ProjectDDD/Assets/_DDD/_Scripts/RestaurantEvent/RestaurantInteractionComponent.cs

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C#
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using UnityEngine;
namespace DDD
{
public class RestaurantInteractionComponent : MonoBehaviour, IInteractable
{
[SerializeField] protected InteractionType _interactionType = InteractionType.None;
[SerializeField] protected InteractionExecutionParameters _executionParameters = new InteractionExecutionParameters(1f);
[SerializeField] protected InteractionDisplayParameters _displayParameters = new InteractionDisplayParameters("");
[SerializeField] protected GameFlowState _interactionAvailableFlows;
[SerializeField] private Transform[] _aiInteractionPoints;
public virtual bool CanInteract()
{
return !IsInteractionHidden();
}
public virtual bool IsInteractionHidden()
{
var currentGameFlowState = GameFlowManager.Instance.GameFlowDataSo.CurrentGameState;
var flowDisabled = (currentGameFlowState & _interactionAvailableFlows) == 0;
return flowDisabled;
}
public virtual bool OnInteracted(IInteractor interactor, ScriptableObject payloadSo = null)
{
if (CanInteract() == false)
{
return false;
}
bool interactionResult = RestaurantInteractionEvents.RestaurantInteraction.RequestInteraction(interactor.GetInteractorGameObject(),
GetInteractableGameObject(), GetInteractionType(), payloadSo, true);
return interactionResult;
}
public virtual InteractionType GetInteractionType()
{
return _interactionType;
}
public GameObject GetInteractableGameObject()
{
return gameObject;
}
public virtual void InitializeInteraction(InteractionType interactionType)
{
_interactionType = interactionType;
}
// 새로운 스트럭트 기반 메서드들
public virtual InteractionExecutionParameters GetExecutionParameters()
{
return _executionParameters;
}
public virtual InteractionDisplayParameters GetDisplayParameters()
{
return _displayParameters;
}
// 하위 호환성을 위한 기존 메서드들
public float GetRequiredHoldTime()
{
return _executionParameters.HoldTime;
}
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public string GetInteractionMessageKey()
{
return _displayParameters.MessageKey;
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}
public Vector3[] GetInteractionPoints()
{
if (_aiInteractionPoints == null || _aiInteractionPoints.Length == 0)
{
return new Vector3[] { transform.position };
}
Vector3[] positions = new Vector3[_aiInteractionPoints.Length];
for (int i = 0; i < _aiInteractionPoints.Length; i++)
{
if (_aiInteractionPoints[i] != null)
{
positions[i] = _aiInteractionPoints[i].position;
}
else
{
positions[i] = transform.position;
}
}
return positions;
}
}
}