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 CreateRestaurantPlayer : RestaurantFlowTask
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{
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2025-08-17 06:02:04 +00:00
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[SerializeField] private Vector3 _spawnPosition = new(0, 0, 15f);
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[SerializeField] private Transform _spawnParent;
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2025-08-14 11:35:16 +00:00
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2025-08-17 06:02:04 +00:00
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public override Task ReadyFlowTask()
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2025-08-14 11:35:16 +00:00
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{
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2025-08-17 06:02:04 +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 RunFlowTask()
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2025-08-14 11:35:16 +00:00
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{
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2025-08-17 06:02:04 +00:00
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if (PlayerManager.Instance.GetPlayer() != null)
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{
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return Task.CompletedTask;
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}
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2025-08-18 10:48:36 +00:00
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var playerPrefab = RestaurantController.Instance.RestaurantData.PlayerData.PlayerPrefab;
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2025-08-17 06:02:04 +00:00
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if (playerPrefab == null)
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{
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Debug.LogError("PlayerPrefab이 설정되지 않았습니다!");
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return Task.CompletedTask;
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}
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2025-08-14 11:35:16 +00:00
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2025-08-17 06:02:04 +00:00
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GameObject player = Instantiate(playerPrefab, _spawnPosition, playerPrefab.transform.rotation, _spawnParent);
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player.name = playerPrefab.name;
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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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}
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}
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