임시 테이블 상호작용 UI 추가
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@ -98,11 +98,10 @@ GameObject:
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m_Layer: 7
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m_Name: RestaurantOrder
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@ -160,7 +159,6 @@ MonoBehaviour:
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m_Name:
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_currentRestaurantOrderType: 0
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Data:
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@ -447,91 +493,3 @@ SpriteRenderer:
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hitFxFadeOutDuration: 0.25
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m_ReflectionProbeUsage: 1
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m_RayTracingMode: 0
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m_RayTraceProcedural: 0
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m_RayTracingAccelStructBuildFlagsOverride: 0
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m_RayTracingAccelStructBuildFlags: 1
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_availableStyle:
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Color: {r: 1, g: 1, b: 1, a: 1}
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Width: 1
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Opacity: 1
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_focusedStyle:
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Color: {r: 1, g: 0.92156863, b: 0.015686275, a: 1}
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Width: 1
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Opacity: 1
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_unavailableStyle:
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Color: {r: 0.5, g: 0.5, b: 0.5, a: 1}
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Width: 0.5
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Opacity: 1
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_objectiveStyle:
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Color: {r: 0, g: 1, b: 1, a: 1}
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Width: 1
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Opacity: 1
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_breathingSpeed: 2
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_breathingRange: 0.3
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_enableBreathingEffect: 1
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_alphaCutOff: 0.5
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_combineMeshes: 1
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_constantWidth: 1
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_outlineQuality: 2
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_outlineIndependent: 1
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_outlineBlurPasses: 1
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_outlineSharpness: 8
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_currentOutlineType: 0
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_currentOpacityMultiplier: 1
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@ -10,7 +10,7 @@ public abstract class PropUiDisplayComponent<T> : SerializedMonoBehaviour where
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private IInteractionSubsystemObject<T> _interactionSubsystemObject;
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private Dictionary<T, Material> _materialDictionary;
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private T _prevInteractionType;
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private SpriteRenderer _spriteRenderer;
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protected SpriteRenderer _spriteRenderer;
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private void Awake()
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{
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Initialize();
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@ -21,20 +21,18 @@ private void Awake()
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protected virtual void Initialize()
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{
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bool isInteractionSubsystem = gameObject.TryGetComponent(out _interactionSubsystemObject);
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var interactable = GetComponent<IInteractable>();
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if (!isInteractionSubsystem)
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{
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Debug.LogError($"Interaction Subsystem<{typeof(T)}> is not exist");
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return;
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}
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if (!TryGetComponent(out _spriteRenderer))
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{
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_spriteRenderer = gameObject.AddComponent<SpriteRenderer>();
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// TODO 임시값, 나중에 제대로 수정할 것
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_spriteRenderer.sortingOrder = 100;
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_spriteRenderer.enabled = false;
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}
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// TODO: 임시 나중에 제대로 수정할 것
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var uiGameObject = Instantiate(new GameObject("TemporaryUi"), transform);
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uiGameObject.transform.position = interactable.GetInteractionPoints()[0] + Vector3.up * 2;
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_spriteRenderer = uiGameObject.AddComponent<SpriteRenderer>();
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_spriteRenderer.enabled = false;
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_materialDictionary = SetMaterialDictionary();
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}
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@ -8,11 +8,19 @@ namespace DDD.Restaurant
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{
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public class RestaurantUiDisplayComponent : PropUiDisplayComponent<RestaurantOrderType>
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{
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[SerializeField]
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private Sprite _temporarySprite;
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[OdinSerialize]
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private Dictionary<RestaurantOrderType, Material> _materialDictionary = new();
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protected override Dictionary<RestaurantOrderType, Material> SetMaterialDictionary()
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{
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return _materialDictionary;
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}
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protected override void Initialize()
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{
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base.Initialize();
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_spriteRenderer.sprite = _temporarySprite;
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}
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}
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}
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