2025-08-14 11:35:16 +00:00
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using System.Threading.Tasks;
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using UnityEngine;
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namespace DDD
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{
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public class RestaurantEnvironmentController : RestaurantFlowController
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{
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private RestaurantEnvironmentStateSo _environmentState;
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2025-08-14 11:59:40 +00:00
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public override Task InitializeController()
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2025-08-14 11:35:16 +00:00
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{
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2025-08-14 11:59:40 +00:00
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return Task.CompletedTask;
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2025-08-14 11:35:16 +00:00
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}
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2025-08-14 11:59:40 +00:00
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public override Task InitializeState()
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2025-08-14 11:35:16 +00:00
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{
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_environmentState = RestaurantState.instance.EnvironmentState;
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2025-08-14 11:59:40 +00:00
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return Task.CompletedTask;
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2025-08-14 11:35:16 +00:00
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}
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2025-08-14 11:59:40 +00:00
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public override Task OnReadyNewFlow(GameFlowState newFlowState)
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2025-08-14 11:35:16 +00:00
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{
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// if(newFlowState == GameFlowState.ReadyForRestaurant) GenerateDummyEnvironmentProps(); // XXX : DUMMY! REMOVE THIS
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2025-08-14 11:59:40 +00:00
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return Task.CompletedTask;
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2025-08-14 11:35:16 +00:00
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}
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2025-08-14 11:59:40 +00:00
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public override Task OnExitCurrentFlow(GameFlowState exitingFlowState)
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2025-08-14 11:35:16 +00:00
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{
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2025-08-14 11:59:40 +00:00
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return Task.CompletedTask;
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2025-08-14 11:35:16 +00:00
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}
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private void GenerateDummyEnvironmentProps()
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{
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// Make dummy placement data
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foreach (EnvironmentData prop in DataManager.Instance.GetDataSo<EnvironmentDataSo>().GetDataList())
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{
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for (int i = 0; i < 10; i++)
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{
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// Make a random position
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Vector2 randomPos = new Vector2(
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Random.Range(-10f, 10f),
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Random.Range(10f, 20f)
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);
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var randomPropData = new RestaurantPropLocation(prop.Id, randomPos);
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_environmentState.Props.Add(randomPropData);
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}
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}
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}
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}
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}
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