사용되지 않는 클래스, 에셋 제거

This commit is contained in:
NTG_Lenovo 2025-07-21 13:20:31 +09:00
parent f0e24f4c43
commit 689a4fe095
13 changed files with 12 additions and 165 deletions

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@ -1,15 +0,0 @@
using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace DDD
{
// Dictionary를 인스펙터창에서 저장하려면 Odin의 SerializedScriptableObject을 상속받아야 함
[CreateAssetMenu(fileName = "GameFlowAssetsSo", menuName = "GameFlow/GameFlowAssetsSo")]
public class GameFlowAssetsSo : SerializedScriptableObject
{
public Dictionary<GameFlowState, List<string>> FlowItems = new();
public Dictionary<GameFlowState, List<AssetReference>> FlowAssets = new();
}
}

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@ -5,8 +5,7 @@ namespace DDD
{
public class RestaurantController : Singleton<RestaurantController>, IManager, IGameFlowHandler
{
private RestaurantEnvironmentState _restaurantEnvironmentState;
public RestaurantEnvironmentState RestaurantEnvironmentState => _restaurantEnvironmentState;
public RestaurantEnvironmentStateSo RestaurantEnvironmentStateSo { get; private set; }
private const string CreateRestaurantPlayerSo = "CreateRestaurantPlayerSo";
private const string CreateEnvironmentSo = "CreateEnvironmentSo";
@ -35,7 +34,7 @@ private void RegisterFlowHandler()
private void LoadOrCreateRestaurantState()
{
// TODO : Load states from saved files. if none, create them.
_restaurantEnvironmentState = ScriptableObject.CreateInstance<RestaurantEnvironmentState>();
RestaurantEnvironmentStateSo = ScriptableObject.CreateInstance<RestaurantEnvironmentStateSo>();
}
private void GenerateDummyEnvironmentProps()
@ -55,10 +54,8 @@ private void GenerateDummyEnvironmentProps()
Random.Range(-10f, 10f),
Random.Range(10f, 20f)
);
RestaurantEnvironmentData randomPropData = new RestaurantEnvironmentData();
randomPropData.Position = randomPos;
randomPropData.Id = prop.Id;
_restaurantEnvironmentState.RestaurantEnvironmentProps.Add(randomPropData);
var randomPropData = new RestaurantEnvironmentData(prop.Id, randomPos);
RestaurantEnvironmentStateSo.RestaurantEnvironmentProps.Add(randomPropData);
}
}
}

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@ -10,7 +10,7 @@ public override async Task OnReadyNewFlow(GameFlowState newFlowState)
{
var baseRestaurantEnvironmentPrefab = await AssetManager.LoadAsset<GameObject>(CommonConstants.BaseRestaurantEnvironment);
var props = RestaurantController.Instance.RestaurantEnvironmentState.RestaurantEnvironmentProps;
var props = RestaurantController.Instance.RestaurantEnvironmentStateSo.RestaurantEnvironmentProps;
foreach (var prop in props)
{
var restaurantEnvironment = Instantiate(baseRestaurantEnvironmentPrefab).GetComponent<RestaurantEnvironment>();

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@ -8,5 +8,11 @@ public class RestaurantEnvironmentData
{
public string Id;
public Vector2 Position;
public RestaurantEnvironmentData(string id, Vector2 position)
{
Id = id;
Position = position;
}
}
}

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@ -1,12 +0,0 @@
using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
namespace DDD
{
[CreateAssetMenu(fileName = "RestaurantEnvironmentDataSo", menuName = "RestaurantEnvironment/RestaurantEnvironmentDataSo")]
public class RestaurantEnvironmentDataSo : SerializedScriptableObject
{
public Dictionary<string, List<RestaurantEnvironmentData>> RestaurantEnvironmentDatas = new();
}
}

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@ -4,9 +4,8 @@
namespace DDD
{
// [CreateAssetMenu(fileName = "FILENAME", menuName = "MENUNAME", order = 0)]
public class RestaurantEnvironmentState : ScriptableObject
public class RestaurantEnvironmentStateSo : ScriptableObject
{
// TODO : Public???
public List<RestaurantEnvironmentData> RestaurantEnvironmentProps = new List<RestaurantEnvironmentData>();
public List<RestaurantEnvironmentData> RestaurantEnvironmentObjects = new List<RestaurantEnvironmentData>();
}