손님 생성 로직 추가 중

This commit is contained in:
NTG_Lenovo 2025-08-12 20:46:30 +09:00
parent 061b39f035
commit 4f8cdd4c48
62 changed files with 777 additions and 205 deletions

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@ -78,8 +78,8 @@ private void Awake()
#endregion
// Initialize methods
#region Initialize methods
// InitializeRunRestaurant methods
#region InitializeRunRestaurant methods
private void InitializeComponents()
{

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@ -1,10 +1,11 @@
using System.Threading.Tasks;
using UnityEngine;
namespace DDD
{
public abstract class GameFlowTask : ScriptableObject
{
public abstract Task OnReadyNewFlow(GameFlowState newFlowState);
}
}
// using System.Threading.Tasks;
// using UnityEngine;
//
// namespace DDD
// {
// public abstract class GameFlowTask : ScriptableObject
// {
// public abstract Task OnReadyNewFlow(GameFlowState newFlowState);
// public abstract Task OnExitCurrentFlow(GameFlowState exitingFlowState);
// }
// }

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@ -5,5 +5,6 @@ namespace DDD
public interface IGameFlowHandler
{
public Task OnReadyNewFlow(GameFlowState newFlowState);
public Task OnExitCurrentFlow(GameFlowState exitingFlowState);
}
}

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@ -0,0 +1,35 @@
using System.Threading.Tasks;
using UnityEngine;
namespace DDD
{
[CreateAssetMenu(fileName = "GameStateSo", menuName = "GameState/GameStateSo")]
public class GameStateSo : ScriptableObject, IGameFlowHandler
{
[SerializeField] private int _level = 1;
public Task OnReadyNewFlow(GameFlowState newFlowState)
{
if (newFlowState is GameFlowState.None or GameFlowState.ReadyForRestaurant)
{
Initialize();
}
return Task.CompletedTask;
}
public Task OnExitCurrentFlow(GameFlowState exitingFlowState)
{
return Task.CompletedTask;
}
private void Initialize()
{
// TODO : 저장된 데이터 가져오기 or 없으면 데이터 초기화
_level = 1;
}
public int GetCurrentLevel() => _level;
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9b8aa6c32ff3e8b49bc8365e3a6e2218

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@ -23,5 +23,6 @@ public class CustomerPoolData : IId
public string Customers;
[ReadOnly] public List<string> ValidCustomers = new();
}
}

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@ -4,6 +4,13 @@
namespace DDD
{
public enum SpawnType
{
None = 0,
Random,
Regular
}
[Serializable]
public class LevelData : IId
{
@ -12,6 +19,10 @@ public class LevelData : IId
[field: SerializeField]
public string Id { get; set; }
/// <summary>레벨 or 평판</summary>
[Tooltip("레벨 or 평판")]
public int Level;
/// <summary>등장 지역</summary>
[Tooltip("등장 지역")]
public string Area;
@ -24,14 +35,14 @@ public class LevelData : IId
[Tooltip("스페셜 손님 풀")]
public string SpecialCustomerPool;
/// <summary>스폰 타입</summary>
[Tooltip("스폰 타입")]
public SpawnType SpawnType;
/// <summary>확정 스페셜 손님 수</summary>
[Tooltip("확정 스페셜 손님 수")]
public int FixSpecialCustomerCount;
/// <summary>추가 스페셜 손님 확률</summary>
[Tooltip("추가 스페셜 손님 확률")]
public int AddSpecialCustomerCount;
/// <summary>손님 리스폰 시간</summary>
[Tooltip("손님 리스폰 시간")]
public int CustomerRespawnTime;

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@ -233,11 +233,12 @@
"LevelData": [
{
"Id:string": "식별번호",
"Level": "레벨 or 평판",
"Area:string": "등장 지역",
"CustomerPool:string": "일반 손님 풀",
"SpecialCustomerPool:string": "스페셜 손님 풀",
"SpawnType:NativeEnum": "스폰 타입",
"FixSpecialCustomerCount": "확정 스페셜 손님 수",
"AddSpecialCustomerCount": "추가 스페셜 손님 확률",
"CustomerRespawnTime": "손님 리스폰 시간",
"Exp": "손님 1명당 경험치",
"OrderTime": "주문 대기 인내심 카운트 시간",
@ -246,11 +247,12 @@
},
{
"Id:string": "Level001",
"Level": 1,
"Area:string": "Area1",
"CustomerPool:string": "customer_pool_001",
"SpecialCustomerPool:string": "",
"SpawnType:NativeEnum": "Random",
"FixSpecialCustomerCount": 0,
"AddSpecialCustomerCount": 0,
"CustomerRespawnTime": 6,
"Exp": 13,
"OrderTime": 30,
@ -259,11 +261,12 @@
},
{
"Id:string": "Level002",
"Level": 2,
"Area:string": "Area1",
"CustomerPool:string": "customer_pool_002",
"SpecialCustomerPool:string": "special_customer_pool_001",
"SpawnType:NativeEnum": "Random",
"FixSpecialCustomerCount": 1,
"AddSpecialCustomerCount": 10,
"CustomerRespawnTime": 6,
"Exp": 13,
"OrderTime": 30,
@ -272,11 +275,12 @@
},
{
"Id:string": "Level003",
"Level": 3,
"Area:string": "Area1",
"CustomerPool:string": "customer_pool_003",
"SpecialCustomerPool:string": "special_customer_pool_001",
"SpawnType:NativeEnum": "Regular",
"FixSpecialCustomerCount": 2,
"AddSpecialCustomerCount": 30,
"CustomerRespawnTime": 6,
"Exp": 13,
"OrderTime": 30,
@ -285,11 +289,12 @@
},
{
"Id:string": "Level004",
"Level": 4,
"Area:string": "Area2",
"CustomerPool:string": "customer_pool_004",
"SpecialCustomerPool:string": "special_customer_pool_001",
"SpawnType:NativeEnum": "Regular",
"FixSpecialCustomerCount": 3,
"AddSpecialCustomerCount": 50,
"CustomerRespawnTime": 6,
"Exp": 13,
"OrderTime": 30,
@ -298,11 +303,12 @@
},
{
"Id:string": "Level005",
"Level": 5,
"Area:string": "Area2",
"CustomerPool:string": "customer_pool_005",
"SpecialCustomerPool:string": "special_customer_pool_001",
"SpawnType:NativeEnum": "Regular",
"FixSpecialCustomerCount": 3,
"AddSpecialCustomerCount": 50,
"CustomerRespawnTime": 6,
"Exp": 13,
"OrderTime": 30,
@ -311,11 +317,12 @@
},
{
"Id:string": "Level006",
"Level": 6,
"Area:string": "Area2",
"CustomerPool:string": "customer_pool_006",
"SpecialCustomerPool:string": "special_customer_pool_001",
"SpawnType:NativeEnum": "Random",
"FixSpecialCustomerCount": 3,
"AddSpecialCustomerCount": 50,
"CustomerRespawnTime": 6,
"Exp": 13,
"OrderTime": 30,

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@ -0,0 +1,9 @@
using UnityEngine;
namespace DDD
{
public interface ICurrentDirection
{
Vector3 GetCurrentDirection();
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e2dc4bb972964f36bba4e0ccc2adbcf8
timeCreated: 1754992211

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@ -2,8 +2,15 @@
namespace DDD
{
public class CustomerCharacter : MonoBehaviour
public class CustomerCharacter : RestaurantNpcCharacter, ICustomerInitializer
{
private CustomerData _customerData;
public void Initialize(string customerDataId, CustomerData customerData)
{
_customerData = customerData;
// TODO : 손님 생성 로직 추가
}
}
}

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@ -0,0 +1,18 @@
using BehaviorDesigner.Runtime;
namespace DDD
{
public class RestaurantNpcCharacter : RestaurantCharacter
{
protected BehaviorTree _behaviorTree;
protected SpineController _spineController;
protected override void Awake()
{
base.Awake();
_behaviorTree = GetComponent<BehaviorTree>();
_spineController = GetComponent<SpineController>();
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: cade447fb525e0c49a3c9baaa4da135f

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@ -3,9 +3,10 @@
namespace DDD
{
public class RestaurantNpcMovement : RestaurantCharacterMovement, IAiMovement
public class RestaurantNpcMovement : RestaurantCharacterMovement, IAiMovement, ICurrentDirection
{
private IAstarAI _iAstarAi;
private Vector3 _lastDirection = Vector3.forward;
private const int MaxRandomMoveAttempts = 1000;
@ -142,5 +143,17 @@ public bool TryMoveToRandomPositionInRange(float range, int graphIndex = 0)
PlayMove();
return true;
}
public Vector3 GetCurrentDirection()
{
var currentVelocity = _iAstarAi.velocity;
if (currentVelocity.sqrMagnitude > 0.0001f)
{
_lastDirection = currentVelocity.normalized;
}
return _lastDirection;
}
}
}

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@ -4,34 +4,6 @@ namespace DDD
{
public class RestaurantPlayerCharacter : RestaurantCharacter
{
private RestaurantPlayerMovement _movement;
private Transform _rootObject;
private Transform _visualLook;
private void Awake()
{
_movement = GetComponent<RestaurantPlayerMovement>();
_rootObject = transform.Find(CommonConstants.RootObject);
_visualLook = _rootObject.Find(CommonConstants.VisualLook);
}
private void Update()
{
FlipVisualLook();
}
private void FlipVisualLook()
{
Vector3 localScale = _visualLook.localScale;
localScale.x = _movement.GetCurrentDirection().x switch
{
> 0.01f => -Mathf.Abs(localScale.x),
< -0.01f => Mathf.Abs(localScale.x),
_ => localScale.x
};
_visualLook.localScale = localScale;
}
}
}

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@ -7,7 +7,7 @@
namespace DDD
{
public class RestaurantPlayerMovement : RestaurantCharacterMovement
public class RestaurantPlayerMovement : RestaurantCharacterMovement, ICurrentDirection
{
#region Fields

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@ -6,8 +6,10 @@ namespace DDD
public class RestaurantCharacter : MonoBehaviour, IGameCharacter, IInteractor
{
[EnumToggleButtons, SerializeField] protected InteractionType _interactionType;
private void Start()
protected virtual void Awake() { }
protected virtual void Start()
{
foreach (var typeToSolver in RestaurantInteractionEventSolvers.TypeToSolver)
{

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@ -72,7 +72,7 @@ protected void ResetInteractionState()
protected IInteractable GetNearestInteractable()
{
int colliderCount = Physics.OverlapSphereNonAlloc(transform.position, _interactionRadius, _nearColliders, _interactionLayerMask);
int colliderCount = Physics.OverlapSphereNonAlloc(transform.position, _interactionRadius, _nearColliders, _interactionLayerMask, QueryTriggerInteraction.Collide);
float closestDistance = float.MaxValue;
IInteractable closest = null;

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@ -0,0 +1,35 @@
using UnityEngine;
namespace DDD
{
public class RestaurantCharacterVisual : MonoBehaviour
{
private ICurrentDirection _iCurrentDirection;
private Transform _rootObject;
private void Awake()
{
_iCurrentDirection = GetComponent<ICurrentDirection>();
_rootObject = transform.Find(CommonConstants.RootObject);
}
private void Update()
{
FlipVisualLook();
}
private void FlipVisualLook()
{
Vector3 localScale = _rootObject.localScale;
localScale.x = _iCurrentDirection.GetCurrentDirection().x switch
{
> 0.01f => -Mathf.Abs(localScale.x),
< -0.01f => Mathf.Abs(localScale.x),
_ => localScale.x
};
_rootObject.localScale = localScale;
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ae2637d1ed321b945af3815436c11226

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@ -4,17 +4,22 @@
namespace DDD
{
[CreateAssetMenu(fileName = "CreateRestaurantPlayerSo", menuName = "GameFlow/CreateRestaurantPlayerSo")]
public class CreateRestaurantPlayerSo : GameFlowTask
public class CreateRestaurantPlayerSo : ScriptableObject, IGameFlowHandler
{
[SerializeField]
private Vector3 _spawnPosition;
public override async Task OnReadyNewFlow(GameFlowState newFlowState)
public async Task OnReadyNewFlow(GameFlowState newFlowState)
{
var playerPrefab = await AssetManager.LoadAsset<GameObject>(CommonConstants.RestaurantPlayer);
var player = Instantiate(playerPrefab, _spawnPosition, playerPrefab.transform.rotation);
player.name = CommonConstants.RestaurantPlayer;
CameraManager.Instance.GetCameraGameObject(CameraType.RestaurantBaseCamera).SetFollowAndLookAtTarget(player.transform);
}
public Task OnExitCurrentFlow(GameFlowState exitingFlowState)
{
return Task.CompletedTask;
}
}
}

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@ -6,6 +6,7 @@ namespace DDD
public class RestaurantController : Singleton<RestaurantController>, IManager, IGameFlowHandler
{
public RestaurantEnvironmentStateSo RestaurantEnvironmentStateSo { get; private set; }
public RestaurantCustomerStateSo RestaurantCustomerStateSo { get; private set; }
private const string CreateRestaurantPlayerSo = "CreateRestaurantPlayerSo";
private const string CreateEnvironmentSo = "CreateEnvironmentSo";
@ -16,9 +17,9 @@ public void PreInit()
RegisterFlowHandler();
}
public Task Init()
public async Task Init()
{
return Task.CompletedTask;;
await LoadData();
}
public void PostInit()
@ -37,6 +38,11 @@ private void LoadOrCreateRestaurantState()
RestaurantEnvironmentStateSo = ScriptableObject.CreateInstance<RestaurantEnvironmentStateSo>();
}
private async Task LoadData()
{
RestaurantCustomerStateSo = await AssetManager.LoadAsset<RestaurantCustomerStateSo>(DataConstants.RestaurantCustomerStateSo);
}
private void GenerateDummyEnvironmentProps()
{
// Make dummy placement data
@ -70,6 +76,26 @@ public async Task OnReadyNewFlow(GameFlowState newFlowState)
InputManager.Instance.SwitchCurrentActionMap(InputActionMaps.Restaurant);
await Task.WhenAll(playerHandle, todayMenuHandle);
}
else if (newFlowState == GameFlowState.RunRestaurant)
{
var restaurantCustomerStateHandle = RestaurantCustomerStateSo.OnReadyNewFlow(newFlowState);
await Task.WhenAll(restaurantCustomerStateHandle);
}
}
public async Task OnExitCurrentFlow(GameFlowState exitingFlowState)
{
if (exitingFlowState == GameFlowState.ReadyForRestaurant)
{
}
else if (exitingFlowState == GameFlowState.RunRestaurant)
{
var restaurantCustomerStateHandle = RestaurantCustomerStateSo.OnExitCurrentFlow(exitingFlowState);
await Task.WhenAll(restaurantCustomerStateHandle);
}
}
}
}

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@ -4,9 +4,9 @@
namespace DDD
{
[CreateAssetMenu(fileName = "CreateEnvironmentSo", menuName = "GameFlow/CreateEnvironmentSo")]
public class CreateEnvironmentSo : GameFlowTask
public class CreateEnvironmentSo : ScriptableObject, IGameFlowHandler
{
public override async Task OnReadyNewFlow(GameFlowState newFlowState)
public async Task OnReadyNewFlow(GameFlowState newFlowState)
{
var baseRestaurantEnvironmentPrefab = await AssetManager.LoadAsset<GameObject>(CommonConstants.BaseRestaurantEnvironment);
@ -17,5 +17,10 @@ public override async Task OnReadyNewFlow(GameFlowState newFlowState)
restaurantEnvironment.Initialize(prop);
}
}
public Task OnExitCurrentFlow(GameFlowState exitingFlowState)
{
return Task.CompletedTask;
}
}
}

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@ -19,6 +19,7 @@ private async Task Initialize()
public bool ExecuteInteraction(IInteractor interactor, IInteractable interactable, ScriptableObject interactionPayloadSo = null)
{
print("발생");
if (CanExecuteInteraction() == false) return false;
GameFlowManager.Instance.ChangeFlow(GameFlowState.RunRestaurant);

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@ -1,6 +1,7 @@
fileFormatVersion: 2
guid: 05aeb8078f8dc7c489b71a0ce5bc4fac
PrefabImporter:
guid: e9059e1c629bec940846db50327f1072
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:

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@ -0,0 +1,45 @@
using System.Threading.Tasks;
using UnityEngine;
namespace DDD
{
public interface ICustomerFactory
{
Task<GameObject> CreateAsync(CustomerSpawnArgs args);
}
public interface ICustomerInitializer
{
void Initialize(string customerDataId, CustomerData customerData);
}
public struct CustomerSpawnArgs
{
public string CustomerDataId;
public CustomerData CustomerData;
public Vector3 Position;
public Quaternion Rotation;
public Transform Parent;
}
public class CustomerFactory : ICustomerFactory
{
private GameObject _customerPrefab;
public async Task<GameObject> CreateAsync(CustomerSpawnArgs args)
{
if (!_customerPrefab)
{
_customerPrefab = await AssetManager.LoadAsset<GameObject>(DataConstants.CustomerNpcPrefab);
}
var newCustomer = Object.Instantiate(_customerPrefab, args.Position, args.Rotation, args.Parent);
if (newCustomer.TryGetComponent(out ICustomerInitializer initializer))
{
initializer.Initialize(args.CustomerDataId, args.CustomerData);
}
return newCustomer;
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d15841beb12379f49bbc944529426a18

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@ -0,0 +1,53 @@
using System;
using System.Collections.Generic;
using static DDD.SpawnScheduleUtils;
namespace DDD
{
public class RandomSpawnScheduleBuilder : ISpawnScheduleBuilder
{
public SpawnSchedule Build(SpawnScheduleBuildArgs args)
{
var randomGenerator = new Random(args.Seed);
int normalQuota = Math.Max(0, args.NormalQuota);
int specialQuota = Math.Max(0, args.SpecialQuota);
if (args.NormalIds == null || args.NormalIds.Count == 0) normalQuota = 0;
if (args.SpecialIds == null || args.SpecialIds.Count == 0) specialQuota = 0;
int total = normalQuota + specialQuota;
if (total == 0) return new SpawnSchedule(Array.Empty<string>());
// 스페셜 위치만 무작위 고정(정확히 specialQuota개)
var specialPositions = new HashSet<int>();
PickUniqueIndices(total, specialQuota, randomGenerator, specialPositions);
int normalIndex = 0;
int specialIndex = 0;
var result = new List<string>(total);
for (int i = 0; i < total; i++)
{
bool isSpecial = specialPositions.Contains(i);
if (isSpecial)
{
var id = NextRoundRobin(args.SpecialIds, ref specialIndex);
if (string.IsNullOrEmpty(id) == false)
{
result.Add(id);
}
}
else
{
var id = NextRoundRobin(args.NormalIds, ref normalIndex);
if (string.IsNullOrEmpty(id) == false)
{
result.Add(id);
}
}
}
return new SpawnSchedule(result);
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 50b8d085ff474935a42522d081d6c9d9
timeCreated: 1754985083

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@ -0,0 +1,38 @@
using System;
using System.Collections.Generic;
using static DDD.SpawnScheduleUtils;
namespace DDD
{
public class RegularSpawnScheduleBuilder : ISpawnScheduleBuilder
{
public SpawnSchedule Build(SpawnScheduleBuildArgs args)
{
int normalQuota = Math.Max(0, args.NormalQuota);
int specialQuota = Math.Max(0, args.SpecialQuota);
if (args.NormalIds == null || args.NormalIds.Count == 0) normalQuota = 0;
if (args.SpecialIds == null || args.SpecialIds.Count == 0) specialQuota = 0;
var kinds = BuildProportionalKinds(normalQuota, specialQuota);
int normalIndex = 0, specialIndex = 0;
var result = new List<string>(kinds.Count);
foreach (var kind in kinds)
{
if (kind == CustomerType.Special)
{
var id = NextRoundRobin(args.SpecialIds, ref specialIndex);
if (!string.IsNullOrEmpty(id)) result.Add(id);
}
else
{
var id = NextRoundRobin(args.NormalIds, ref normalIndex);
if (!string.IsNullOrEmpty(id)) result.Add(id);
}
}
return new SpawnSchedule(result);
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: dbde1bb5bc8d4378add6c1e0c793f361
timeCreated: 1754985186

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@ -0,0 +1,137 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Sirenix.OdinInspector;
using UnityEngine;
namespace DDD
{
[CreateAssetMenu(fileName = "RestaurantCustomerStateSo", menuName = "RestaurantState/RestaurantCustomerStateSo")]
public class RestaurantCustomerStateSo : ScriptableObject, IGameFlowHandler
{
[Title("스폰 제어")]
[Tooltip("플로우 시작 후 첫 손님이 등장하기까지 대기 시간(초)")]
[SerializeField] private float _firstSpawnDelaySeconds = 5f;
[SerializeField] private Vector3 _spawnPoint = new(5f, 0f, 4f);
[Title("디버그")]
[SerializeField] private SpawnSchedule _spawnSchedule;
private GameStateSo _gameStateSo;
private LevelDataSo _levelDataSo;
private CustomerDataSo _customerDataSo;
private CustomerPoolDataSo _customerPoolDataSo;
private ICustomerFactory _iCustomerFactory;
private CancellationTokenSource _spawnLoopCancellationTokenSource;
public async Task OnReadyNewFlow(GameFlowState newFlowState)
{
if (newFlowState == GameFlowState.RunRestaurant)
{
await InitializeRunRestaurant();
}
}
public Task OnExitCurrentFlow(GameFlowState exitingFlowState)
{
if (exitingFlowState == GameFlowState.RunRestaurant)
{
_spawnLoopCancellationTokenSource?.Cancel();
_spawnLoopCancellationTokenSource?.Dispose();
_spawnLoopCancellationTokenSource = null;
}
return Task.CompletedTask;
}
private async Task InitializeRunRestaurant()
{
_gameStateSo = await AssetManager.LoadAsset<GameStateSo>(DataConstants.GameStateSo);
Debug.Assert(_gameStateSo != null, "_gameStateSo is null");
_iCustomerFactory = new CustomerFactory();
var currentGameLevel = _gameStateSo.GetCurrentLevel();
if (_levelDataSo == null)
{
_levelDataSo = DataManager.Instance.GetDataSo<LevelDataSo>();
}
if (_customerDataSo == null)
{
_customerDataSo = DataManager.Instance.GetDataSo<CustomerDataSo>();
}
if (_customerPoolDataSo == null)
{
_customerPoolDataSo = DataManager.Instance.GetDataSo<CustomerPoolDataSo>();
}
var currentLevelData = _levelDataSo.GetDataList().FirstOrDefault(data => data.Level == currentGameLevel);
Debug.Assert(currentLevelData != null, "currentLevelData is null");
var normalPool = _customerPoolDataSo.GetDataById(currentLevelData.CustomerPool);
var specialPool = _customerPoolDataSo.GetDataById(currentLevelData.SpecialCustomerPool);
_spawnLoopCancellationTokenSource?.Cancel();
_spawnLoopCancellationTokenSource = new CancellationTokenSource();
_ = RunSpawnLoopAsync(currentLevelData, normalPool, specialPool, _spawnLoopCancellationTokenSource.Token);
}
private async Task RunSpawnLoopAsync(LevelData levelData, CustomerPoolData normalPool, CustomerPoolData specialPool, CancellationToken token)
{
if (_firstSpawnDelaySeconds > 0)
await Task.Delay(TimeSpan.FromSeconds(_firstSpawnDelaySeconds), token);
var scheduleBuilder = CreateBuilder(levelData.SpawnType);
int randomSeed = Environment.TickCount;
SpawnSchedule MakeSchedule() => scheduleBuilder.Build(new SpawnScheduleBuildArgs
{
NormalIds = (IReadOnlyList<string>) (normalPool?.ValidCustomers) ?? Array.Empty<string>(),
SpecialIds = (IReadOnlyList<string>) (specialPool?.ValidCustomers) ?? Array.Empty<string>(),
NormalQuota = Math.Max(0, normalPool?.CustomerLimitCount ?? 0),
SpecialQuota = Math.Max(0, specialPool?.CustomerLimitCount ?? 0),
Seed = ++randomSeed
});
_spawnSchedule = MakeSchedule();
float wait = Mathf.Max(0.1f, levelData.CustomerRespawnTime);
while (token.IsCancellationRequested == false)
{
if (_spawnSchedule.TryDequeue(out var customerId) == false) break;
if (_customerDataSo.TryGetDataById(customerId, out var customerData))
{
var rotation = Quaternion.identity;
_ = _iCustomerFactory.CreateAsync(new CustomerSpawnArgs
{
CustomerDataId = customerId,
CustomerData = customerData,
Position = _spawnPoint,
Rotation = rotation,
Parent = null
});
}
await Task.Delay(TimeSpan.FromSeconds(wait), token);
}
}
private ISpawnScheduleBuilder CreateBuilder(SpawnType type)
{
return type switch
{
SpawnType.Random => new RandomSpawnScheduleBuilder(),
SpawnType.Regular => new RegularSpawnScheduleBuilder(),
_ => new RandomSpawnScheduleBuilder()
};
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 545b3710d04aa3e48923f79f03b5dfc5

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@ -0,0 +1,16 @@
using UnityEngine;
namespace DDD
{
public interface ISpawnPointProvider
{
Vector3 GetSpawnPoint();
}
public class SpawnPointProvider : ISpawnPointProvider
{
private Vector3 _spawnPoint = new(5f, 0f, 4f);
public Vector3 GetSpawnPoint() => _spawnPoint;
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7c8eed1028a2d62478e2be784587e268

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@ -0,0 +1,44 @@
using System;
using System.Collections.Generic;
using Sirenix.OdinInspector;
namespace DDD
{
[Serializable]
public sealed class SpawnSchedule
{
[ShowInInspector] private readonly Queue<string> _queue;
public int Count => _queue.Count;
public SpawnSchedule(IEnumerable<string> ids)
{
_queue = new Queue<string>(ids);
}
public bool TryDequeue(out string id)
{
if (_queue.Count == 0)
{
id = null;
return false;
}
id = _queue.Dequeue();
return true;
}
}
public struct SpawnScheduleBuildArgs
{
public IReadOnlyList<string> NormalIds; // Normal 풀의 ValidCustomers
public IReadOnlyList<string> SpecialIds; // Special 풀의 ValidCustomers (없으면 null 또는 빈 목록)
public int NormalQuota; // 한 번의 스케줄에서 뽑아둘 Normal 개수
public int SpecialQuota; // 한 번의 스케줄에서 뽑아둘 Special 개수
public int Seed; // 셔플 시드(재현성 필요 시)
}
public interface ISpawnScheduleBuilder
{
SpawnSchedule Build(SpawnScheduleBuildArgs args);
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 95cd95783b894ae0a43c3ccf3ddac0ce
timeCreated: 1754985041

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@ -0,0 +1,71 @@
using System;
using System.Collections.Generic;
namespace DDD
{
internal static class SpawnScheduleUtils
{
public static string NextRoundRobin(IReadOnlyList<string> source, ref int index)
{
if (source == null || source.Count == 0) return null;
if (index >= source.Count)
{
index = 0;
}
return source[index++];
}
/// <summary>
/// 비율 분배 시퀀스(N/S)를 생성합니다. 스페셜 우선이 아니라 '노말 우선'입니다.
/// accumulator += specialQuota; if (accumulator > total) => S, else N.
/// </summary>
public static List<CustomerType> BuildProportionalKinds(int normalQuota, int specialQuota)
{
int normal = Math.Max(0, normalQuota);
int special = Math.Max(0, specialQuota);
int total = normal + special;
var kinds = new List<CustomerType>(total);
if (total == 0) return kinds;
int accumulator = 0;
for (int i = 0; i < total; i++)
{
accumulator += special;
if (accumulator >= total) // 스페셜 개수 보장
{
kinds.Add(CustomerType.Special);
accumulator -= total;
}
else
{
kinds.Add(CustomerType.Normal);
}
}
return kinds;
}
public static void PickUniqueIndices(int total, int pickCount, Random randomGenerator, HashSet<int> output)
{
output.Clear();
pickCount = Math.Min(Math.Max(0, pickCount), total);
if (pickCount == 0 || total == 0) return;
// 0..total-1을 부분 FisherYates
var indices = new int[total];
for (int i = 0; i < total; i++)
{
indices[i] = i;
}
for (int i = 0; i < pickCount; i++)
{
int j = randomGenerator.Next(i, total);
(indices[i], indices[j]) = (indices[j], indices[i]);
output.Add(indices[i]);
}
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c842c3816a9f401595f053255cfba46f
timeCreated: 1754985116

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@ -7,7 +7,7 @@
namespace DDD
{
[CreateAssetMenu(fileName = "RestaurantManagementSo", menuName = "GameState/RestaurantManagementSo")]
public class RestaurantManagementSo : GameFlowTask
public class RestaurantManagementSo : ScriptableObject, IGameFlowHandler
{
// TODO : 체크리스트 기능
@ -24,6 +24,7 @@ public class RestaurantManagementSo : GameFlowTask
public int MaxCookwareCount = 6;
[Title("실시간 데이터")]
[ReadOnly, SerializeField] private bool _isOpenable;
[ReadOnly, ShowInInspector] private Dictionary<string, int> _todayFoodRecipeIds = new();
[ReadOnly, ShowInInspector] private Dictionary<string, int> _todayDrinkRecipeIds = new();
[ReadOnly, ShowInInspector] private List<string> _todayWorkerIds = new();
@ -34,7 +35,7 @@ public class RestaurantManagementSo : GameFlowTask
public IReadOnlyList<string> TodayWorkerIds => _todayWorkerIds;
public IReadOnlyDictionary<string, HashSet<string>> CookwareToRecipeIds => _cookwareToRecipeIds;
public override Task OnReadyNewFlow(GameFlowState newFlowState)
public Task OnReadyNewFlow(GameFlowState newFlowState)
{
if (newFlowState == GameFlowState.ReadyForRestaurant)
{
@ -44,6 +45,11 @@ public override Task OnReadyNewFlow(GameFlowState newFlowState)
return Task.CompletedTask;
}
public Task OnExitCurrentFlow(GameFlowState exitingFlowState)
{
return Task.CompletedTask;
}
private void InitializeReadyForRestaurant()
{
_todayFoodRecipeIds.Clear();
@ -57,8 +63,9 @@ public bool IsOpenable()
// TODO : 영업 가능한 상태인지 조건 추가 (최소 요리, 요리도구 배치 등)
bool isExistedCookware = CookwareToRecipeIds.Count > 0;
bool isExistedMatchedMenu = _cookwareToRecipeIds.Values.Any(recipeSet => recipeSet is { Count: > 0 });
return isExistedCookware && isExistedMatchedMenu;
_isOpenable = isExistedCookware && isExistedMatchedMenu;
return _isOpenable;
}
public bool TryAddTodayMenu(ItemViewModel model)

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@ -12,6 +12,7 @@ public static class CommonConstants
public static class DataConstants
{
public const string GameStateSo = "GameStateSo";
public const string InventoryTestDataSo = "InventoryTestDataSo";
public const string ItemDataSo = "ItemDataSo";
public const string RecipeDataSo = "RecipeDataSo";
@ -21,12 +22,18 @@ public static class DataConstants
public const string CookwareDataSo = "CookwareDataSo";
public const string TasteDataSo = "TasteDataSo";
public const string EnvironmentDataSo = "EnvironmentDataSo";
public const string LevelDataSo = "LevelDataSo";
public const string CustomerDataSo = "CustomerDataSo";
public const string CustomerPoolDataSo = "CustomerPoolDataSo";
public const string RestaurantPlayerDataSo = "RestaurantPlayerDataSo";
public const string UiInputBindingSo = "UiInputBindingSo";
public const string RestaurantManagementSo = "RestaurantManagementSo";
public const string RestaurantCustomerStateSo = "RestaurantCustomerStateSo";
public const string AtlasLabel = "Atlas";
public const string BasePropSpriteMaterial = "BasePropSpriteMaterial";
public const string CustomerNpcPrefab = "CustomerNpc";
}
public static class RestaurantPlayerAnimation