Merge remote-tracking branch 'origin/develop' into feature/DisplayUiComponent
This commit is contained in:
commit
7527803a73
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@ -39,7 +39,7 @@ public InteractionDisplayParameters(string messageKey = "")
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public interface IInteractable
|
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{
|
||||
bool CanInteract();
|
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bool IsInteractionHidden();
|
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bool IsInteractionAvailable();
|
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void OnInteracted(IInteractor interactor, ScriptableObject causerPayload = null);
|
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InteractionType GetInteractionType();
|
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GameObject GetInteractableGameObject();
|
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@ -54,6 +54,7 @@ public interface IInteractor
|
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GameObject GetInteractorGameObject();
|
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IInteractable GetFocusedInteractable();
|
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bool CanSolveInteractionType(InteractionType interactionType);
|
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bool IsInteractionHidden(IInteractable interactable);
|
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bool CanInteractTo(IInteractable interactable,
|
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ScriptableObject payloadSo = null);
|
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}
|
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@ -62,5 +63,6 @@ public interface IInteractionSolver
|
||||
{
|
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bool ExecuteInteraction(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null);
|
||||
bool CanExecuteInteraction(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null);
|
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bool CanSolveInteraction(IInteractor interactor, IInteractable interactable);
|
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}
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}
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|
@ -16,11 +16,11 @@ public interface IInteractionSubsystemObject<T> : IInteractionSubsystemObject wh
|
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}
|
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|
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public interface IInteractionSubsystemSolver
|
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{
|
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}
|
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public interface IInteractionSubsystemSolver<T> : IInteractionSubsystemSolver where T : Enum
|
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{
|
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bool ExecuteInteractionSubsystem(IInteractor interactor, IInteractable interactable, ScriptableObject payload = null);
|
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bool CanExecuteInteractionSubsystem(IInteractor interactor = null, IInteractable interactable = null, ScriptableObject payload = null);
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}
|
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public interface IInteractionSubsystemSolver<T> : IInteractionSubsystemSolver where T : Enum
|
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{
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}
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}
|
@ -25,7 +25,6 @@ public override TaskStatus OnUpdate()
|
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var blackboard = gameObject.GetComponent<IAISharedBlackboard>();
|
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var target = blackboard?.GetBlackboardGameObject(nameof(RestaurantCustomerBlackboardKey.CurrentInteractionTarget));
|
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IInteractable currentInteractable = target?.GetComponent<IInteractable>();
|
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|
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if (_targetOrderType == RestaurantOrderType.Wait)
|
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{
|
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// 레스토랑 주문 인터랙션 후보를 가져옴
|
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@ -55,7 +54,6 @@ public override TaskStatus OnUpdate()
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}
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}
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if (currentInteractable == null)
|
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{
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Debug.Assert(false);
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|
@ -46,11 +46,19 @@ private async Task InitializeAiInternal(CustomerDataEntry inCustomerDataEntry)
|
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subtree = await customerState.GetOrLoadSubtree(inCustomerDataEntry.CustomerType);
|
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}
|
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|
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_behaviorTree.Subgraph = subtree;
|
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// 에이전트 간 상태 공유를 방지하기 위해 서브트리 에셋을 런타임 인스턴스로 복제하여 사용합니다.
|
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// Addressables에서 로드한 원본 Subtree(ScriptableObject)를 그대로 공유하면 변수/태스크 상태가 섞일 수 있습니다.
|
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var subtreeInstance = subtree != null ? ScriptableObject.Instantiate(subtree) : null;
|
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if (subtreeInstance == null)
|
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{
|
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Debug.LogError("[CustomerAiComponent] Subtree instance is null. AI 초기화 중단.");
|
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return;
|
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}
|
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|
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_behaviorTree.Subgraph = subtreeInstance;
|
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// 블랙보드는 이 BehaviorTree 인스턴스에 바인딩되어야 에이전트별 스코프가 분리됩니다.
|
||||
_blackboardComponent.InitializeWithBehaviorTree(_behaviorTree);
|
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_blackboardComponent.SetCustomerData(inCustomerDataEntry.Id);
|
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// TODO : 1. Subtree - Action, Condition
|
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// TODO : 2. Blackboard
|
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_behaviorTree.StartBehavior();
|
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}
|
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}
|
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|
@ -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;
|
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if (_cachedSolvers.TryGetValue(type, out var cachedSolver))
|
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{
|
||||
return cachedSolver != null;
|
||||
}
|
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if (!FetchSolverTypeForInteraction(type, out var solverType)) return false;
|
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|
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if (transform.TryGetComponent(solverType, out var component) == false) return false;
|
||||
|
||||
@ -93,6 +95,24 @@ public bool CanSolveInteractionType(InteractionType type)
|
||||
return solver != null;
|
||||
}
|
||||
|
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public bool IsInteractionHidden(IInteractable interactable)
|
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{
|
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var interactionType = interactable.GetInteractionType();
|
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if (GetInteractionSolver(interactionType) is var solver)
|
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{
|
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if (solver != null && solver.CanSolveInteraction(this, interactable))
|
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{
|
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return false;
|
||||
}
|
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}
|
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return true;
|
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}
|
||||
|
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protected virtual bool FetchSolverTypeForInteraction(InteractionType type, out Type solverType)
|
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{
|
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return RestaurantInteractionEventSolvers.TypeToSolver.TryGetValue(type, out solverType);
|
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}
|
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|
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public bool CanInteractTo(IInteractable interactable, ScriptableObject payloadSo = null)
|
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{
|
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if (interactable == null) return false;
|
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|
@ -37,6 +37,11 @@ public bool CanSolveInteractionType(InteractionType interactionType)
|
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return _interactionComponent.CanSolveInteractionType(interactionType);
|
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}
|
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|
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public bool IsInteractionHidden(IInteractable interactable)
|
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{
|
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return _interactionComponent.IsInteractionHidden(interactable);
|
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}
|
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|
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public bool CanInteractTo(IInteractable interactable, ScriptableObject payloadSo = null)
|
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{
|
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return _interactionComponent.CanInteractTo(interactable, payloadSo);
|
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|
@ -185,8 +185,9 @@ protected IInteractable GetNearestInteractable()
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if (col.TryGetComponent<IInteractable>(out var interactable) == false) continue;
|
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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);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Sirenix.OdinInspector;
|
||||
@ -158,7 +159,11 @@ private InteractionOutlineType GetCurrentOutlineType()
|
||||
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;
|
||||
}
|
||||
|
@ -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)
|
||||
|
@ -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<T> solver)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user