
newCard.SetCount(element.Value);
newCard.name = element.Key;
}
_roundText.text = $"{Utils.GetLocalizedString("Round")} : {TycoonManager.Instance.GetCurrentLevelData().Idx}";
_playTimeText.text = $"{Utils.GetLocalizedString("PlayTime")} : {Mathf.FloorToInt(_playTime / 60f):D2} : {Mathf.FloorToInt(_playTime % 60f):D2}";
_goodServingText.text = _goodServingCount.ToString();
_failedServingText.text = _failedServingCount.ToString();
_missServingText.text = _missServingCount.ToString();
_goodCleaningText.text = _goodCleaningCount.ToString();
_failedCleaningText.text = _failedCleaningCount.ToString();
_goldGainedText.text = _goldGained.ToString("N0");
_tipGainedText.text = _tipGained.ToString("N0");
_goldSpentText.text = _goldSpent.ToString("N0");
_totalGoldText.text = $"{Utils.GetLocalizedString("TotalGold")} : {ES3.Load("EndGold", 0):N0}";
_minusPercentText.text = $"- {(int)(TycoonManager.Instance.TycoonStatus.EndGoldMultiplier * 100)}%";
_pressAnyKeyText.text = $"- {Utils.GetLocalizedString("PressAnyKey")} -";
_pressAnyKeyTween.Restart();
}
[Button("결과 즉시 테스트")]
private void ShowImmediately()
{
if (_showResultInstance != null)
{
StopCoroutine(_showResultInstance);
_showResultInstance = null;
}
SetResultData();
SetActiveUi(true);
}
private void AddServingCount(Customer orderedCustomer, bool orderedCorrected)
{
if (orderedCorrected)
{
_goodServingCount++;
}
else
{
_failedServingCount++;
}
}
private void AddMissedServingCount() => _failedServingCount++;
private void AddCleaningCount(bool isSucceed)
{
if (isSucceed)
{
_goodCleaningCount++;
}
else
{
_failedCleaningCount++;
}
}
private void AddGoldCount(int addedGold, bool isTip)
{
if (addedGold < 0)
{
_goldSpent += Mathf.Abs(addedGold);
return;
}
if (isTip)
{
_tipGained += addedGold;
}
else
{
_goldGained += addedGold;
}
}
}
}

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Key,Korean(ko),English(en)
"HeartSlotPlus","하트 한칸을 추가합니다.","Add one heart slot."
"HeartRecovery","하트 한칸을 회복합니다.","Recover one heart."
"FullHeartRecovery","하트 전체를 회복합니다.","Recover all hearts."
"AddLiquidB","B술 재료를 4000ml 추가합니다.","Add 4000ml of LiquidB."
"AddLiquidC","C술 재료를 4000ml 추가합니다.","Add 4000ml of LiquidC."
"AddLiquidD","D술 재료를 4000ml 추가합니다.","Add 4000ml of LiquidD."
"AddLiquidE","E술 재료를 4000ml 추가합니다.","Add 4000ml of LiquidE."
"AddGarnish1","1번 가니쉬 재료를 4000ml 추가합니다.","Add 4000ml of Garnish1."
"AddGarnish2","2번 가니쉬 재료를 4000ml 추가합니다.","Add 4000ml of Garnish2."
"AllLiquidAdd","모든 술 재료 1000ml 추가합니다.","Add all ingredients."
"ServerNpcAdd","서빙 종업원을 추가합니다.","Add a server NPC."
"CleanerNpcAdd","청소 종업원을 추가합니다.","Add a cleaner NPC."
"BartenderNpcAdd","바텐터 종업원을 추가합니다.","Add a bartender NPC."
"SpeedBoost","플레이어의 이동속도가 10% 증가합니다.","Increase movement speed by 10%."
"ExpBoost","경험치 획득량이 20% 증가합니다.","Increase EXP gain by 20%."
"GoldBoost","골드 획득 20%이 증가합니다.","Increase gold gain by 20%."
"AllCleanUp","레스토랑을 전부 청소합니다.","Clean up the restaurant."
"GaugeReset","모든 손님들의 기다림 게이지를 초기화합니다.","Reset all customer waiting gauges."
"DashCooldownReduction","플레이어의 대시 쿨타임이 1초 감소합니다.","Reduce dash cooldown time by half."
"TipBoost","팁 획득량이 20% 증가합니다.","Increase tip gain by 20%."
"EndGoldBoost","게임오버 후 획득 골드량이 10% 증가합니다.","Increase gold gain after the game by 10%."
"AllCustomerPurification","손님들을 전부 정화시킵니다.","Purify all customers."
"GaugeTimeUp","손님들의 기다림 시간이 3초 증가합니다.","Increase customer waiting time by 3 seconds."
"BarrelAutoSupply","모든 술 재료를 초당 2ml 추가로 자동 충전합니다.","Automatically refill ingredient barrels every 2 minutes."
"ServerNpcUpgrade","종업원이 서빙 중 팁 획득량이 20% 증가합니다.","Increase server NPC's tip gain by 20%."
"CleanerNpcUpgrade","종업원의 청소 시간이 1초 감소합니다.","Decrease cleaner NPCs cleaning time by 1 second."
"BartenderNpcUpgrade","종업원의 술 제조 속도가 1초 감소합니다.","Decrease bartender NPCs drink crafting speed by 1 second."
"PassiveDoubleServing","플레이어가 양손에 서빙이 가능해집니다.","Allow the player to serve two customers simultaneously."
"PassiveRandomChange","특정 휴지통에서 완성된 칵테일 중 랜덤으로 변경 가능해집니다.","Allow changing one completed cocktail in the inventory to a random one."
"PassiveGoldAutoGain","자동으로 60초마다 계산대의 골드를 회수합니다.","Automatically gain a set amount of gold every 60 seconds."
"PassiveMakingBonus","플레이어가 술 제조 성공 시 팁 획득량만큼 추가로 골드를 획득합니다.","Gain additional gold equal to the tip amount each time the player successfully makes a drink."
"PassiveServingBonus","플레이어가 서빙을 3번 성공할 때마다 하트를 반 개 회복합니다.","Recover half a heart each time the player successfully serves three drinks."
"PassiveCleaningBonus","플레이어가 청소를 5번 성공할 때마다 새로 제작되는 종업원의 술 제조 속도를 10초간 2배로 증가합니다.","Double the crafting speed of the cleaner NPCs drinks for 10 seconds every time the player cleans five times successfully."
"InteractionLiquidBarrelA","{global.liquidA} 따르기","Pour {global.liquidA}"
"InteractionLiquidBarrelB","{global.liquidB} 따르기","Pour {global.liquidB}"
"InteractionLiquidBarrelC","{global.liquidC} 따르기","Pour {global.liquidC}"
"InteractionLiquidBarrelD","{global.liquidD} 따르기","Pour {global.liquidD}"
"InteractionLiquidBarrelE","{global.liquidE} 따르기","Pour {global.liquidE}"
"InteractionGarnishBarrel1","{global.garnish1} 따르기","Pour {global.garnish1}"
"InteractionGarnishBarrel2","{global.garnish2} 따르기","Pour {global.garnish2}"
"InteractionVomiting","구토 치우기","Cleaning up vomiting"
"InteractionTableSeat","책상 치우기","Cleaning up table"
"InteractionMushroom","버섯 치우기","Cleaning up mushroom"
"InteractionMoneyCounter","골드 회수하기","Money collected"
"InteractionServingTablePickUp","칵테일 들기","Pick up cocktail"
"InteractionServingTablePutDown","칵테일 내려놓기","Put down cocktail"
"InteractionCustomer","칵테일 서빙하기","Serve cocktail"
"InteractionPump","펌프 작동하기","Operate pump"
"InteractionTrashCanDiscard","칵테일 버리기","Discard cocktail"
"InteractionTrashCanChange","무작위 칵테일 변경","Change random cocktail"
"InteractionMold","곰팡이 치우기","Cleaning Mold"
Key,Korean(ko),English(en)
HeartSlotPlus,하트 한칸을 추가합니다.,Add one heart slot.
HeartRecovery,하트 한칸을 회복합니다.,Recover one heart.
FullHeartRecovery,하트 전체를 회복합니다.,Recover all hearts.
AddLiquidB,B술 재료를 4000ml 추가합니다.,Add 4000ml of LiquidB.
AddLiquidC,C술 재료를 4000ml 추가합니다.,Add 4000ml of LiquidC.
AddLiquidD,D술 재료를 4000ml 추가합니다.,Add 4000ml of LiquidD.
AddLiquidE,E술 재료를 4000ml 추가합니다.,Add 4000ml of LiquidE.
AddGarnish1,1번 가니쉬 재료를 4000ml 추가합니다.,Add 4000ml of Garnish1.
AddGarnish2,2번 가니쉬 재료를 4000ml 추가합니다.,Add 4000ml of Garnish2.
AllLiquidAdd,모든 술 재료 1000ml 추가합니다.,Add all ingredients.
ServerNpcAdd,서빙 종업원을 추가합니다.,Add a server NPC.
CleanerNpcAdd,청소 종업원을 추가합니다.,Add a cleaner NPC.
BartenderNpcAdd,바텐터 종업원을 추가합니다.,Add a bartender NPC.
SpeedBoost,플레이어의 이동속도가 10% 증가합니다.,Increase movement speed by 10%.
ExpBoost,경험치 획득량이 20% 증가합니다.,Increase EXP gain by 20%.
GoldBoost,골드 획득 20%이 증가합니다.,Increase gold gain by 20%.
AllCleanUp,레스토랑을 전부 청소합니다.,Clean up the restaurant.
GaugeReset,모든 손님들의 기다림 게이지를 초기화합니다.,Reset all customer waiting gauges.
DashCooldownReduction,플레이어의 대시 쿨타임이 1초 감소합니다.,Reduce dash cooldown time by half.
TipBoost,팁 획득량이 20% 증가합니다.,Increase tip gain by 20%.
EndGoldBoost,게임오버 후 획득 골드량이 10% 증가합니다.,Increase gold gain after the game by 10%.
AllCustomerPurification,손님들을 전부 정화시킵니다.,Purify all customers.
GaugeTimeUp,손님들의 기다림 시간이 3초 증가합니다.,Increase customer waiting time by 3 seconds.
BarrelAutoSupply,모든 술 재료를 초당 2ml 추가로 자동 충전합니다.,Automatically refill ingredient barrels every 2 minutes.
ServerNpcUpgrade,종업원이 서빙 중 팁 획득량이 20% 증가합니다.,Increase server NPC's tip gain by 20%.
CleanerNpcUpgrade,종업원의 청소 시간이 1초 감소합니다.,Decrease cleaner NPCs cleaning time by 1 second.
BartenderNpcUpgrade,종업원의 술 제조 속도가 1초 감소합니다.,Decrease bartender NPCs drink crafting speed by 1 second.
PassiveDoubleServing,플레이어가 양손에 서빙이 가능해집니다.,Allow the player to serve two customers simultaneously.
PassiveRandomChange,특정 휴지통에서 완성된 칵테일 중 랜덤으로 변경 가능해집니다.,Allow changing one completed cocktail in the inventory to a random one.
PassiveGoldAutoGain,자동으로 60초마다 계산대의 골드를 회수합니다.,Automatically gain a set amount of gold every 60 seconds.
PassiveMakingBonus,플레이어가 술 제조 성공 시 팁 획득량만큼 추가로 골드를 획득합니다.,Gain additional gold equal to the tip amount each time the player successfully makes a drink.
PassiveServingBonus,플레이어가 서빙을 3번 성공할 때마다 하트를 반 개 회복합니다.,Recover half a heart each time the player successfully serves three drinks.
PassiveCleaningBonus,플레이어가 청소를 5번 성공할 때마다 새로 제작되는 종업원의 술 제조 속도를 10초간 2배로 증가합니다.,Double the crafting speed of the cleaner NPCs drinks for 10 seconds every time the player cleans five times successfully.
InteractionVomiting,구토 치우기,Cleaning up vomiting
InteractionTableSeat,책상 치우기,Cleaning up table
InteractionMushroom,버섯 치우기,Cleaning up mushroom
InteractionMoneyCounter,골드 회수하기,Money collected
InteractionServingTablePickUp,칵테일 들기,Pick up cocktail
InteractionServingTablePutDown,칵테일 내려놓기,Put down cocktail
InteractionCustomer,칵테일 서빙하기,Serve cocktail
InteractionPump,펌프 작동하기,Operate pump
InteractionTrashCanDiscard,칵테일 버리기,Discard cocktail
InteractionTrashCanChange,무작위 칵테일 변경,Change random cocktail
InteractionMold,곰팡이 치우기,Cleaning Mold
InteractionRewordBox,상자 열기,Open Reword Box
GameStart,게임 시작,Game Start
Setting,설정,Setting
Exit,종료,Exit
Sound,소리,Sound
Graphic,그래픽,Graphic
Master,전체,Master
Bgm,배경음,BGM
Sfx,효과음,Sfx
Display,디스플레이,Display
Resolution,해상도,Resolution
Language,언어,Language
Confirm,확인,Confirm
LiquidA,여신의 눈물,Goddess's tear
LiquidB,레비아탄의 독니,Leviathan's fang
LiquidC,망령주,Specter's liquor
LiquidD,심해의 용과주,Dragon fruit of the deep sea
LiquidE,저승 벌꿀주,Underworld honey liquor
Garnish1,얼음 슬라임 조각,Ice slime fragment
Garnish2,레몬 피쉬 심장 조각,Lemon fish heart fragment
Cocktail000,쓰레기,Trash
Cocktail001,여신의 눈물,Goddess's tear
Cocktail002,레비아탄의 독니,Leviathan's fang
Cocktail003,망령주,Specter's liquor
Cocktail004,심해의 용과주,Dragon fruit of the deep sea
Cocktail005,저승 벌꿀주,Underworld honey liquor
Cocktail006,망령의 눈물,Tear of the specter
Cocktail007,심해의 레비아탄,Leviathan of the deep sea
Cocktail008,심해의 망령,Specter of the deep sea
Cocktail009,독벌의 눈물,Tear of the poisonous bee
Cocktail010,심해의 용과 벌,Dragon fruit and honey of the deep sea
Cocktail011,레비아탄 온 더 락,Leviathan on the rocks
Cocktail012,용과 온 더 락,Dragon fruit on the rocks
Cocktail013,여신의 심장,Heart of the goddess
Cocktail014,망령의 심장,Heart of the specter
Cocktail015,벌꿀 온 더 락,Honey on the rocks
MarginOfError,오차 범위,Margin of error
YouDie,당신은 죽었습니다,You Die
Round,라운드,Round
PressAnyKey,아무 키나 입력해주세요,Press any key
Continue,계속하기,Continue
PlayTime,플레이 시간,Play Time
TotalGold,최종 골드,Total Gold
Card,카드,Card
Service,서비스,Service
Gold,골드,Gold
Pour,따르기,Pour

1 Key Korean(ko) English(en)
2 HeartSlotPlus 하트 한칸을 추가합니다. Add one heart slot.
3 HeartRecovery 하트 한칸을 회복합니다. Recover one heart.
4 FullHeartRecovery 하트 전체를 회복합니다. Recover all hearts.
5 AddLiquidB B술 재료를 4000ml 추가합니다. Add 4000ml of LiquidB.
6 AddLiquidC C술 재료를 4000ml 추가합니다. Add 4000ml of LiquidC.
7 AddLiquidD D술 재료를 4000ml 추가합니다. Add 4000ml of LiquidD.
8 AddLiquidE E술 재료를 4000ml 추가합니다. Add 4000ml of LiquidE.
9 AddGarnish1 1번 가니쉬 재료를 4000ml 추가합니다. Add 4000ml of Garnish1.
10 AddGarnish2 2번 가니쉬 재료를 4000ml 추가합니다. Add 4000ml of Garnish2.
11 AllLiquidAdd 모든 술 재료 1000ml 추가합니다. Add all ingredients.
12 ServerNpcAdd 서빙 종업원을 추가합니다. Add a server NPC.
13 CleanerNpcAdd 청소 종업원을 추가합니다. Add a cleaner NPC.
14 BartenderNpcAdd 바텐터 종업원을 추가합니다. Add a bartender NPC.
15 SpeedBoost 플레이어의 이동속도가 10% 증가합니다. Increase movement speed by 10%.
16 ExpBoost 경험치 획득량이 20% 증가합니다. Increase EXP gain by 20%.
17 GoldBoost 골드 획득 20%이 증가합니다. Increase gold gain by 20%.
18 AllCleanUp 레스토랑을 전부 청소합니다. Clean up the restaurant.
19 GaugeReset 모든 손님들의 기다림 게이지를 초기화합니다. Reset all customer waiting gauges.
20 DashCooldownReduction 플레이어의 대시 쿨타임이 1초 감소합니다. Reduce dash cooldown time by half.
21 TipBoost 팁 획득량이 20% 증가합니다. Increase tip gain by 20%.
22 EndGoldBoost 게임오버 후 획득 골드량이 10% 증가합니다. Increase gold gain after the game by 10%.
23 AllCustomerPurification 손님들을 전부 정화시킵니다. Purify all customers.
24 GaugeTimeUp 손님들의 기다림 시간이 3초 증가합니다. Increase customer waiting time by 3 seconds.
25 BarrelAutoSupply 모든 술 재료를 초당 2ml 추가로 자동 충전합니다. Automatically refill ingredient barrels every 2 minutes.
26 ServerNpcUpgrade 종업원이 서빙 중 팁 획득량이 20% 증가합니다. Increase server NPC's tip gain by 20%.
27 CleanerNpcUpgrade 종업원의 청소 시간이 1초 감소합니다. Decrease cleaner NPC’s cleaning time by 1 second.
28 BartenderNpcUpgrade 종업원의 술 제조 속도가 1초 감소합니다. Decrease bartender NPC’s drink crafting speed by 1 second.
29 PassiveDoubleServing 플레이어가 양손에 서빙이 가능해집니다. Allow the player to serve two customers simultaneously.
30 PassiveRandomChange 특정 휴지통에서 완성된 칵테일 중 랜덤으로 변경 가능해집니다. Allow changing one completed cocktail in the inventory to a random one.
31 PassiveGoldAutoGain 자동으로 60초마다 계산대의 골드를 회수합니다. Automatically gain a set amount of gold every 60 seconds.
32 PassiveMakingBonus 플레이어가 술 제조 성공 시 팁 획득량만큼 추가로 골드를 획득합니다. Gain additional gold equal to the tip amount each time the player successfully makes a drink.
33 PassiveServingBonus 플레이어가 서빙을 3번 성공할 때마다 하트를 반 개 회복합니다. Recover half a heart each time the player successfully serves three drinks.
34 PassiveCleaningBonus 플레이어가 청소를 5번 성공할 때마다 새로 제작되는 종업원의 술 제조 속도를 10초간 2배로 증가합니다. Double the crafting speed of the cleaner NPC’s drinks for 10 seconds every time the player cleans five times successfully.
35 InteractionLiquidBarrelA InteractionVomiting {global.liquidA} 따르기 구토 치우기 Pour {global.liquidA} Cleaning up vomiting
36 InteractionLiquidBarrelB InteractionTableSeat {global.liquidB} 따르기 책상 치우기 Pour {global.liquidB} Cleaning up table
37 InteractionLiquidBarrelC InteractionMushroom {global.liquidC} 따르기 버섯 치우기 Pour {global.liquidC} Cleaning up mushroom
38 InteractionLiquidBarrelD InteractionMoneyCounter {global.liquidD} 따르기 골드 회수하기 Pour {global.liquidD} Money collected
39 InteractionLiquidBarrelE InteractionServingTablePickUp {global.liquidE} 따르기 칵테일 들기 Pour {global.liquidE} Pick up cocktail
40 InteractionGarnishBarrel1 InteractionServingTablePutDown {global.garnish1} 따르기 칵테일 내려놓기 Pour {global.garnish1} Put down cocktail
41 InteractionGarnishBarrel2 InteractionCustomer {global.garnish2} 따르기 칵테일 서빙하기 Pour {global.garnish2} Serve cocktail
42 InteractionVomiting InteractionPump 구토 치우기 펌프 작동하기 Cleaning up vomiting Operate pump
43 InteractionTableSeat InteractionTrashCanDiscard 책상 치우기 칵테일 버리기 Cleaning up table Discard cocktail
44 InteractionMushroom InteractionTrashCanChange 버섯 치우기 무작위 칵테일 변경 Cleaning up mushroom Change random cocktail
45 InteractionMoneyCounter InteractionMold 골드 회수하기 곰팡이 치우기 Money collected Cleaning Mold
46 InteractionServingTablePickUp InteractionRewordBox 칵테일 들기 상자 열기 Pick up cocktail Open Reword Box
47 InteractionServingTablePutDown GameStart 칵테일 내려놓기 게임 시작 Put down cocktail Game Start
48 InteractionCustomer Setting 칵테일 서빙하기 설정 Serve cocktail Setting
49 InteractionPump Exit 펌프 작동하기 종료 Operate pump Exit
50 InteractionTrashCanDiscard Sound 칵테일 버리기 소리 Discard cocktail Sound
51 InteractionTrashCanChange Graphic 무작위 칵테일 변경 그래픽 Change random cocktail Graphic
52 InteractionMold Master 곰팡이 치우기 전체 Cleaning Mold Master
53 Bgm 배경음 BGM
54 Sfx 효과음 Sfx
55 Display 디스플레이 Display
56 Resolution 해상도 Resolution
57 Language 언어 Language
58 Confirm 확인 Confirm
59 LiquidA 여신의 눈물 Goddess's tear
60 LiquidB 레비아탄의 독니 Leviathan's fang
61 LiquidC 망령주 Specter's liquor
62 LiquidD 심해의 용과주 Dragon fruit of the deep sea
63 LiquidE 저승 벌꿀주 Underworld honey liquor
64 Garnish1 얼음 슬라임 조각 Ice slime fragment
65 Garnish2 레몬 피쉬 심장 조각 Lemon fish heart fragment
66 Cocktail000 쓰레기 Trash
67 Cocktail001 여신의 눈물 Goddess's tear
68 Cocktail002 레비아탄의 독니 Leviathan's fang
69 Cocktail003 망령주 Specter's liquor
70 Cocktail004 심해의 용과주 Dragon fruit of the deep sea
71 Cocktail005 저승 벌꿀주 Underworld honey liquor
72 Cocktail006 망령의 눈물 Tear of the specter
73 Cocktail007 심해의 레비아탄 Leviathan of the deep sea
74 Cocktail008 심해의 망령 Specter of the deep sea
75 Cocktail009 독벌의 눈물 Tear of the poisonous bee
76 Cocktail010 심해의 용과 벌 Dragon fruit and honey of the deep sea
77 Cocktail011 레비아탄 온 더 락 Leviathan on the rocks
78 Cocktail012 용과 온 더 락 Dragon fruit on the rocks
79 Cocktail013 여신의 심장 Heart of the goddess
80 Cocktail014 망령의 심장 Heart of the specter
81 Cocktail015 벌꿀 온 더 락 Honey on the rocks
82 MarginOfError 오차 범위 Margin of error
83 YouDie 당신은 죽었습니다 You Die
84 Round 라운드 Round
85 PressAnyKey 아무 키나 입력해주세요 Press any key
86 Continue 계속하기 Continue
87 PlayTime 플레이 시간 Play Time
88 TotalGold 최종 골드 Total Gold
89 Card 카드 Card
90 Service 서비스 Service
91 Gold 골드 Gold
92 Pour 따르기 Pour

View File

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