인터랙션 및 인터랙션 솔버 구조 작성
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@ -12,15 +12,10 @@ public static class GameEvents
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public static OpenPopupUiEvent OpenPopupUiEvent = new();
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public static ClosePopupUiEvent ClosePopupUiEvent = new();
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public static ShowGlobalMessageEvent RequestShowGlobalMessageEvent = new();
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public static InteractionEvent Interaction = new();
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public static InventoryChangedEvent InventoryChangedEvent = new();
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}
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// public static class RestaurantEvents
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// {
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// // Some events...
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// }
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// public static class VoyageEvents
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// {
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// // Some events...
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@ -65,11 +60,5 @@ public class ClosePopupUiEvent : IEvent
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public Type UiType;
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}
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public class InteractionEvent : IEvent
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{
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public GameObject Causer;
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public GameObject Target;
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}
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public class InventoryChangedEvent : IEvent { }
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}
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@ -7,14 +7,23 @@ public enum InteractionType
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{
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None,
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RestaurantManagement,
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Count
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}
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public interface IInteractable
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{
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bool CanInteract();
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void OnInteracted(IInteractor interactor);
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bool OnInteracted(IInteractor interactor, ScriptableObject interactionPayloadSo = null);
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InteractionType GetInteractionType();
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GameObject GetInteractableGameObject();
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void InitializeInteraction(InteractionType interactionType);
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}
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public interface IInteractor
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{
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void TryInteract(InteractionType interactionType);
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GameObject GetInteractorGameObject();
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}
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public interface IInteractionSolver
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{
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bool ExecuteInteraction(IInteractor interactor, ScriptableObject interactionPayloadSo = null);
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}
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}
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@ -1,9 +1,29 @@
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using DDD.RestaurantEvent;
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using NUnit.Framework;
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using UnityEngine;
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namespace DDD
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{
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public class RestaurantCharacter : MonoBehaviour, IGameCharacter
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public class RestaurantCharacter : MonoBehaviour, IGameCharacter, IInteractor
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{
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private void Start()
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{
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TODO_IMPLEMENT_ME();
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// TODO : Add event solvers dynamically
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for (int i = (int)InteractionType.Count; i < (int)InteractionType.Count; i++)
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{
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InteractionType interactionType = (InteractionType)i;
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// TODO : if this character should handle the interaction?
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if(RestaurantEventSolvers.TypeToSolver.TryGetValue(interactionType, out var solverType))
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{
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gameObject.AddComponent(solverType);
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}
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}
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}
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public GameObject GetInteractorGameObject()
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{
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return TODO_IMPLEMENT_ME;
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}
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}
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}
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@ -0,0 +1,23 @@
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using DDD.RestaurantEvent;
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using UnityEngine;
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namespace DDD
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{
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public class RestaurantCharacterInteraction : MonoBehaviour, IInteractor, IEventHandler<RestaurantInteractionEvent>
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{
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private void Start()
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{
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EventBus.Register(this);
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}
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public void Invoke(RestaurantInteractionEvent evt)
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{
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// TODO : 이벤트결과를 보고 할 일이 있다면 여기서 뭔가 처리. 기본적으로 이벤트에서 이미 인터페이스로 인터랙션 처리됨
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}
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public GameObject GetInteractorGameObject()
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{
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return TODO_IMPLEMENT_ME;
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}
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}
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}
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@ -42,11 +42,6 @@ private void GenerateDummyEnvironmentProps()
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// Make dummy placement data
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foreach (EnvironmentData prop in DataManager.Instance.EnvironmentDataSo.GetDataList())
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{
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if (prop.EnvironmentType != EnvironmentType.Prop)
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{
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continue;
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}
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for (int i = 0; i < 10; i++)
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{
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// Make random position
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@ -1,3 +1,4 @@
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using DDD.RestaurantEvent;
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using Spine.Unity;
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using Unity.VisualScripting;
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using UnityEngine;
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@ -50,6 +51,13 @@ public async void Initialize(RestaurantEnvironmentData data)
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transform.position = new Vector3(data.Position.x, 0f, data.Position.y);
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transform.localScale = Vector3.one * environmentData.Size;
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// Interaction initialize
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if (environmentData.InteractionType != InteractionType.None)
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{
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var interactionComponent = transform.AddComponent<RestaurantInteractionComponent>();
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interactionComponent.InitializeInteraction(environmentData.InteractionType);
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}
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}
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}
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}
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@ -0,0 +1,12 @@
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using UnityEngine;
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namespace DDD.RestaurantEvent
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{
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public class RestaurantManagementEventSolver : MonoBehaviour, IInteractionSolver
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{
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public bool ExecuteInteraction(IInteractor interactor, ScriptableObject interactionPayloadSo = null)
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{
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return TODO_IMPLEMENT_ME;
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}
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}
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}
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68
Assets/_DDD/_Scripts/RestaurantEvent/RestaurantEvents.cs
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68
Assets/_DDD/_Scripts/RestaurantEvent/RestaurantEvents.cs
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@ -0,0 +1,68 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace DDD.RestaurantEvent
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{
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public static class RestaurantEvents
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{
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public static RestaurantInteractionEvent RestaurantInteraction = new();
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}
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public static class RestaurantEventSolvers
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{
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public static Dictionary<InteractionType, Type> TypeToSolver = new()
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{
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{InteractionType.RestaurantManagement, typeof(RestaurantManagementEventSolver)}
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};
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}
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public class RestaurantInteractionEvent : IEvent
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{
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public GameObject Causer;
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public GameObject Target;
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public InteractionType InteractionType;
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public ScriptableObject InteractionPayloadSo;
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public bool eventResult = false;
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public RestaurantInteractionEvent MakeInteractionEvent(GameObject causer, GameObject target, InteractionType interactionType,
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ScriptableObject interactionPayloadSo)
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{
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Causer = causer;
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Target = target;
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return this;
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}
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public bool RequestInteraction(GameObject causer, GameObject target, InteractionType interactionType, ScriptableObject interactionPayloadSo = null, bool shouldBroadcastAfterSolve = true)
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{
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if (interactionType == InteractionType.None)
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{
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return false;
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}
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var evt = MakeInteractionEvent(causer, target, interactionType, interactionPayloadSo);
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evt.eventResult = false;
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// Solve event directly. 이벤트 처리는 여기서 하고, 이벤트 호출로는 이런 이벤트가 호출되었고 결과가 어떻다는 거 전파하는 식으로.
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if (RestaurantEventSolvers.TypeToSolver.TryGetValue(interactionType, out var solverType))
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{
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Component solverComponent = target.GetComponent(solverType);
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IInteractionSolver solver = solverComponent as IInteractionSolver;
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IInteractor interactor = causer.GetComponent<IInteractor>();
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// Cast solverComponent to IInteractable
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if (solver is not null && interactor is not null)
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{
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evt.eventResult = solver.ExecuteInteraction(interactor, interactionPayloadSo);
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}
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else
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{
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// Should not reach here!
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Debug.Assert(false, "Solver Component or Interactor is null");
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}
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}
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EventBus.Broadcast(evt);// 이벤트 결과를 이거 받아서 처리하면 될듯.
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return evt.eventResult;
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}
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}
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}
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@ -0,0 +1,39 @@
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using UnityEngine;
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namespace DDD.RestaurantEvent
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{
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public class RestaurantInteractionComponent : MonoBehaviour, IInteractable
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{
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public bool CanInteract()
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{
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return true;
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}
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public bool OnInteracted(IInteractor interactor, ScriptableObject interactionPayloadSo = null)
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{
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if (CanInteract() == false)
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{
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return false;
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}
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bool interactionResult = RestaurantEvents.RestaurantInteraction.RequestInteraction(interactor.GetInteractorGameObject(),
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GetInteractableGameObject(), GetInteractionType(), interactionPayloadSo, true);
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return interactionResult;
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}
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public InteractionType GetInteractionType()
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{
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return TODO_IMPLEMENT_ME;
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}
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public GameObject GetInteractableGameObject()
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{
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return TODO_IMPLEMENT_ME;
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}
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public void InitializeInteraction(InteractionType interactionType)
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{
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TODO_IMPLEMENT_ME();
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}
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}
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}
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