Merge pull request 'feature/order_interaction_ui' (#35) from feature/order_interaction_ui into develop

Reviewed-on: #35
This commit is contained in:
Jeonghyeon 2025-08-29 10:14:35 +00:00
commit 0be6cb6059
23 changed files with 1503 additions and 56 deletions

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@ -56,6 +56,7 @@ public interface IInteractor
GameObject GetInteractorGameObject();
IInteractable GetFocusedInteractable();
bool CanSolveInteractionType(InteractionType interactionType);
bool FetchSolverTypeForInteraction(InteractionType type, out Type solverType);
bool IsInteractionHidden(IInteractable interactable);
bool CanInteractTo(IInteractable interactable,
ScriptableObject payloadSo = null);

View File

@ -10,13 +10,13 @@ public class StartRestaurantOrder : Action
[SerializeField] private RestaurantOrderType _targetOrderType = RestaurantOrderType.Wait;
private IInteractor _interactor;
private bool _isGetInteractor;
private bool _isInteractorValid;
public override void OnStart()
{
_isGetInteractor = gameObject.TryGetComponent(out _interactor);
_isInteractorValid = gameObject.TryGetComponent(out _interactor);
if (!_isGetInteractor)
if (!_isInteractorValid)
Debug.LogError($"[{GetType().Name}] IInteractor를 찾을 수 없습니다: {gameObject.name}");
}
@ -61,7 +61,7 @@ public override TaskStatus OnUpdate()
}
// 상호작용 수행: 액션이 붙은 에이전트를 Interactor로 사용
if (!_isGetInteractor)
if (!_isInteractorValid)
{
return TaskStatus.Failure;
}

View File

@ -108,7 +108,7 @@ public bool IsInteractionHidden(IInteractable interactable)
return true;
}
protected virtual bool FetchSolverTypeForInteraction(InteractionType type, out Type solverType)
public virtual bool FetchSolverTypeForInteraction(InteractionType type, out Type solverType)
{
return RestaurantInteractionEventSolvers.TypeToSolver.TryGetValue(type, out solverType);
}

View File

@ -1,3 +1,4 @@
using System;
using Sirenix.OdinInspector;
using UnityEngine;
@ -37,6 +38,11 @@ public bool CanSolveInteractionType(InteractionType interactionType)
return _interactionComponent.CanSolveInteractionType(interactionType);
}
public bool FetchSolverTypeForInteraction(InteractionType type, out Type solverType)
{
return _interactionComponent.FetchSolverTypeForInteraction(type, out solverType);
}
public bool IsInteractionHidden(IInteractable interactable)
{
return _interactionComponent.IsInteractionHidden(interactable);

View File

@ -197,7 +197,7 @@ protected IInteractable GetNearestInteractable()
return closest;
}
protected override bool FetchSolverTypeForInteraction(InteractionType type, out Type solverType)
public override bool FetchSolverTypeForInteraction(InteractionType type, out Type solverType)
{
if (RestaurantInteractionEventSolvers.TypeToPlayerSolver.TryGetValue(type, out solverType))
{

View File

@ -14,14 +14,27 @@ public enum RestaurantOrderType : uint
Dirty = 1u << 4,
}
public class RestaurantOrderObjectState
{
public GameObject Customer;
public GameObject Worker;
public string FoodId;
}
public interface IRestaurantOrderObject
{
void TransitionToNextPhase();
RestaurantOrderType GetCurrentOrderPhase();
RestaurantOrderObjectState GetOrderObjectState();
}
// TODO : 도중에 이탈할 경우, 순차적으로 다음 페이즈로 넘어가는 게 아니라 바로 Wait, Dirty로 전이시킬 필요가 있음
public class InteractionSubsystem_Order : MonoBehaviour, IInteractionSubsystemObject<RestaurantOrderType>, IRestaurantOrderObject
{
[SerializeField] private RestaurantOrderType _currentRestaurantOrderType = RestaurantOrderType.Wait;
[SerializeField] private RestaurantOrderObjectState _orderObjectState = new();
public bool CanInteract()
{
@ -40,6 +53,16 @@ public void TransitionToNextPhase()
SetInteractionSubsystemType(nextState);
}
public RestaurantOrderType GetCurrentOrderPhase()
{
return _currentRestaurantOrderType;
}
public RestaurantOrderObjectState GetOrderObjectState()
{
return _orderObjectState;
}
public bool OnInteracted(IInteractor interactor, ScriptableObject payloadSo = null)
{
return true;

View File

@ -4,6 +4,7 @@
using System.Linq;
using UnityEngine;
using Sirenix.OdinInspector;
using UnityEngine.Serialization;
namespace DDD.Restaurant
{
@ -27,7 +28,7 @@ public class RestaurantInteractionComponent : MonoBehaviour, IInteractable, IInt
[SerializeField] protected InteractionDisplayParameters _displayParameters;
[SerializeField] protected GameFlowState _interactionAvailableFlows;
[SerializeField] private Transform[] _aiInteractionPoints;
[SerializeField] private bool autoInitialize = true;
[FormerlySerializedAs("autoInitialize")] [SerializeField] private bool _autoInitialize = true;
private bool _isInitialized = false;
private Dictionary<InteractionType, IInteractionSubsystemObject> _subsystems = new();
@ -44,7 +45,7 @@ private void Start()
var environmentState = RestaurantState.Instance?.EnvironmentState;
environmentState?.RegisterInteractable(this);
if (autoInitialize && !_isInitialized)
if (_autoInitialize && !_isInitialized)
{
InitializeInteraction(_interactionType);
}
@ -70,7 +71,6 @@ public virtual bool CanInteract()
public virtual bool IsInteractionAvailable()
{
var currentGameFlowState = GameFlowManager.Instance.GameFlowDataSo.CurrentGameState;
var flowDisabled = (currentGameFlowState & _interactionAvailableFlows) == 0;
if (flowDisabled)

View File

@ -1,18 +1,19 @@
using System;
using System.Collections.Generic;
using JetBrains.Annotations;
using UnityEngine;
namespace DDD.Restaurant
{
public static class RestaurantInteractionEventSolvers
{
public static Dictionary<InteractionType, Type> TypeToSolver = new()
public static readonly Dictionary<InteractionType, Type> TypeToSolver = new()
{
{InteractionType.RestaurantManagement, typeof(RestaurantManagementSolver)},
{InteractionType.RestaurantOrder, typeof(RestaurantOrderSolver)},
{InteractionType.RestaurantCook, typeof(RestaurantCookSolver)}
};
public static Dictionary<InteractionType, Type> TypeToPlayerSolver = new()
public static readonly Dictionary<InteractionType, Type> TypeToPlayerSolver = new()
{
{InteractionType.RestaurantOrder, typeof(RestaurantOrderPlayerSolver)},
};
@ -46,26 +47,21 @@ public bool RequestInteraction(GameObject causer, GameObject target, Interaction
var evt = MakeInteractionEvent(causer, target, interactionType, payload);
evt.EventResult = false;
// Solve event directly. 이벤트 처리는 여기서 하고, 이벤트 호출로는 이런 이벤트가 호출되었고 결과가 어떻다는 거 전파하는 식으로.
if (RestaurantInteractionEventSolvers.TypeToSolver.TryGetValue(interactionType, out var solverType))
{
Component solverComponent = causer.GetComponent(solverType);
IInteractionSolver solver = solverComponent as IInteractionSolver;
IInteractor interactor = causer.GetComponent<IInteractor>();
IInteractable interactable = target.GetComponent<IInteractable>();
// Cast solverComponent to IInteractable
if (solver is not null && interactor is not null)
IInteractor interactor = causer.GetComponent<IInteractor>();
if (interactor != null && interactor.CanSolveInteractionType(interactionType))
{
if (interactor.FetchSolverTypeForInteraction(interactionType, out var solverType))
{
// Solve event directly. 이벤트 처리는 여기서 하고, 이벤트 호출로는 이런 이벤트가 호출되었고 결과가 어떻다는 거 전파하는 식으로.
if (solverType != null)
{
IInteractionSolver solver = causer.GetComponent(solverType) as IInteractionSolver;
IInteractable interactable = target.GetComponent<IInteractable>();
if (solver is not null)
{
bool canExecute = solver.CanExecuteInteraction(interactor, interactable, evt.Payload);
if (canExecute)
{
evt.EventResult = solver.ExecuteInteraction(interactor, interactable, evt.Payload);
}
else
{
evt.EventResult = false;
}
evt.EventResult = canExecute && solver.ExecuteInteraction(interactor, interactable, evt.Payload);
}
else
{
@ -73,6 +69,8 @@ public bool RequestInteraction(GameObject causer, GameObject target, Interaction
Debug.Assert(false, "Solver Component or Interactor is null");
}
}
}
}
EventBus.Broadcast(evt);// 이벤트 결과를 이거 받아서 처리하면 될듯.
return evt.EventResult;

View File

@ -8,11 +8,11 @@ public virtual bool ExecuteInteractionSubsystem(IInteractor interactor, IInterac
{
if (CanExecuteInteractionSubsystem(interactor, interactable, payload) == false)
return false;
if (interactable is not IInteractionSubsystemOwner subsystemOwner)
return false;
if (!subsystemOwner.TryGetSubsystemObject<RestaurantOrderType>(out var subsystem))
return false;
if (subsystem is IRestaurantOrderObject orderObject)
if (GetRestaurantOrderObject(interactable) == null) return false;
var orderObject = GetRestaurantOrderObject(interactable);
if (orderObject != null)
{
orderObject.TransitionToNextPhase();
}
@ -20,6 +20,19 @@ public virtual bool ExecuteInteractionSubsystem(IInteractor interactor, IInterac
}
public abstract bool CanExecuteInteractionSubsystem(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null);
protected static IRestaurantOrderObject GetRestaurantOrderObject(IInteractable interactable)
{
var subsystemOwner = interactable.GetInteractableGameObject().GetComponent<IInteractionSubsystemOwner>();
IInteractionSubsystemObject<RestaurantOrderType> subsystemObject = null;
subsystemOwner?.TryGetSubsystemObject(out subsystemObject);
if (subsystemObject is IRestaurantOrderObject restaurantOrderObject)
{
return restaurantOrderObject;
}
return null;
}
}
}

View File

@ -13,6 +13,11 @@ public string MenuId
}
}
public class RestaurantOrderEvent : IEvent
{
public string MenuId;
}
public class RestaurantOrderSolver_Order : RestaurantOrderSolverBase
{
public override bool ExecuteInteractionSubsystem(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null)
@ -22,6 +27,13 @@ public override bool ExecuteInteractionSubsystem(IInteractor interactor, IIntera
var highlightComponent = highlightObject?.GetComponent<IInteractionHighlight>();
highlightComponent?.ClearHighlightProxy();
// Worker takes the order
var orderObject = GetRestaurantOrderObject(interactable);
if (orderObject != null)
{
orderObject.GetOrderObjectState().Worker = interactor.GetInteractorGameObject();
}
// Pick random menu from today's menu list
var foodCandidates = RestaurantState.Instance.ManagementState.GetTodayFoodMenus();
if (foodCandidates == null || foodCandidates.Count == 0)
@ -36,7 +48,10 @@ public override bool ExecuteInteractionSubsystem(IInteractor interactor, IIntera
// Create payload and set the menu
RestaurantOrderMenuPayload orderPayload = ScriptableObject.CreateInstance<RestaurantOrderMenuPayload>();
orderPayload.MenuId = foodMenu;
payload = orderPayload;
RestaurantOrderEvent evt = new RestaurantOrderEvent();
evt.MenuId = foodMenu;
EventBus.Broadcast(evt);
return base.ExecuteInteractionSubsystem(interactor, interactable, payload);
}

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@ -11,7 +11,7 @@ public override bool ExecuteInteractionSubsystem(IInteractor interactor, IIntera
public override bool CanExecuteInteractionSubsystem(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null)
{
return true;
return false;
}
}
}

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@ -1,5 +1,6 @@
using Opsive.BehaviorDesigner.Runtime.Tasks;
using UnityEngine;
using UnityEngine.UIElements;
namespace DDD.Restaurant
{
@ -7,6 +8,12 @@ public class RestaurantOrderSolver_Wait : RestaurantOrderSolverBase
{
public override bool ExecuteInteractionSubsystem(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null)
{
var orderObject = GetRestaurantOrderObject(interactable);
if (orderObject != null)
{
orderObject.GetOrderObjectState().Customer = interactor.GetInteractorGameObject();
}
return base.ExecuteInteractionSubsystem(interactor, interactable, payload);
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7b993aa93ea64d1182e1d502f908817b
timeCreated: 1756449365

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@ -0,0 +1,24 @@
using System;
using UnityEngine;
using UnityEngine.UI;
namespace DDD.Restaurant
{
public class BillHud : MonoBehaviour, IEventHandler<RestaurantOrderEvent>
{
[SerializeField] private RectTransform _billItemsLayoutTransform;
[SerializeField] private GameObject _billItemPrefab;
private void Start()
{
EventBus.Register(this);
Utils.DestroyAllChildren(_billItemsLayoutTransform);
}
public void HandleEvent(RestaurantOrderEvent evt)
{
var billItem = Instantiate(_billItemPrefab, _billItemsLayoutTransform);
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 531d1bd66fd24e70b3ebd6dd120bfb09
timeCreated: 1756449373