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

# Conflicts:
#	Assets/_DDD/_Scripts/Restaurant/Environment/Interactions/InteractionSubsystem_Meal.cs
This commit is contained in:
Jeonghyeon Ha 2025-08-29 11:07:26 +09:00
commit 517a7ec1f4
30 changed files with 897 additions and 247 deletions

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@ -194,7 +194,9 @@ private void StartOrUpdateMovement()
private TaskStatus CheckMovementCompletion()
{
var distanceSqr = (GetAgentPosition() - _currentDestination).sqrMagnitude;
Vector3 distance2D = _currentDestination - GetAgentPosition();
distance2D.y = 0f;
var distanceSqr = (distance2D).sqrMagnitude;
var stoppingDistanceSqr = stoppingDistance * stoppingDistance;
if (distanceSqr <= stoppingDistanceSqr || _movement.HasReachedDestination())

View File

@ -1,38 +1,42 @@
using Opsive.BehaviorDesigner.Runtime;
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
namespace DDD
{
public class CustomerBlackboardComponent : MonoBehaviour, ICustomerBlackboard, IAISharedBlackboard
{
// private Subtree _behaviorTree;
private BehaviorTree _behaviorTree;
//private GameObjectSharedVariables _sharedVariables;
public void InitializeWithBehaviorTree(BehaviorTree inBehaviorTree)
{
//_sharedVariables = GetComponent<GameObjectSharedVariables>();
_behaviorTree = inBehaviorTree;
if (_behaviorTree)
{
_behaviorTree.SetVariableValue(nameof(RestaurantCustomerBlackboardKey.SelfGameObject), gameObject);
}
if (!_behaviorTree) return;
//_sharedVariables.SetVariableValue(nameof(RestaurantCustomerBlackboardKey.SelfGameObject), gameObject);
_behaviorTree.SetVariableValue(nameof(RestaurantCustomerBlackboardKey.SelfGameObject), gameObject, SharedVariable.SharingScope.GameObject);
}
public void SetCustomerData(string inCustomerDataId)
{
if (!_behaviorTree) return;
_behaviorTree.SetVariableValue(nameof(RestaurantCustomerBlackboardKey.CustomerDataId), inCustomerDataId);
//_sharedVariables.SetVariableValue(nameof(RestaurantCustomerBlackboardKey.SelfGameObject), gameObject);
_behaviorTree.SetVariableValue(nameof(RestaurantCustomerBlackboardKey.CustomerDataId), inCustomerDataId, SharedVariable.SharingScope.GameObject);
}
public void SetBlackboardGameObject(string key, GameObject inGameObject)
{
if (_behaviorTree == null) return;
_behaviorTree.SetVariableValue(key, inGameObject);
if (!_behaviorTree) return;
//_sharedVariables.SetVariableValue(nameof(RestaurantCustomerBlackboardKey.SelfGameObject), gameObject);
_behaviorTree.SetVariableValue(key, inGameObject, SharedVariable.SharingScope.GameObject);
}
public GameObject GetBlackboardGameObject(string key)
{
if (_behaviorTree == null) return null;
return _behaviorTree.GetVariable<GameObject>(key)?.Value;
if (!_behaviorTree) return null;
//return _sharedVariables.GetVariable<GameObject>(key).Value;
return _behaviorTree.GetVariable<GameObject>(key, SharedVariable.SharingScope.GameObject)?.Value;
}
}
}

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@ -1,71 +0,0 @@
using System;
using Unity.VisualScripting;
using UnityEngine;
namespace DDD
{
public enum RestaurantMealType : uint
{
None = 0u,
WaitForOrder = 1u,
WaitForServe = 1u << 1
}
public class InteractionSubsystem_Meal : MonoBehaviour, IInteractionSubsystemObject<RestaurantMealType>
{
private RestaurantMealType _currentRestaurantMealType;
private void Awake()
{
_currentRestaurantMealType = RestaurantMealType.None;
}
public RestaurantMealType GetInteractionSubsystemType()
{
return _currentRestaurantMealType;
}
public void SetInteractionSubsystemType(RestaurantMealType inValue)
{
Debug.Log($"[{gameObject.GetHashCode()}, {GetType().Name}] SetInteractionSubsystemType {inValue.ToString()}");
_currentRestaurantMealType = inValue;
}
public void InitializeSubsystem()
{
Debug.Log($"[{gameObject.GetHashCode()}, {GetType().Name}] InitializeSubsystem");
_currentRestaurantMealType = RestaurantMealType.None;
}
public bool CanInteract()
{
return _currentRestaurantMealType != RestaurantMealType.None;
}
public bool OnInteracted(IInteractor interactor, ScriptableObject payloadSo = null)
{
Debug.Log($"[{gameObject.GetHashCode()}, {GetType().Name}] OnInteracted");
var prev = _currentRestaurantMealType;
_currentRestaurantMealType = GetNextState(prev);
return true;
}
public string GetCurrentSubsystemTypeName()
{
return _currentRestaurantMealType.ToString();
}
public ScriptableObject GetPayload()
{
return null;
}
private RestaurantMealType GetNextState(RestaurantMealType state)
{
switch (state)
{
case RestaurantMealType.None : return RestaurantMealType.WaitForOrder;
case RestaurantMealType.WaitForOrder : return RestaurantMealType.WaitForServe;
case RestaurantMealType.WaitForServe : return RestaurantMealType.None;
default: return RestaurantMealType.None;
}
}
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 31d5c600061a4f05b19824e068e0c2af
timeCreated: 1756176676

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 601164c0231c43fca9349170e1e0ccec
timeCreated: 1756176395

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@ -1,18 +0,0 @@
using System;
using System.Collections.Generic;
namespace DDD
{
public class RestaurantMealSolver : RestaurantSubsystemSolver<RestaurantMealType>
{
private Dictionary<RestaurantMealType, Type> _typeToMealSolver = new()
{
{ RestaurantMealType.WaitForOrder, typeof(RestaurantMealSolver_WaitForOrder) },
{ RestaurantMealType.WaitForServe, typeof(RestaurantMealSolver_WaitForServe) }
};
protected override Dictionary<RestaurantMealType, Type> GetSubsystemSolverTypeMappings()
{
return _typeToMealSolver;
}
}
}

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 391c551614be4f21a2e700f44569e92a
timeCreated: 1756176491

View File

@ -1,18 +0,0 @@
using UnityEngine;
namespace DDD
{
public class RestaurantMealSolver_WaitForOrder : MonoBehaviour, IInteractionSubsystemSolver<RestaurantMealType>
{
public bool ExecuteInteractionSubsystem(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null)
{
return true;
}
public bool CanExecuteInteractionSubsystem(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null)
{
return true;
}
}
}

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: cff2611181194e4a92576bdbcead4fad
timeCreated: 1756181225

View File

@ -1,17 +0,0 @@
using UnityEngine;
namespace DDD
{
public class RestaurantMealSolver_WaitForServe : MonoBehaviour, IInteractionSubsystemSolver<RestaurantMealType>
{
public bool ExecuteInteractionSubsystem(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null)
{
return true;
}
public bool CanExecuteInteractionSubsystem(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null)
{
return true;
}
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: e9292616267b4299a3d2e0d29c84f69b
timeCreated: 1756181667

View File

@ -0,0 +1,25 @@
using UnityEngine;
namespace DDD.Restaurant
{
public abstract class RestaurantOrderSolverBase : MonoBehaviour, IInteractionSubsystemSolver<RestaurantOrderType>
{
public virtual bool ExecuteInteractionSubsystem(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null)
{
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)
{
orderObject.TransitionToNextPhase();
}
return true;
}
public abstract bool CanExecuteInteractionSubsystem(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null);
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4e604447c59644519d262f7cab69cdee
timeCreated: 1756366153

View File

@ -2,17 +2,15 @@
namespace DDD.Restaurant
{
public class RestaurantOrderSolver_Busy : MonoBehaviour, IInteractionSubsystemSolver<RestaurantOrderType>
public class RestaurantOrderSolver_Busy : RestaurantOrderSolverBase
{
public bool ExecuteInteractionSubsystem(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null)
public override bool ExecuteInteractionSubsystem(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null)
{
// TODO : DO SOMETHING!!!
return true;
return base.ExecuteInteractionSubsystem(interactor, interactable, payload);
}
public bool CanExecuteInteractionSubsystem(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null)
public override bool CanExecuteInteractionSubsystem(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null)
{
// TODO : DO SOMETHING!!!
return true;
}
}

View File

@ -2,15 +2,14 @@
namespace DDD.Restaurant
{
public class RestaurantOrderSolver_Dirty : MonoBehaviour, IInteractionSubsystemSolver<RestaurantOrderType>
public class RestaurantOrderSolver_Dirty : RestaurantOrderSolverBase
{
public bool ExecuteInteractionSubsystem(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null)
public override bool ExecuteInteractionSubsystem(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null)
{
// TODO : DO SOMETHING!!!
return true;
return base.ExecuteInteractionSubsystem(interactor, interactable, payload);
}
public bool CanExecuteInteractionSubsystem(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null)
public override bool CanExecuteInteractionSubsystem(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null)
{
return true;
}

View File

@ -2,15 +2,14 @@
namespace DDD.Restaurant
{
public class RestaurantOrderSolver_Order : MonoBehaviour, IInteractionSubsystemSolver<RestaurantOrderType>
public class RestaurantOrderSolver_Order : RestaurantOrderSolverBase
{
public bool ExecuteInteractionSubsystem(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null)
public override bool ExecuteInteractionSubsystem(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null)
{
// TODO : DO SOMETHING!!!
return true;
return base.ExecuteInteractionSubsystem(interactor, interactable, payload);
}
public bool CanExecuteInteractionSubsystem(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null)
public override bool CanExecuteInteractionSubsystem(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null)
{
return true;
}

View File

@ -2,18 +2,16 @@
namespace DDD.Restaurant
{
public class RestaurantOrderSolver_Reserved : MonoBehaviour, IInteractionSubsystemSolver<RestaurantOrderType>
public class RestaurantOrderSolver_Reserved : RestaurantOrderSolverBase
{
public bool ExecuteInteractionSubsystem(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null)
public override bool ExecuteInteractionSubsystem(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null)
{
// TODO : DO SOMETHING!!!
return true;
return base.ExecuteInteractionSubsystem(interactor, interactable, payload);
}
public bool CanExecuteInteractionSubsystem(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null)
public override bool CanExecuteInteractionSubsystem(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null)
{
// Interactable's CurrentInteractor is me? => Can execute
return false;
return true;
}
}
}

View File

@ -2,15 +2,14 @@
namespace DDD.Restaurant
{
public class RestaurantOrderSolver_Serve : MonoBehaviour, IInteractionSubsystemSolver<RestaurantOrderType>
public class RestaurantOrderSolver_Serve : RestaurantOrderSolverBase
{
public bool ExecuteInteractionSubsystem(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null)
public override bool ExecuteInteractionSubsystem(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null)
{
// TODO : DO SOMETHING!!!
return true;
return base.ExecuteInteractionSubsystem(interactor, interactable, payload);
}
public bool CanExecuteInteractionSubsystem(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null)
public override bool CanExecuteInteractionSubsystem(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null)
{
return true;
}

View File

@ -3,25 +3,14 @@
namespace DDD.Restaurant
{
public class RestaurantOrderSolver_Wait : MonoBehaviour, IInteractionSubsystemSolver<RestaurantOrderType>
public class RestaurantOrderSolver_Wait : RestaurantOrderSolverBase
{
public bool ExecuteInteractionSubsystem(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null)
public override bool ExecuteInteractionSubsystem(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null)
{
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)
{
orderObject.TransitionToNextPhase();
}
return true;
return base.ExecuteInteractionSubsystem(interactor, interactable, payload);
}
public bool CanExecuteInteractionSubsystem(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null)
public override bool CanExecuteInteractionSubsystem(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null)
{
return true;
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 87ed47ac3b814346aee2f613d39082b3
timeCreated: 1756357383

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8ffa0a2f63cc4324a4ae90ff95b29cb5
timeCreated: 1756357391

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@ -0,0 +1,60 @@
using System;
using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
namespace DDD.Restaurant
{
public abstract class PropUiDisplayComponent<T> : SerializedMonoBehaviour where T : Enum
{
private IInteractionSubsystemObject<T> _interactionSubsystemObject;
private Dictionary<T, Material> _materialDictionary;
private T _prevInteractionType;
protected SpriteRenderer _spriteRenderer;
private void Awake()
{
Initialize();
}
protected abstract Dictionary<T, Material> SetMaterialDictionary();
protected virtual void Initialize()
{
bool isInteractionSubsystem = gameObject.TryGetComponent(out _interactionSubsystemObject);
var interactable = GetComponent<IInteractable>();
if (!isInteractionSubsystem)
{
Debug.LogError($"Interaction Subsystem<{typeof(T)}> is not exist");
return;
}
// TODO: 임시 나중에 제대로 수정할 것
var uiGameObject = Instantiate(new GameObject("TemporaryUi"), transform);
uiGameObject.transform.position = interactable.GetInteractionPoints()[0] + Vector3.up * 2;
_spriteRenderer = uiGameObject.AddComponent<SpriteRenderer>();
_spriteRenderer.enabled = false;
_materialDictionary = SetMaterialDictionary();
}
private void Update()
{
T currentInteractionType = _interactionSubsystemObject.GetInteractionSubsystemType();
if (EqualityComparer<T>.Default.Equals(_prevInteractionType, currentInteractionType)) return;
_prevInteractionType = currentInteractionType;
UpdateView(_prevInteractionType);
}
private void UpdateView(T state)
{
if (!_materialDictionary.TryGetValue(state, out var material) || material == null)
{
// TODO 캔버스 다운
_spriteRenderer.enabled = false;
return;
}
// ui 머티리얼 교체
_spriteRenderer.enabled = true;
_spriteRenderer.material = material;
}
}
}

View File

@ -0,0 +1,26 @@
using System.Collections.Generic;
using UnityEngine;
using Sirenix.OdinInspector;
using Sirenix.Serialization;
namespace DDD.Restaurant
{
public class RestaurantUiDisplayComponent : PropUiDisplayComponent<RestaurantOrderType>
{
[SerializeField]
private Sprite _temporarySprite;
[OdinSerialize]
private Dictionary<RestaurantOrderType, Material> _materialDictionary = new();
protected override Dictionary<RestaurantOrderType, Material> SetMaterialDictionary()
{
return _materialDictionary;
}
protected override void Initialize()
{
base.Initialize();
_spriteRenderer.sprite = _temporarySprite;
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 239c77aa6dcf4bf9a04aaf76685da13d
timeCreated: 1756357438

View File

@ -1,9 +0,0 @@
using UnityEngine;
namespace DDD.Restaurant
{
public class PropUiDisplayComponent : MonoBehaviour
{
}
}