Merge remote-tracking branch 'origin/develop' into develop

This commit is contained in:
hho210 2025-08-28 14:54:39 +09:00
commit 48eedfc590
545 changed files with 3441 additions and 1463 deletions

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@ -1210,9 +1210,6 @@ PrefabInstance:
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addedObject: {fileID: 1122074513716966771}
m_SourcePrefab: {fileID: 100100000, guid: ceeea618d8ee23642a0e56b3f963448c, type: 3}
--- !u!1 &4266090516809920735 stripped
GameObject:
@ -1255,23 +1252,3 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: af69e82818254bfa9cabb2dbf9430850, type: 3}
m_Name:
m_EditorClassIdentifier:
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4266090516809920735}
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m_Script: {fileID: 11500000, guid: 201f9e6d7ca7404baa9945950292a392, type: 3}
m_Name:
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_interactionType: 4
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@ -426,7 +426,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 81e01dd8c1cc3404d805400eba1bb4ae, type: 3}
m_Name:
m_EditorClassIdentifier:
_availableInteractions: 5
_availableInteractions: 7
_nearColliders:
- {fileID: 0}
- {fileID: 0}

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@ -45,3 +45,4 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
_persistent: 1
_enableDebugLog: 1

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@ -45,3 +45,4 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
_persistent: 1
_inventoryTestDataSo: {fileID: 11400000, guid: 29d0dee3b70fbc44d992ea47012bc366, type: 2}

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@ -9,7 +9,7 @@ namespace DDD
/// </summary>
public interface IAISharedBlackboard
{
void SetCurrentInteractionTarget(GameObject targetGameObject);
GameObject GetCurrentInteractionTarget();
void SetBlackboardGameObject(string key, GameObject inGameObject);
GameObject GetBlackboardGameObject(string key);
}
}

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@ -1,10 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
#if UNITY_EDITOR
using UnityEditor.AddressableAssets;
#endif
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
@ -15,7 +11,34 @@ namespace DDD
{
public class AssetManager : Singleton<AssetManager>, IManager
{
private static readonly Dictionary<string, AsyncOperationHandle> _cachedHandles = new();
private struct CachedAsset
{
public AsyncOperationHandle Handle;
public int ReferenceCount;
public CachedAsset(AsyncOperationHandle handle, int count = 1)
{
Handle = handle;
ReferenceCount = count;
}
}
private struct CachedScene
{
public AsyncOperationHandle<SceneInstance> Handle;
public int ReferenceCount;
public CachedScene(AsyncOperationHandle<SceneInstance> handle, int count = 1)
{
Handle = handle;
ReferenceCount = count;
}
}
[SerializeField] private bool _enableDebugLog = false;
private readonly Dictionary<string, CachedAsset> _cachedAssets = new();
private readonly Dictionary<string, CachedScene> _cachedScenes = new();
protected override void OnApplicationQuit()
{
@ -24,110 +47,284 @@ protected override void OnApplicationQuit()
ReleaseAllCached();
}
public void PreInit()
{
}
public void PreInit() { }
public async Task Init()
{
await Addressables.InitializeAsync().Task;
}
public void PostInit()
public void PostInit() { }
private string GetSafeAssetName(AssetReference assetReference)
{
var editorAssetName = assetReference.editorAsset.name;
if (string.IsNullOrWhiteSpace(editorAssetName) == false) return editorAssetName;
return assetReference.ToString();
}
public static async Task<T> LoadAsset<T>(string key) where T : UnityEngine.Object
public async Task<T> LoadAssetAsync<T>(AssetReference assetReference) where T : Object
{
if (_cachedHandles.TryGetValue(key, out var handle))
var guidKey = assetReference.AssetGUID;
if (_cachedAssets.TryGetValue(guidKey, out var cachedAsset))
{
if (handle.IsValid() && handle.Result is T result)
if (cachedAsset.Handle.IsValid() && cachedAsset.Handle.Result is T result)
{
cachedAsset.ReferenceCount++;
_cachedAssets[guidKey] = cachedAsset;
if (_enableDebugLog) Debug.Log($"[AssetManager] 에셋 참조 카운트 증가: {GetSafeAssetName(assetReference)} -> {cachedAsset.ReferenceCount}\n실제 키 값: {guidKey}");
return result;
Debug.LogWarning($"[AssetManager] Type mismatch or invalid handle for key: {key}");
return handle.Result as T;
}
_cachedAssets.Remove(guidKey);
Debug.LogWarning($"[AssetManager] 무효한 핸들 제거됨: {GetSafeAssetName(assetReference)}\n실제 키 값: {guidKey}");
}
// ✅ 새로 로드
var newHandle = Addressables.LoadAssetAsync<T>(key);
var newHandle = Addressables.LoadAssetAsync<T>(guidKey);
await newHandle.Task;
if (newHandle.Status == AsyncOperationStatus.Succeeded)
{
_cachedHandles[key] = newHandle;
_cachedAssets[guidKey] = new CachedAsset(newHandle, 1);
if (_enableDebugLog) Debug.Log($"[AssetManager] 에셋 로드 및 캐싱 완료: {GetSafeAssetName(assetReference)} (참조수: {_cachedAssets[guidKey].ReferenceCount})\n실제 키 값: {guidKey}");
return newHandle.Result;
}
Debug.LogError($"[AssetManager] Failed to load asset: {key}");
if (newHandle.IsValid())
{
Addressables.Release(newHandle);
}
Debug.LogError($"[AssetManager] 에셋 로드 실패: {GetSafeAssetName(assetReference)}\n실제 키 값: {guidKey}");
return null;
}
/// <summary>
/// ScriptSingleton을 위한 동기 로딩
/// </summary>
public T LoadAsset<T>(string key) where T : Object
{
if (_cachedAssets.TryGetValue(key, out var cachedAsset))
{
if (cachedAsset.Handle.IsValid() && cachedAsset.Handle.Result is T result)
{
cachedAsset.ReferenceCount++;
_cachedAssets[key] = cachedAsset;
if (_enableDebugLog) Debug.Log($"[AssetManager] 동기 로딩 - 에셋 참조 카운트 증가: {key} -> {cachedAsset.ReferenceCount}");
return result;
}
_cachedAssets.Remove(key);
Debug.LogWarning($"[AssetManager] 무효한 핸들 제거됨: {key}");
}
var handle = Addressables.LoadAssetAsync<T>(key);
var loaded = handle.WaitForCompletion();
if (handle.Status == AsyncOperationStatus.Succeeded)
{
_cachedAssets[key] = new CachedAsset(handle, 1);
if (_enableDebugLog) Debug.Log($"[AssetManager] 동기 로딩 - 에셋 로드 및 캐싱 완료: {key} (참조수: {key})");
return loaded;
}
if (handle.IsValid())
{
Addressables.Release(handle);
}
Debug.LogError($"[AssetManager] 동기 로딩 - 에셋 로드 실패: {key}");
return null;
}
public static async Task<List<T>> LoadAssetsByLabel<T>(string label) where T : UnityEngine.Object
public async Task<List<T>> LoadAssetsByLabel<T>(string label) where T : Object
{
var handle = Addressables.LoadAssetsAsync<T>(label, null);
if (_cachedAssets.TryGetValue(label, out var cachedAsset))
{
if (cachedAsset.Handle.IsValid() && cachedAsset.Handle.Result is IList<T> cachedResult)
{
cachedAsset.ReferenceCount++;
_cachedAssets[label] = cachedAsset;
if (_enableDebugLog) Debug.Log($"[AssetManager] 라벨 에셋 참조 카운트 증가: {label} -> {cachedAsset.ReferenceCount}");
return cachedResult.ToList();
}
_cachedAssets.Remove(label);
if (_enableDebugLog) Debug.LogWarning($"[AssetManager] 무효한 라벨 핸들 제거됨: {label}");
}
var handle = Addressables.LoadAssetsAsync<T>(label);
await handle.Task;
if (handle.Status == AsyncOperationStatus.Succeeded)
{
_cachedAssets[label] = new CachedAsset(handle, 1);
if (_enableDebugLog) Debug.Log($"[AssetManager] 라벨 에셋 로드 및 캐싱 완료: {label} (참조수: {_cachedAssets[label].ReferenceCount})");
return handle.Result.ToList();
}
Debug.LogError($"[AssetManager] Failed to load assets with label: {label}");
if (handle.IsValid())
{
Addressables.Release(handle);
}
Debug.LogError($"[AssetManager] 라벨 에셋 로드 실패: {label}");
return new List<T>();
}
public static async Task<SceneInstance> LoadScene(AssetReference assetReference, LoadSceneMode mode = LoadSceneMode.Additive, bool activateOnLoad = true)
public void ReleaseAsset(AssetReference assetReference)
{
var guidKey = assetReference.AssetGUID;
if (_cachedAssets.TryGetValue(guidKey, out var cachedAsset))
{
cachedAsset.ReferenceCount--;
if (cachedAsset.ReferenceCount <= 0)
{
if (cachedAsset.Handle.IsValid())
{
Addressables.Release(cachedAsset.Handle);
if (_enableDebugLog) Debug.Log($"[AssetManager] 에셋 실제 해제됨: {GetSafeAssetName(assetReference)}\n실제 키 값: {guidKey}");
}
_cachedAssets.Remove(guidKey);
}
else
{
_cachedAssets[guidKey] = cachedAsset;
if (_enableDebugLog) Debug.Log($"[AssetManager] 에셋 참조 카운트 감소: {GetSafeAssetName(assetReference)} -> {cachedAsset.ReferenceCount}\n실제 키 값: {guidKey}");
}
}
else
{
if (_enableDebugLog) Debug.LogWarning($"[AssetManager] 캐시에서 에셋을 찾을 수 없음: {GetSafeAssetName(assetReference)}\n실제 키 값: {guidKey}");
}
}
public void ReleaseAsset(string key)
{
if (_cachedAssets.TryGetValue(key, out var cachedAsset))
{
cachedAsset.ReferenceCount--;
if (cachedAsset.ReferenceCount <= 0)
{
if (cachedAsset.Handle.IsValid())
{
Addressables.Release(cachedAsset.Handle);
if (_enableDebugLog) Debug.Log($"[AssetManager] 에셋 실제 해제됨: {key}");
}
_cachedAssets.Remove(key);
}
else
{
_cachedAssets[key] = cachedAsset;
if (_enableDebugLog) Debug.Log($"[AssetManager] 에셋 참조 카운트 감소: {key} -> {cachedAsset.ReferenceCount}");
}
}
else
{
if (_enableDebugLog) Debug.LogWarning($"[AssetManager] 캐시에서 에셋을 찾을 수 없음: {key}");
}
}
public async Task<SceneInstance> LoadScene(AssetReference assetReference, LoadSceneMode mode = LoadSceneMode.Additive, bool activateOnLoad = true)
{
var guidKey = assetReference.AssetGUID;
if (_cachedScenes.TryGetValue(guidKey, out var cachedScene))
{
if (cachedScene.Handle.IsValid())
{
cachedScene.ReferenceCount++;
_cachedScenes[guidKey] = cachedScene;
if (_enableDebugLog) Debug.Log($"[AssetManager] 씬 참조 카운트 증가: {GetSafeAssetName(assetReference)} -> {cachedScene.ReferenceCount}\n실제 키 값: {guidKey}");
return cachedScene.Handle.Result;
}
_cachedScenes.Remove(guidKey);
if (_enableDebugLog) Debug.LogWarning($"[AssetManager] 무효한 씬 핸들 제거됨: {GetSafeAssetName(assetReference)}\n실제 키 값: {guidKey}");
}
var handle = Addressables.LoadSceneAsync(assetReference, mode, activateOnLoad);
await handle.Task;
if (handle.Status == AsyncOperationStatus.Succeeded)
{
_cachedScenes[guidKey] = new CachedScene(handle, 1);
var sceneName = handle.Result.Scene.name;
if (_enableDebugLog) Debug.Log($"[AssetManager] 씬 로드 및 캐싱 완료: {sceneName} (참조수: {_cachedScenes[guidKey].ReferenceCount})\n실제 키 값: {guidKey}");
return handle.Result;
}
if (handle.IsValid())
{
Addressables.UnloadSceneAsync(handle);
}
Debug.LogError($"Scene load failed: {assetReference}");
Debug.LogError($"[AssetManager] 씬 로드 실패: {GetSafeAssetName(assetReference)}\n실제 키 값: {guidKey}");
return default;
}
public static async Task UnloadScene(SceneInstance sceneInstance)
{
var handle = Addressables.UnloadSceneAsync(sceneInstance);
await handle.Task;
}
public static void ReleaseAllCached()
public async Task UnloadScene(AssetReference assetReference)
{
if (_cachedHandles.Count == 0) return;
var guidKey = assetReference.AssetGUID;
foreach (var kvp in _cachedHandles)
if (_cachedScenes.TryGetValue(guidKey, out var cachedScene))
{
var handle = kvp.Value;
if (handle.IsValid())
cachedScene.ReferenceCount--;
if (cachedScene.ReferenceCount <= 0)
{
Addressables.Release(handle);
//Debug.Log($"[AssetManager] Released handle for key: {kvp.Key}");
if (cachedScene.Handle.IsValid())
{
var sceneName = cachedScene.Handle.Result.Scene.name;
await Addressables.UnloadSceneAsync(cachedScene.Handle).Task;
if (_enableDebugLog) Debug.Log($"[AssetManager] 씬 실제 언로드됨: {sceneName}\n실제 키 값: {guidKey}");
}
_cachedScenes.Remove(guidKey);
}
else
{
_cachedScenes[guidKey] = cachedScene;
if (_enableDebugLog) Debug.Log($"[AssetManager] 씬 참조 카운트 감소: {GetSafeAssetName(assetReference)} -> {cachedScene.ReferenceCount}\n실제 키 값: {guidKey}");
}
}
_cachedHandles.Clear();
Debug.Log("[AssetManager] 모든 캐시된 Addressable 리소스를 해제했습니다.");
else
{
if (_enableDebugLog) Debug.LogWarning($"[AssetManager] 캐시에서 씬을 찾을 수 없음: {GetSafeAssetName(assetReference)}\n실제 키 값: {guidKey}");
}
}
public static bool HasLabel(string addressKey, string label)
public void ReleaseAllCached()
{
#if UNITY_EDITOR
var settings = AddressableAssetSettingsDefaultObject.Settings;
if (settings == null) return false;
foreach (var kvp in _cachedAssets)
{
var cachedAsset = kvp.Value;
if (cachedAsset.Handle.IsValid())
{
Addressables.Release(cachedAsset.Handle);
}
}
_cachedAssets.Clear();
foreach (var kvp in _cachedScenes)
{
var cachedScene = kvp.Value;
if (cachedScene.Handle.IsValid())
{
Addressables.UnloadSceneAsync(cachedScene.Handle);
}
}
_cachedScenes.Clear();
var entry = settings.groups
.SelectMany(g => g.entries)
.FirstOrDefault(e => e.address == addressKey);
if (entry == null) return false;
return entry.labels.Contains(label);
#else
return true;
#endif
if (_enableDebugLog) Debug.Log("[AssetManager] 모든 캐시된 Addressable 리소스를 강제 해제했습니다.");
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c82c9604b41d4755b70d679f3a0a3947
timeCreated: 1756279729

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@ -1,4 +1,4 @@
namespace DDD
namespace DDD.Restaurant
{
public interface IMovementConstraint
{

View File

@ -6,7 +6,7 @@
namespace DDD
{
public class DataSo<T> : ScriptableObject where T : IId
public class DataAsset<T> : ScriptableObject where T : IId
{
[FormerlySerializedAs("Datas")] [SerializeField] protected List<T> _datas = new();

View File

@ -32,7 +32,7 @@ public void PostInit()
private async Task LoadAllGameDataSo()
{
var soList = await AssetManager.LoadAssetsByLabel<ScriptableObject>(SoLabel);
var soList = await AssetManager.Instance.LoadAssetsByLabel<ScriptableObject>(SoLabel);
foreach (var so in soList)
{
@ -45,7 +45,7 @@ private async Task LoadAllGameDataSo()
private async Task LoadSpriteAtlas()
{
List<SpriteAtlas> spriteAtlases = await AssetManager.LoadAssetsByLabel<SpriteAtlas>(DataConstants.AtlasLabel);
List<SpriteAtlas> spriteAtlases = await AssetManager.Instance.LoadAssetsByLabel<SpriteAtlas>(DataConstants.AtlasLabel);
_spriteAtlas = new Dictionary<string, Sprite>(spriteAtlases.Count);
foreach (var atlas in spriteAtlases)

View File

@ -21,19 +21,9 @@ public async Task LoadData()
{
return;
}
var gameLocalizationDataHandle = _gameLocalizationData.LoadAssetAsync<GameLocalizationData>();
var test = AssetManager.LoadAsset<GameLocalizationData>(_gameLocalizationData.AssetGUID);
var popupUiDataHandle = _uiData.LoadAssetAsync<UiData>();
await gameLocalizationDataHandle.Task;
await popupUiDataHandle.Task;
LocalizationData = gameLocalizationDataHandle.Result;
UiData = popupUiDataHandle.Result;
Debug.Assert(LocalizationData != null, "GameLocalizationData is null");
Debug.Assert(UiData != null, "UiData is null");
LocalizationData = await AssetManager.Instance.LoadAssetAsync<GameLocalizationData>(_gameLocalizationData);
UiData = await AssetManager.Instance.LoadAssetAsync<UiData>(_uiData);
_isLoaded = true;
}
@ -41,8 +31,16 @@ public async Task LoadData()
private void OnDisable()
{
if (_isLoaded == false) return;
var assetManager = AssetManager.Instance;
if (!assetManager) return;
_gameLocalizationData.ReleaseAsset();
AssetManager.Instance.ReleaseAsset(_gameLocalizationData);
AssetManager.Instance.ReleaseAsset(_uiData);
LocalizationData = null;
UiData = null;
_isLoaded = false;
}
}

View File

@ -18,13 +18,6 @@ public static class GameEvents
public static InventoryChangedEvent InventoryChangedEvent = new();
public static SmartVariablesDirtyEvent SmartVariablesDirtyEvent = new();
}
public static class RestaurantEvents
{
public static ItemSlotSelectedEvent ItemSlotSelectedEvent = new();
public static TodayMenuAddedEvent TodayMenuAddedEvent = new();
public static TodayMenuRemovedEvent TodayMenuRemovedEvent = new();
}
// public static class VoyageEvents
// {
@ -105,20 +98,4 @@ public class SmartVariablesDirtyEvent : IEvent
{
public SmartVariablesDomain DomainFlags;
}
#region RestaurantInteractionEvents
public class ItemSlotSelectedEvent : IEvent
{
public ItemModel Model;
}
public class TodayMenuAddedEvent : IEvent {}
public class TodayMenuRemovedEvent : IEvent
{
public InventoryCategoryType InventoryCategoryType;
}
#endregion
}

View File

@ -10,7 +10,6 @@ public enum InteractionType : uint
None = 0u,
RestaurantManagement = 1u << 0,
RestaurantOrder = 1u << 1,
RestaurantMeal = 1u << 2,
RestaurantCook = 1u << 3,
All = 0xFFFFFFFFu
}
@ -41,7 +40,7 @@ public interface IInteractable
{
bool CanInteract();
bool IsInteractionHidden();
bool OnInteracted(IInteractor interactor, ScriptableObject causerPayload = null);
void OnInteracted(IInteractor interactor, ScriptableObject causerPayload = null);
InteractionType GetInteractionType();
GameObject GetInteractableGameObject();
void InitializeInteraction(InteractionType interactionType);

View File

@ -39,7 +39,7 @@ public static void Broadcast<T>(T evt) where T : IEvent
{
foreach (var handler in list.Cast<IEventHandler<T>>())
{
handler.Invoke(evt);
handler.HandleEvent(evt);
}
}
}

View File

@ -2,6 +2,6 @@ namespace DDD
{
public interface IEventHandler<in T> where T : IEvent
{
void Invoke(T evt);
void HandleEvent(T evt);
}
}

View File

@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using DDD.Restaurant;
using UnityEngine;
using UnityEngine.Localization.SmartFormat.PersistentVariables;
@ -71,7 +72,7 @@ public void PostInit()
EventBus.Register<SmartVariablesDirtyEvent>(this);
}
public void Invoke(SmartVariablesDirtyEvent evt)
public void HandleEvent(SmartVariablesDirtyEvent evt)
{
var flags = evt.DomainFlags;
if (flags == SmartVariablesDomain.All)

View File

@ -84,7 +84,7 @@ public async Task PreloadAll()
continue;
}
var instance = await AssetManager.LoadScene(flowAssetPair.Value, activateOnLoad:false);
var instance = await AssetManager.Instance.LoadScene(flowAssetPair.Value, activateOnLoad:false);
if (!instance.Scene.IsValid())
{
Debug.LogError($"[SceneManager] {flowAssetPair.Key}의 씬 로딩 실패");
@ -114,7 +114,7 @@ public async Task PreloadScene(GameFlowState gameFlowState)
return;
}
var loadedInstance = await AssetManager.LoadScene(assetRef);
var loadedInstance = await AssetManager.Instance.LoadScene(assetRef);
if (!loadedInstance.Scene.IsValid())
{
Debug.LogError($"[SceneManager] {gameFlowState}의 씬 로딩 실패");
@ -170,7 +170,7 @@ public async Task UnloadScene(GameFlowState gameFlowState)
}
_loadedSceneDatas.Remove(gameFlowState);
await AssetManager.UnloadScene(sceneData.SceneInstance.Value);
await AssetManager.Instance.UnloadScene(assetRef);
}
}

View File

@ -68,7 +68,7 @@ private void UpdateTimeScale()
public bool IsPaused => Mathf.Approximately(CurrentTimeScale, 0f);
public void Invoke(TimeScaleChangeEvent evt)
public void HandleEvent(TimeScaleChangeEvent evt)
{
if (evt.NewTimeScale < 1f)
{

View File

@ -18,6 +18,6 @@ public InventoryItemData(string id, int quantity)
Quantity = quantity;
}
public ItemData ItemData => InventoryManager.Instance.GetItemDataByIdOrNull(Id);
public ItemDataEntry ItemDataEntry => InventoryManager.Instance.GetItemDataByIdOrNull(Id);
}
}

View File

@ -19,7 +19,7 @@ public class InventoryManager : Singleton<InventoryManager>, IManager
{
[Title("아이템 전체 목록")]
[ShowInInspector, ReadOnly]
private Dictionary<string, ItemData> _allItemDataLookup;
private Dictionary<string, ItemDataEntry> _allItemDataLookup;
[Title("아이템 보유 목록")]
[ShowInInspector, ReadOnly]
@ -27,6 +27,7 @@ public class InventoryManager : Singleton<InventoryManager>, IManager
#if UNITY_EDITOR
[Title("테스트용")]
[SerializeField]
private InventoryTestDataSo _inventoryTestDataSo;
#endif
@ -47,7 +48,7 @@ public void PostInit()
private void InitializeItemData()
{
var itemDataSo = DataManager.Instance.GetDataSo<ItemDataSo>();
var itemDataSo = DataManager.Instance.GetDataSo<ItemDataAsset>();
Debug.Assert(itemDataSo != null, "itemDataSo != null");
_allItemDataLookup = itemDataSo.GetDataList()
@ -62,12 +63,8 @@ private void InitializeItemData()
}
#if UNITY_EDITOR
private async void ApplyEditorTestData()
private void ApplyEditorTestData()
{
_inventoryTestDataSo = await AssetManager.LoadAsset<InventoryTestDataSo>(DataConstants.InventoryTestDataSo);
if (_inventoryTestDataSo == null || !_inventoryTestDataSo.UseTestData) return;
foreach (var entry in _inventoryTestDataSo.TestItems)
{
if (string.IsNullOrWhiteSpace(entry.ItemId)) continue;
@ -132,12 +129,12 @@ public bool RemoveItem(string id, int quantity = 1)
return true;
}
public IReadOnlyDictionary<string, ItemData> AllItemDataLookup => _allItemDataLookup;
public IReadOnlyDictionary<string, ItemDataEntry> AllItemDataLookup => _allItemDataLookup;
public IReadOnlyDictionary<string, InventoryItemData> InventoryItems => _inventoryItemDatas;
public bool ContainInventoryItem(string id) => _inventoryItemDatas.ContainsKey(id);
public bool TryGetInventoryItemData(string id, out InventoryItemData inventoryItemData) => _inventoryItemDatas.TryGetValue(id, out inventoryItemData);
public int GetItemCount(string id) => _inventoryItemDatas.TryGetValue(id, out var itemData) ? itemData.Quantity : 0;
public ItemData GetItemDataByIdOrNull(string id)
public ItemDataEntry GetItemDataByIdOrNull(string id)
{
_allItemDataLookup.TryGetValue(id, out var itemData);
return itemData;

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