Merge branch 'feature/inventory_system' of http://gitea.capers.co.kr:3000/iwnc2020/ProjectDDD into develop
# Conflicts: # Assets/_DDD/_Scripts/GameEvent/GameEvents.cs
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Assets/_DDD/_ScriptAssets/Prefabs/InventoryManager.prefab
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Assets/_DDD/_ScriptAssets/Prefabs/InventoryManager.prefab
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@ -57,6 +57,8 @@ public FadeOutEvent(float duration)
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}
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public Task WaitAsync() => CompletionSource.Task;
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public static InventoryChangedEvent InventoryChangedEvent = new();
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public static InteractionEvent Interaction = new();
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}
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public class ShowGlobalMessageEvent : IEvent
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@ -102,4 +104,6 @@ public class InteractionEvent : IEvent
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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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Assets/_DDD/_Scripts/GameState.meta
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Assets/_DDD/_Scripts/GameState.meta
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14
Assets/_DDD/_Scripts/GameState/InventoryItemData.cs
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Assets/_DDD/_Scripts/GameState/InventoryItemData.cs
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namespace DDD
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{
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public class InventoryItemData : IId
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{
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public string Id { get; set; }
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public int Quantity { get; set; }
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public InventoryItemData(string id, int quantity)
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{
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Id = id;
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Quantity = quantity;
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}
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}
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}
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Assets/_DDD/_Scripts/GameState/InventoryItemData.cs.meta
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Assets/_DDD/_Scripts/GameState/InventoryItemData.cs.meta
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fileFormatVersion: 2
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timeCreated: 1753093577
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Assets/_DDD/_Scripts/GameState/InventoryManager.cs
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Assets/_DDD/_Scripts/GameState/InventoryManager.cs
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace DDD
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{
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public class InventoryManager : Singleton<InventoryManager>, IManager
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{
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private Dictionary<string, ItemData> _itemDataLookup;
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private Dictionary<string, InventoryItemData> _inventoryItemDatas;
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public void PreInit()
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{
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}
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public Task Init()
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{
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return Task.CompletedTask;
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}
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public void PostInit()
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{
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InitializeItemData();
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}
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private void InitializeItemData()
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{
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var itemDataSo = DataManager.Instance.ItemDataSo;
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Debug.Assert(itemDataSo != null, "itemDataSo != null");
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_itemDataLookup = itemDataSo.GetDataList()
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.Where(item => !string.IsNullOrEmpty(item.Id))
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.ToDictionary(item => item.Id, item => item);
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_inventoryItemDatas = new Dictionary<string, InventoryItemData>(itemDataSo.GetDataCount());
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}
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public bool AddItem(string id, int quantity = 1)
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{
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if (!_itemDataLookup.ContainsKey(id))
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{
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Debug.LogError($"[Inventory] 등록되지 않은 아이템 ID: {id}");
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return false;
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}
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if (_inventoryItemDatas.TryGetValue(id, out var itemData))
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{
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itemData.Quantity += quantity;
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}
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else
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{
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_inventoryItemDatas[id] = new InventoryItemData(id, quantity);
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}
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InventoryChangedEvent evt = GameEvents.InventoryChangedEvent;
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EventBus.Broadcast(evt);
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return true;
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}
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public bool RemoveItem(string id, int quantity = 1)
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{
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if (!_inventoryItemDatas.TryGetValue(id, out var itemData))
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{
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Debug.LogError($"[Inventory] 등록되지 않은 아이템 ID: {id}");
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return false;
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}
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if (itemData.Quantity < quantity)
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{
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Debug.LogWarning($"[Inventory] 보유 수량보다 삭제하는 수량이 더 많습니다 " +
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$"{id}, 보유 수량 : {itemData.Quantity}, 삭제 수량 : {quantity}");
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return false;
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}
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itemData.Quantity -= quantity;
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if (itemData.Quantity <= 0)
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{
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_inventoryItemDatas.Remove(id);
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}
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InventoryChangedEvent evt = GameEvents.InventoryChangedEvent;
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EventBus.Broadcast(evt);
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return true;
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}
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public IReadOnlyDictionary<string, InventoryItemData> InventoryItems => _inventoryItemDatas;
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public bool TryGetItemData(string id, out ItemData itemData) => _itemDataLookup.TryGetValue(id, out itemData);
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public int GetItemCount(string id) => _inventoryItemDatas.TryGetValue(id, out var itemData) ? itemData.Quantity : 0;
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public ItemData GetItemDataByIdOrNull(string id)
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{
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_itemDataLookup.TryGetValue(id, out var itemData);
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return itemData;
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}
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}
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}
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2
Assets/_DDD/_Scripts/GameState/InventoryManager.cs.meta
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Assets/_DDD/_Scripts/GameState/InventoryManager.cs.meta
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fileFormatVersion: 2
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guid: c5382d2944fd05940b84bd44b641d198
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@ -20,5 +20,7 @@ public List<T> GetDataList()
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{
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return Datas;
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}
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public int GetDataCount() => Datas.Count;
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}
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}
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