사용되지 않는 클래스, 에셋 제거
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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namespace DDD
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{
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// Dictionary를 인스펙터창에서 저장하려면 Odin의 SerializedScriptableObject을 상속받아야 함
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[CreateAssetMenu(fileName = "GameFlowAssetsSo", menuName = "GameFlow/GameFlowAssetsSo")]
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public class GameFlowAssetsSo : SerializedScriptableObject
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{
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public Dictionary<GameFlowState, List<string>> FlowItems = new();
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public Dictionary<GameFlowState, List<AssetReference>> FlowAssets = new();
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}
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}
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fileFormatVersion: 2
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guid: 5a7982cc52e32e14c916a8144c5184b0
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@ -5,8 +5,7 @@ namespace DDD
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{
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public class RestaurantController : Singleton<RestaurantController>, IManager, IGameFlowHandler
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{
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private RestaurantEnvironmentState _restaurantEnvironmentState;
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public RestaurantEnvironmentState RestaurantEnvironmentState => _restaurantEnvironmentState;
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public RestaurantEnvironmentStateSo RestaurantEnvironmentStateSo { get; private set; }
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private const string CreateRestaurantPlayerSo = "CreateRestaurantPlayerSo";
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private const string CreateEnvironmentSo = "CreateEnvironmentSo";
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@ -35,7 +34,7 @@ private void RegisterFlowHandler()
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private void LoadOrCreateRestaurantState()
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{
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// TODO : Load states from saved files. if none, create them.
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_restaurantEnvironmentState = ScriptableObject.CreateInstance<RestaurantEnvironmentState>();
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RestaurantEnvironmentStateSo = ScriptableObject.CreateInstance<RestaurantEnvironmentStateSo>();
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}
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private void GenerateDummyEnvironmentProps()
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@ -55,10 +54,8 @@ private void GenerateDummyEnvironmentProps()
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Random.Range(-10f, 10f),
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Random.Range(10f, 20f)
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);
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RestaurantEnvironmentData randomPropData = new RestaurantEnvironmentData();
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randomPropData.Position = randomPos;
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randomPropData.Id = prop.Id;
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_restaurantEnvironmentState.RestaurantEnvironmentProps.Add(randomPropData);
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var randomPropData = new RestaurantEnvironmentData(prop.Id, randomPos);
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RestaurantEnvironmentStateSo.RestaurantEnvironmentProps.Add(randomPropData);
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}
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}
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}
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@ -10,7 +10,7 @@ public override async Task OnReadyNewFlow(GameFlowState newFlowState)
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{
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var baseRestaurantEnvironmentPrefab = await AssetManager.LoadAsset<GameObject>(CommonConstants.BaseRestaurantEnvironment);
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var props = RestaurantController.Instance.RestaurantEnvironmentState.RestaurantEnvironmentProps;
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var props = RestaurantController.Instance.RestaurantEnvironmentStateSo.RestaurantEnvironmentProps;
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foreach (var prop in props)
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{
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var restaurantEnvironment = Instantiate(baseRestaurantEnvironmentPrefab).GetComponent<RestaurantEnvironment>();
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@ -8,5 +8,11 @@ public class RestaurantEnvironmentData
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{
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public string Id;
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public Vector2 Position;
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public RestaurantEnvironmentData(string id, Vector2 position)
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{
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Id = id;
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Position = position;
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}
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}
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}
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace DDD
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{
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[CreateAssetMenu(fileName = "RestaurantEnvironmentDataSo", menuName = "RestaurantEnvironment/RestaurantEnvironmentDataSo")]
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public class RestaurantEnvironmentDataSo : SerializedScriptableObject
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{
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public Dictionary<string, List<RestaurantEnvironmentData>> RestaurantEnvironmentDatas = new();
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}
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}
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fileFormatVersion: 2
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guid: 6d9bb690776b59d40a1cc2e7036d78bd
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namespace DDD
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{
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// [CreateAssetMenu(fileName = "FILENAME", menuName = "MENUNAME", order = 0)]
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public class RestaurantEnvironmentState : ScriptableObject
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public class RestaurantEnvironmentStateSo : ScriptableObject
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{
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// TODO : Public???
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public List<RestaurantEnvironmentData> RestaurantEnvironmentProps = new List<RestaurantEnvironmentData>();
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public List<RestaurantEnvironmentData> RestaurantEnvironmentObjects = new List<RestaurantEnvironmentData>();
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}
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