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public interface IInteractable { bool CanInteract(); - bool IsInteractionHidden(); + bool IsInteractionAvailable(); void OnInteracted(IInteractor interactor, ScriptableObject causerPayload = null); InteractionType GetInteractionType(); GameObject GetInteractableGameObject(); @@ -54,6 +54,7 @@ public interface IInteractor GameObject GetInteractorGameObject(); IInteractable GetFocusedInteractable(); bool CanSolveInteractionType(InteractionType interactionType); + bool IsInteractionHidden(IInteractable interactable); bool CanInteractTo(IInteractable interactable, ScriptableObject payloadSo = null); } @@ -62,5 +63,6 @@ public interface IInteractionSolver { bool ExecuteInteraction(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null); bool CanExecuteInteraction(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null); + bool CanSolveInteraction(IInteractor interactor, IInteractable interactable); } } diff --git a/Assets/_DDD/_Scripts/Game/GameEvent/InteractionSubsystem.cs b/Assets/_DDD/_Scripts/Game/GameEvent/InteractionSubsystem.cs index cbdc7a8c0..d3165af45 100644 --- a/Assets/_DDD/_Scripts/Game/GameEvent/InteractionSubsystem.cs +++ b/Assets/_DDD/_Scripts/Game/GameEvent/InteractionSubsystem.cs @@ -16,11 +16,11 @@ public interface IInteractionSubsystemObject : IInteractionSubsystemObject wh } public interface IInteractionSubsystemSolver - { - } - public interface IInteractionSubsystemSolver : IInteractionSubsystemSolver where T : Enum { bool ExecuteInteractionSubsystem(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null); bool CanExecuteInteractionSubsystem(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null); } + public interface IInteractionSubsystemSolver : IInteractionSubsystemSolver where T : Enum + { + } } \ No newline at end of file diff --git a/Assets/_DDD/_Scripts/Restaurant/Character/AI/Customer/Actions/StartRestaurantOrder.cs b/Assets/_DDD/_Scripts/Restaurant/Character/AI/Customer/Actions/StartRestaurantOrder.cs index 0e5cd3b9d..f294c5c79 100644 --- a/Assets/_DDD/_Scripts/Restaurant/Character/AI/Customer/Actions/StartRestaurantOrder.cs +++ b/Assets/_DDD/_Scripts/Restaurant/Character/AI/Customer/Actions/StartRestaurantOrder.cs @@ -25,7 +25,6 @@ public override TaskStatus OnUpdate() var blackboard = gameObject.GetComponent(); var target = blackboard?.GetBlackboardGameObject(nameof(RestaurantCustomerBlackboardKey.CurrentInteractionTarget)); IInteractable currentInteractable = target?.GetComponent(); - if (_targetOrderType == RestaurantOrderType.Wait) { // 레스토랑 주문 인터랙션 후보를 가져옴 @@ -54,7 +53,6 @@ public override TaskStatus OnUpdate() return TaskStatus.Failure; } } - if (currentInteractable == null) { diff --git a/Assets/_DDD/_Scripts/Restaurant/Character/AI/Customer/CustomerAiComponent.cs b/Assets/_DDD/_Scripts/Restaurant/Character/AI/Customer/CustomerAiComponent.cs index 64c65fa36..3fcb49e1c 100644 --- a/Assets/_DDD/_Scripts/Restaurant/Character/AI/Customer/CustomerAiComponent.cs +++ b/Assets/_DDD/_Scripts/Restaurant/Character/AI/Customer/CustomerAiComponent.cs @@ -46,11 +46,19 @@ private async Task InitializeAiInternal(CustomerDataEntry inCustomerDataEntry) subtree = await customerState.GetOrLoadSubtree(inCustomerDataEntry.CustomerType); } - _behaviorTree.Subgraph = subtree; + // 에이전트 간 상태 공유를 방지하기 위해 서브트리 에셋을 런타임 인스턴스로 복제하여 사용합니다. + // Addressables에서 로드한 원본 Subtree(ScriptableObject)를 그대로 공유하면 변수/태스크 상태가 섞일 수 있습니다. + var subtreeInstance = subtree != null ? ScriptableObject.Instantiate(subtree) : null; + if (subtreeInstance == null) + { + Debug.LogError("[CustomerAiComponent] Subtree instance is null. AI 초기화 중단."); + return; + } + + _behaviorTree.Subgraph = subtreeInstance; + // 블랙보드는 이 BehaviorTree 인스턴스에 바인딩되어야 에이전트별 스코프가 분리됩니다. _blackboardComponent.InitializeWithBehaviorTree(_behaviorTree); _blackboardComponent.SetCustomerData(inCustomerDataEntry.Id); - // TODO : 1. Subtree - Action, Condition - // TODO : 2. Blackboard _behaviorTree.StartBehavior(); } } diff --git a/Assets/_DDD/_Scripts/Restaurant/Character/Core/CharacterInteraction.cs b/Assets/_DDD/_Scripts/Restaurant/Character/Core/CharacterInteraction.cs index 5ec7c67ac..ee8e89e6b 100644 --- a/Assets/_DDD/_Scripts/Restaurant/Character/Core/CharacterInteraction.cs +++ b/Assets/_DDD/_Scripts/Restaurant/Character/Core/CharacterInteraction.cs @@ -82,9 +82,11 @@ private bool TryGetSolverForType(InteractionType type, out IInteractionSolver so public bool CanSolveInteractionType(InteractionType type) { - if (_cachedSolvers.TryGetValue(type, out var cachedSolver)) return cachedSolver != null; - - if (RestaurantInteractionEventSolvers.TypeToSolver.TryGetValue(type, out var solverType) == false) return false; + if (_cachedSolvers.TryGetValue(type, out var cachedSolver)) + { + return cachedSolver != null; + } + if (!FetchSolverTypeForInteraction(type, out var solverType)) return false; if (transform.TryGetComponent(solverType, out var component) == false) return false; @@ -92,7 +94,25 @@ public bool CanSolveInteractionType(InteractionType type) _cachedSolvers[type] = solver; return solver != null; } - + + public bool IsInteractionHidden(IInteractable interactable) + { + var interactionType = interactable.GetInteractionType(); + if (GetInteractionSolver(interactionType) is var solver) + { + if (solver != null && solver.CanSolveInteraction(this, interactable)) + { + return false; + } + } + return true; + } + + protected virtual bool FetchSolverTypeForInteraction(InteractionType type, out Type solverType) + { + return RestaurantInteractionEventSolvers.TypeToSolver.TryGetValue(type, out solverType); + } + public bool CanInteractTo(IInteractable interactable, ScriptableObject payloadSo = null) { if (interactable == null) return false; diff --git a/Assets/_DDD/_Scripts/Restaurant/Character/Core/RestaurantCharacter.cs b/Assets/_DDD/_Scripts/Restaurant/Character/Core/RestaurantCharacter.cs index f3a32003e..5599e61ac 100644 --- a/Assets/_DDD/_Scripts/Restaurant/Character/Core/RestaurantCharacter.cs +++ b/Assets/_DDD/_Scripts/Restaurant/Character/Core/RestaurantCharacter.cs @@ -37,6 +37,11 @@ public bool CanSolveInteractionType(InteractionType interactionType) return _interactionComponent.CanSolveInteractionType(interactionType); } + public bool IsInteractionHidden(IInteractable interactable) + { + return _interactionComponent.IsInteractionHidden(interactable); + } + public bool CanInteractTo(IInteractable interactable, ScriptableObject payloadSo = null) { return _interactionComponent.CanInteractTo(interactable, payloadSo); diff --git a/Assets/_DDD/_Scripts/Restaurant/Character/Player/PlayerInteraction.cs b/Assets/_DDD/_Scripts/Restaurant/Character/Player/PlayerInteraction.cs index 6053e032b..093f2ddc1 100644 --- a/Assets/_DDD/_Scripts/Restaurant/Character/Player/PlayerInteraction.cs +++ b/Assets/_DDD/_Scripts/Restaurant/Character/Player/PlayerInteraction.cs @@ -185,8 +185,9 @@ protected IInteractable GetNearestInteractable() if (col.TryGetComponent(out var interactable) == false) continue; var type = interactable.GetInteractionType(); - if (interactable.IsInteractionHidden()) continue; + if (!interactable.IsInteractionAvailable()) continue; if (CanSolveInteractionType(type) == false) continue; + if (IsInteractionHidden(interactable)) continue; float distance = Vector3.Distance(transform.position, col.transform.position); if (distance < closestDistance) @@ -198,5 +199,15 @@ protected IInteractable GetNearestInteractable() return closest; } + + protected override bool FetchSolverTypeForInteraction(InteractionType type, out Type solverType) + { + if (RestaurantInteractionEventSolvers.TypeToPlayerSolver.TryGetValue(type, out solverType)) + { + return true; + } + + return base.FetchSolverTypeForInteraction(type, out solverType); + } } } \ No newline at end of file diff --git a/Assets/_DDD/_Scripts/Restaurant/Event/Cosmetic/InteractableHighlight.cs b/Assets/_DDD/_Scripts/Restaurant/Event/Cosmetic/InteractableHighlight.cs index 8d6272b14..a31f62ced 100644 --- a/Assets/_DDD/_Scripts/Restaurant/Event/Cosmetic/InteractableHighlight.cs +++ b/Assets/_DDD/_Scripts/Restaurant/Event/Cosmetic/InteractableHighlight.cs @@ -1,3 +1,4 @@ +using System; using System.Collections.Generic; using UnityEngine; using Sirenix.OdinInspector; @@ -157,8 +158,12 @@ private InteractionOutlineType GetCurrentOutlineType() // IInteractable 인터페이스로 캐스팅하여 상태 확인 if (_interactionComponent is not IInteractable interactable) return InteractionOutlineType.None; - - if (_interactionComponent.IsInteractionHidden()) + + if (!_interactionComponent.IsInteractionAvailable()) + { + return InteractionOutlineType.None; + } + if (_interactor.IsInteractionHidden(_interactionComponent)) { return InteractionOutlineType.None; } diff --git a/Assets/_DDD/_Scripts/Restaurant/Event/RestaurantInteractionComponent.cs b/Assets/_DDD/_Scripts/Restaurant/Event/RestaurantInteractionComponent.cs index f13b03a20..8a8c447a5 100644 --- a/Assets/_DDD/_Scripts/Restaurant/Event/RestaurantInteractionComponent.cs +++ b/Assets/_DDD/_Scripts/Restaurant/Event/RestaurantInteractionComponent.cs @@ -58,20 +58,26 @@ private static IEnumerable GetAllInteractionTypes() public virtual bool CanInteract() { - bool isInteractionVisible = !IsInteractionHidden(); + bool isInteractionAvailable = IsInteractionAvailable(); bool hasValidSubsystem = true; if (HasSubsystem(_interactionType)) { hasValidSubsystem = GetSubsystem(_interactionType).CanInteract(); } - return isInteractionVisible && hasValidSubsystem; + return isInteractionAvailable && hasValidSubsystem; } - public virtual bool IsInteractionHidden() + public virtual bool IsInteractionAvailable() { + var currentGameFlowState = GameFlowManager.Instance.GameFlowDataSo.CurrentGameState; var flowDisabled = (currentGameFlowState & _interactionAvailableFlows) == 0; - return flowDisabled; + if (flowDisabled) + { + return false; + } + + return true; } public virtual void OnInteracted(IInteractor interactor, ScriptableObject payload = null) @@ -119,7 +125,7 @@ private bool HasSubsystem(InteractionType interactionType) private IInteractionSubsystemObject GetSubsystem(InteractionType interactionType) { - return _subsystems.GetValueOrDefault(interactionType) as IInteractionSubsystemObject; + return _subsystems.GetValueOrDefault(interactionType); } private bool TryGetSubsystem(InteractionType interactionType, out IInteractionSubsystemObject subsystem) diff --git a/Assets/_DDD/_Scripts/Restaurant/Event/Solvers/RestaurantSubsystemSolver.cs b/Assets/_DDD/_Scripts/Restaurant/Event/Solvers/RestaurantSubsystemSolver.cs index 1e6326cde..60be7f94c 100644 --- a/Assets/_DDD/_Scripts/Restaurant/Event/Solvers/RestaurantSubsystemSolver.cs +++ b/Assets/_DDD/_Scripts/Restaurant/Event/Solvers/RestaurantSubsystemSolver.cs @@ -30,6 +30,19 @@ public bool CanExecuteInteraction(IInteractor interactor = null, IInteractable i solver.CanExecuteInteractionSubsystem(interactor, interactable, payload); } + public bool CanSolveInteraction(IInteractor interactor, IInteractable interactable) + { + if (interactable is IInteractionSubsystemOwner subsystemOwner) + { + if (subsystemOwner.TryGetSubsystemEnumType(out T subsystemType)) + { + return _solvers.ContainsKey(subsystemType); + } + } + + return false; + } + // Solver를 가져오는 공통 로직 private bool TryGetSolver(IInteractable interactable, out IInteractionSubsystemSolver solver) {