using System; using System.Collections.Generic; using System.Linq; using Sirenix.OdinInspector; using UnityEngine; using Random = UnityEngine.Random; namespace BlueWater.Items { public class ItemManager : Singleton { [SerializeField, Required] private Item _defaultItemPrefab; [field: SerializeField, Required] public ItemDataSo ItemDataSo { get; private set; } [field: SerializeField, Required] public ItemDropTableSo ItemDropTableSo { get; private set; } [field: SerializeField, Required] public FoodDataSo FoodDataSo { get; private set; } [field: SerializeField, Required] public CocktailDataSo CocktailDataSo { get; private set; } [field: SerializeField, Required] public LiquidDataSo LiquidDataSo { get; private set; } [field: SerializeField, Required] public ItemSlotDataSo ItemSlotDataSo { get; private set; } [Title("드롭 아이템 설정")] [SerializeField] private float _randomDropRadius = 3f; [SerializeField] private float _minSeparationDistance = 1.5f; private const int MaxAttempts = 1000; public void ItemDropRandomPosition(string idx, Vector3 dropPosition, float randomDropRadius = float.PositiveInfinity) { var itemDropTable = ItemDropTableSo.GetDataByIdx(idx); if (itemDropTable == null) return; var droppedItemList = itemDropTable.GetDroppedItemList(); var droppedPositions = new List(); foreach (var element in droppedItemList) { Vector3 newDropPosition; var attempts = 0; do { var radius = float.IsPositiveInfinity(randomDropRadius) ? _randomDropRadius : randomDropRadius; attempts++; var newDropPositionX = Random.Range(dropPosition.x - radius, dropPosition.x + radius); var newDropPositionZ = Random.Range(dropPosition.z - radius, dropPosition.z + radius); newDropPosition = new Vector3(newDropPositionX, dropPosition.y, newDropPositionZ); } while (!IsDropPositionAvailable(newDropPosition, droppedPositions) && attempts < MaxAttempts); droppedPositions.Add(newDropPosition); var itemPrefab = ItemDataSo.GetDataByIdx(element.Idx).ItemPrefab; if (!itemPrefab) { itemPrefab = _defaultItemPrefab; } var instantiateItem = Instantiate(itemPrefab, dropPosition, itemPrefab.transform.rotation); instantiateItem.Initialize(element); var pushPower = Vector3.up * 30f + (newDropPosition - dropPosition) * 10f; instantiateItem.AddForce(pushPower, ForceMode.Impulse); } } private bool IsDropPositionAvailable(Vector3 position, List positions) { return positions.Any(pos => Vector3.Distance(position, pos) > _minSeparationDistance); } } }