Merge remote-tracking branch 'origin/develop' into develop

# Conflicts:
#	Assets/_DDD/_Scripts/Restaurant/Character/AI/Customer/CustomerAiComponent.cs
#	Assets/_DDD/_Scripts/Restaurant/Character/AI/Customer/CustomerBlackboardComponent.cs
#	Assets/_DDD/_Scripts/Restaurant/Character/Interfaces/ICustomerBlackboard.cs
This commit is contained in:
NTG 2025-08-28 13:06:46 +09:00
commit 86c0f67c7c
23 changed files with 240 additions and 201 deletions

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@ -426,7 +426,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 81e01dd8c1cc3404d805400eba1bb4ae, type: 3}
m_Name:
m_EditorClassIdentifier:
_availableInteractions: 5
_availableInteractions: 7
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@ -9,7 +9,7 @@ namespace DDD
/// </summary>
public interface IAISharedBlackboard
{
void SetCurrentInteractionTarget(GameObject targetGameObject);
GameObject GetCurrentInteractionTarget();
void SetBlackboardGameObject(string key, GameObject inGameObject);
GameObject GetBlackboardGameObject(string key);
}
}

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@ -10,7 +10,6 @@ public enum InteractionType : uint
None = 0u,
RestaurantManagement = 1u << 0,
RestaurantOrder = 1u << 1,
RestaurantMeal = 1u << 2,
RestaurantCook = 1u << 3,
All = 0xFFFFFFFFu
}

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@ -12,11 +12,7 @@ public class LookAtInteractionTarget : Action
{
[Header("Target Settings")]
[Tooltip("InteractionPoints를 사용해 가장 적절한 지점을 바라봄")]
[SerializeField] private bool useInteractionPoints = true;
[Header("Update Settings")]
[Tooltip("프레임마다 갱신하여 지속적으로 바라볼지 (Running 반환) 여부. 비활성화 시 1회만 시도하고 성공 처리")]
[SerializeField] private bool continuousUpdate = true;
[SerializeField] private bool _useInteractionPoints = true;
// Visual 전용 컴포넌트(나중 구현)를 위한 최소 인터페이스
// 실제 구현은 Spine/애니메이션 제어 컴포넌트에서 이 인터페이스를 구현하세요.
@ -30,84 +26,63 @@ public interface ILookAtVisual
void EndLookAt();
}
private ILookAtVisual visual;
private GameObject cachedTarget;
private bool isLooking;
private Vector3 currentLookPosition;
private ILookAtVisual _visual;
private GameObject _cachedTarget;
private bool _isLooking;
private Vector3 _currentLookPosition;
public override void OnStart()
{
visual = gameObject.GetComponentInParent<ILookAtVisual>();
cachedTarget = null;
isLooking = false;
_visual = gameObject.GetComponentInParent<ILookAtVisual>();
_isLooking = false;
var blackboard = gameObject.GetComponent<IAISharedBlackboard>();
_cachedTarget = blackboard.GetBlackboardGameObject(nameof(RestaurantCustomerBlackboardKey.CurrentInteractionTarget));
}
public override TaskStatus OnUpdate()
{
var target = GetTarget();
if (target == null)
{
if (_cachedTarget == null)
{
if (isLooking)
if (_isLooking)
{
// 타겟이 사라졌다면 정리
visual?.EndLookAt();
isLooking = false;
_visual?.EndLookAt();
_isLooking = false;
}
return TaskStatus.Success;
}
currentLookPosition = CalculateLookPosition(target);
_currentLookPosition = CalculateLookPosition(_cachedTarget);
if (!isLooking)
if (!_isLooking)
{
visual?.TryBeginLookAt(currentLookPosition);
isLooking = true;
_visual?.TryBeginLookAt(_currentLookPosition);
_isLooking = true;
}
else
{
visual?.UpdateLookAt(currentLookPosition);
_visual?.UpdateLookAt(_currentLookPosition);
}
// 연속 업데이트면 Running, 아니면 1회만 시도 후 Success 반환
return continuousUpdate ? TaskStatus.Running : TaskStatus.Success;
return TaskStatus.Success;
}
public override void OnEnd()
{
if (isLooking)
if (_isLooking)
{
visual?.EndLookAt();
isLooking = false;
_visual?.EndLookAt();
_isLooking = false;
}
cachedTarget = null;
}
private GameObject GetTarget()
{
// 캐시된 타겟이 유효하면 재사용
if (IsValidTarget(cachedTarget))
return cachedTarget;
// 블랙보드에서 타겟 검색
cachedTarget = gameObject.GetComponent<IAISharedBlackboard>()
?.GetCurrentInteractionTarget();
if (IsValidTarget(cachedTarget))
return cachedTarget;
// Interactor의 포커스된 타겟 검색
var interactor = gameObject.GetComponent<IInteractor>();
var focusedInteractable = interactor?.GetFocusedInteractable();
cachedTarget = focusedInteractable?.GetInteractableGameObject();
return cachedTarget;
_cachedTarget = null;
}
private static bool IsValidTarget(GameObject target) => target != null && target;
private Vector3 CalculateLookPosition(GameObject target)
{
if (!useInteractionPoints)
if (!_useInteractionPoints)
return target.transform.position;
if (target.TryGetComponent<RestaurantInteractionComponent>(out var ric))

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@ -1,5 +1,6 @@
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using Unity.VisualScripting;
using UnityEngine;
namespace DDD.Restaurant
@ -19,39 +20,45 @@ public class MoveToInteractionTarget : Action
[Tooltip("목적지 재계산 주기(초), 0 이하면 비활성화")]
[SerializeField] private float repathInterval = 0.5f;
[Header("Debug Settings")]
[Tooltip("디버그 드로우 활성화")]
[SerializeField] private bool enableDebugDraw = true;
[Tooltip("디버그 선 색상")]
[SerializeField] private Color debugLineColor = Color.red;
[Tooltip("타겟 위치 기즈모 색상")]
[SerializeField] private Color targetGizmoColor = Color.yellow;
private IAiMovement _movement;
private float _repathTimer;
private Vector3 _currentDestination;
private bool _isMoving;
private GameObject _target;
public override void OnStart()
{
_movement = gameObject.GetComponent<IAiMovement>();
_repathTimer = 0f;
_isMoving = false;
Debug.Log($"MoveToInteractionTarget - GameObject: {gameObject.name}");
var blackboard = gameObject.GetComponent<IAISharedBlackboard>();
_target = blackboard.GetBlackboardGameObject(nameof(RestaurantCustomerBlackboardKey.CurrentInteractionTarget));
}
public override TaskStatus OnUpdate()
{
if (_movement == null)
return TaskStatus.Failure;
var target = GetTarget();
if (target == null)
if (_target == null)
{
return TaskStatus.Running; // If has no target, stuck in this state
return TaskStatus.Failure;
}
Debug.Log(target.name);
if (ShouldUpdateDestination())
{
_currentDestination = CalculateDestination(target);
_currentDestination = CalculateDestination(_target);
StartOrUpdateMovement();
}
return CheckMovementCompletion();
}
@ -59,14 +66,72 @@ public override void OnEnd()
{
StopMovement();
}
private GameObject GetTarget()
protected override void OnDrawGizmos()
{
// Interactor의 포커스된 타겟 검색
var interactor = gameObject.GetComponent<IInteractor>();
var focusedInteractable = interactor?.GetFocusedInteractable();
if (focusedInteractable != null) return focusedInteractable.GetInteractableGameObject();
return null;
if (!enableDebugDraw || _target == null) return;
// 타겟 이름을 자신의 게임오브젝트 위에 표시
#if UNITY_EDITOR
UnityEditor.Handles.Label(transform.position + Vector3.up * 2f,
$"Target: {_target.name}");
#endif
// 타겟 위치에 기즈모 그리기
Gizmos.color = targetGizmoColor;
if (_isMoving && _currentDestination != Vector3.zero)
{
Gizmos.DrawWireSphere(_currentDestination, 0.5f);
}
else if (_target != null)
{
Gizmos.DrawWireSphere(_target.transform.position, 0.5f);
}
// 현재 위치에서 타겟까지 직선 그리기
Gizmos.color = debugLineColor;
Vector3 targetPos = _isMoving && _currentDestination != Vector3.zero
? _currentDestination
: (_target != null ? _target.transform.position : Vector3.zero);
if (targetPos != Vector3.zero)
{
Gizmos.DrawLine(transform.position, targetPos);
}
// 현재 오브젝트 위치에 작은 기즈모 그리기
Gizmos.color = Color.blue;
Gizmos.DrawWireCube(transform.position, Vector3.one * 0.3f);
}
protected override void OnDrawGizmosSelected()
{
if (!enableDebugDraw || _target == null) return;
// 선택되었을 때 추가 정보 표시
#if UNITY_EDITOR
Vector3 targetPos = _isMoving && _currentDestination != Vector3.zero
? _currentDestination
: _target.transform.position;
float distance = Vector3.Distance(transform.position, targetPos);
UnityEditor.Handles.Label(targetPos + Vector3.up * 1f,
$"Distance: {distance:F2}m\nStopping: {stoppingDistance:F2}m");
// InteractionPoints가 있다면 모두 표시
if (useInteractionPoints && _target.TryGetComponent<RestaurantInteractionComponent>(out var ric))
{
var points = ric.GetInteractionPoints();
if (points != null && points.Length > 0)
{
Gizmos.color = Color.cyan;
foreach (var point in points)
{
Gizmos.DrawWireSphere(point, 0.2f);
}
}
}
#endif
}
private bool ShouldUpdateDestination()

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@ -188,7 +188,7 @@ public void Execute(ref DynamicBuffer<BranchComponent> branchComponents,
branchComponents[taskComponent.BranchIndex] = branchComponent;
continue;
}
else if (taskComponent.Status != TaskStatus.Running)
if (taskComponent.Status != TaskStatus.Running)
{
continue;
}

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@ -12,6 +12,8 @@ public class StartRestaurantOrder : Action
[SerializeField] private bool _requireCanInteract = true;
[Tooltip("성공 시 블랙보드에 현재 인터랙션 대상을 등록합니다")]
[SerializeField] private bool _registerOnBlackboard = true;
[Tooltip("성공 시 블랙보드에 현재 인터랙션 대상을 등록합니다")]
[SerializeField] private bool _UnregisterOnBlackboard = false;
private IInteractor _interactor;
private bool _isGetInteractor;
@ -19,6 +21,7 @@ public class StartRestaurantOrder : Action
public override void OnStart()
{
_isGetInteractor = gameObject.TryGetComponent(out _interactor);
if (!_isGetInteractor)
Debug.LogError($"[{GetType().Name}] IInteractor를 찾을 수 없습니다: {gameObject.name}");
}
@ -43,9 +46,14 @@ public override TaskStatus OnUpdate()
if (_registerOnBlackboard)
{
// 하위 호환: 고객 전용 블랙보드 지원
var customerBlackboard = gameObject.GetComponent<ICustomerBlackboard>();
customerBlackboard?.SetCurrentInteractionTarget(outInteractable.gameObject);
var customerBlackboard = gameObject.GetComponent<IAISharedBlackboard>();
customerBlackboard?.SetBlackboardGameObject(nameof(RestaurantCustomerBlackboardKey.CurrentInteractionTarget), outInteractable.gameObject);
}
if (_UnregisterOnBlackboard)
{
var customerBlackboard = gameObject.GetComponent<IAISharedBlackboard>();
customerBlackboard?.SetBlackboardGameObject(nameof(RestaurantCustomerBlackboardKey.CurrentInteractionTarget), null);
}
return TaskStatus.Success;

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@ -8,78 +8,42 @@ namespace DDD.Restaurant
//차후 제네릭으로 변경 가능성 있음
public class WaitForPlayerInteraction : Action
{
[Tooltip("기다릴 상호작용 타입")]
[SerializeField] private RestaurantMealType _targetOrderType = RestaurantMealType.WaitForOrder;
private IInteractionSubsystemObject<RestaurantMealType> _interactionSubsystem;
[SerializeField] private RestaurantOrderType _targetOrderType;
private IInteractionSubsystemObject<RestaurantOrderType> _interactionSubsystem;
private bool _isGetInteractionSubsystem;
public override void OnStart()
{
// 의자가 복합 상태를 가지게 될 경우
// GameObject interactionTarget = null;
// var shared = gameObject.GetComponentInChildren<IAISharedBlackboard>();
// if (shared != null)
// {
// interactionTarget = shared.GetCurrentInteractionTarget();
// }
// else
// {
// // 하위 호환: 고객 전용 블랙보드 지원
// var customerBb = gameObject.GetComponentInParent<IRestaurantCustomerBlackboard>();
// interactionTarget = customerBb?.GetCurrentInteractionTarget();
// }
//
// if (interactionTarget == null)
// {
// Debug.LogError($"[{GetType().Name}] interactionTarget을 찾을 수 없습니다: {gameObject.name}");
// return;
// }
//
// if (!interactionTarget.TryGetComponent<RestaurantInteractionComponent>(out var interactionComponent))
// Debug.LogError($"[{interactionTarget.name}] {nameof(interactionComponent)}를 찾을 수 없습니다: {gameObject.name}");
// if (interactionComponent is IInteractionSubsystemOwner subsystemOwner)
// {
// if (!subsystemOwner.TryGetSubsystemObject<RestaurantMealType>(out var subsystem))
// {
// Debug.LogError($"[{GetType().Name}] {nameof(_targetOrderType)}의 Subsystem을 찾을 수 없습니다: {gameObject.name}");
// _isGetInteractionSubsystem = false;
// return;
// }
//
// _isGetInteractionSubsystem = true;
// subsystem.SetInteractionSubsystemType(_targetOrderType);
//
// if (!gameObject.TryGetComponent<IInteractor>(out var interactor))
// {
// Debug.LogError($"[{GetType().Name}] IInteractor를 찾을 수 없습니다: {gameObject.name}");
// return;
// }
//
// interactor.CanInteractTo(interactionComponent);
//
// _interactionSubsystem = subsystem;
// }
GameObject interactionTarget = null;
if (!gameObject.TryGetComponent<IAISharedBlackboard>(out var sharedBlackboard)) return;
interactionTarget =
sharedBlackboard.GetBlackboardGameObject(
nameof(RestaurantCustomerBlackboardKey.CurrentInteractionTarget));
if (!gameObject.TryGetComponent<RestaurantInteractionComponent>(out var interactionComponent))
if (interactionTarget == null)
{
Debug.LogError($"[{GetType().Name}]에서 interactionComponent를 찾을 수 없습니다: {gameObject.name}");
Debug.LogError($"[{GetType().Name}] interactionTarget을 찾을 수 없습니다: {gameObject.name}");
return;
}
if (!interactionTarget.TryGetComponent<RestaurantInteractionComponent>(out var interactionComponent))
Debug.LogError(
$"[{interactionTarget.name}] {nameof(interactionComponent)}를 찾을 수 없습니다: {gameObject.name}");
if (interactionComponent is not IInteractionSubsystemOwner subsystemOwner)
{
Debug.LogError($"[{GetType().Name}]에서 {nameof(IInteractionSubsystemOwner)}를 찾을 수 없습니다: {gameObject.name}");
Debug.LogError(
$"[{GetType().Name}]에서 {nameof(IInteractionSubsystemOwner)}를 찾을 수 없습니다: {gameObject.name}");
return;
}
if (!subsystemOwner.TryGetSubsystemObject(out _interactionSubsystem))
{
Debug.LogError($"[{GetType().Name}]에서 {nameof(IInteractionSubsystemObject)}를 찾을 수 없습니다: {gameObject.name}");
Debug.LogError(
$"[{GetType().Name}]에서 {nameof(IInteractionSubsystemObject)}를 찾을 수 없습니다: {gameObject.name}");
return;
}
_interactionSubsystem.SetInteractionSubsystemType(_targetOrderType);
_isGetInteractionSubsystem = true;
}
@ -91,7 +55,7 @@ public override TaskStatus OnUpdate()
if (result == TaskStatus.Success) Debug.Log($"[{GetType().Name}] Success");
return result;
}
private TaskStatus CheckToSubsystemStatus()
{
return _interactionSubsystem.GetInteractionSubsystemType() == _targetOrderType

View File

@ -47,8 +47,8 @@ private async Task InitializeAiInternal(CustomerDataEntry inCustomerDataEntry)
}
_behaviorTree.Subgraph = subtree;
_blackboardComponent.InitializeWithBehaviorTree(subtree);
_blackboardComponent.SetCustomerData(inCustomerDataEntry);
_blackboardComponent.InitializeWithBehaviorTree(_behaviorTree);
_blackboardComponent.SetCustomerData(inCustomerDataEntry.Id);
// TODO : 1. Subtree - Action, Condition
// TODO : 2. Blackboard
_behaviorTree.StartBehavior();

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@ -5,35 +5,34 @@ namespace DDD
{
public class CustomerBlackboardComponent : MonoBehaviour, ICustomerBlackboard, IAISharedBlackboard
{
private Subtree _subtree;
private GameObject _currentInteractionTarget;
public void InitializeWithBehaviorTree(Subtree subtree)
// private Subtree _behaviorTree;
private BehaviorTree _behaviorTree;
public void InitializeWithBehaviorTree(BehaviorTree inBehaviorTree)
{
_subtree = subtree;
if (_subtree != null)
_behaviorTree = inBehaviorTree;
if (_behaviorTree)
{
_subtree.SetVariableValue(nameof(RestaurantCustomerBlackboardKey.SelfGameObject), gameObject);
_behaviorTree.SetVariableValue(nameof(RestaurantCustomerBlackboardKey.SelfGameObject), gameObject);
}
}
public void SetCustomerData(CustomerDataEntry inCustomerDataEntry)
public void SetCustomerData(string inCustomerDataId)
{
if (_subtree == null) return;
_subtree.SetVariableValue(nameof(RestaurantCustomerBlackboardKey.CustomerData), inCustomerDataEntry);
if (!_behaviorTree) return;
_behaviorTree.SetVariableValue(nameof(RestaurantCustomerBlackboardKey.CustomerDataId), inCustomerDataId);
}
public void SetBlackboardGameObject(string key, GameObject inGameObject)
{
if (_behaviorTree == null) return;
_behaviorTree.SetVariableValue(key, inGameObject);
}
public void SetCurrentInteractionTarget(GameObject targetGameObject)
public GameObject GetBlackboardGameObject(string key)
{
_currentInteractionTarget = targetGameObject;
if (_subtree == null) return;
_subtree.SetVariableValue(nameof(RestaurantCustomerBlackboardKey.CurrentInteractionTarget), targetGameObject);
}
public GameObject GetCurrentInteractionTarget()
{
// 캐시 우선 반환. 필요 시 Subtree에서 직접 조회하도록 확장 가능.
return _currentInteractionTarget;
if (_behaviorTree == null) return null;
return _behaviorTree.GetVariable<GameObject>(key)?.Value;
}
}
}

View File

@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
@ -99,5 +100,27 @@ public bool CanInteractTo(IInteractable interactable, ScriptableObject payloadSo
if (TryGetSolverFor(interactable, out var solver) == false) return false;
return solver.CanExecuteInteraction(this, interactable, payloadSo);
}
public virtual void InitializeSolvers()
{
var typesToSolver = RestaurantInteractionEventSolvers.TypeToSolver;
InitializeInteractionSolvers(typesToSolver);
}
protected void InitializeInteractionSolvers(Dictionary<InteractionType, Type> typesToSolver)
{
foreach (var typeToSolver in typesToSolver)
{
var flag = typeToSolver.Key;
if (flag == InteractionType.None) continue;
if ((AvailableInteractions & flag) == 0) continue;
if (!TryGetComponent(typeToSolver.Value, out _))
{
gameObject.AddComponent(typeToSolver.Value);
}
}
}
}
}

View File

@ -13,19 +13,8 @@ public class RestaurantCharacter : MonoBehaviour, IGameCharacter, IInteractor
protected virtual void Awake()
{
_interactionComponent = GetComponent<CharacterInteraction>();
_interactionComponent.InitializeSolvers();
_spineController = GetComponent<SpineController>();
foreach (var typeToSolver in RestaurantInteractionEventSolvers.TypeToSolver)
{
var flag = typeToSolver.Key;
if (flag == InteractionType.None) continue;
if ((_interactionComponent.AvailableInteractions & flag) == 0) continue;
if (!TryGetComponent(typeToSolver.Value, out _))
{
gameObject.AddComponent(typeToSolver.Value);
}
}
}
protected virtual void Start()

View File

@ -5,14 +5,12 @@ namespace DDD
public enum RestaurantCustomerBlackboardKey
{
SelfGameObject,
CustomerData,
CustomerDataId,
CurrentInteractionTarget,
}
public interface ICustomerBlackboard
{
void SetCustomerData(CustomerDataEntry inCustomerDataEntry);
void SetCurrentInteractionTarget(GameObject targetGameObject);
GameObject GetCurrentInteractionTarget();
void SetCustomerData(string inCustomerDataId);
}
}

View File

@ -1,3 +1,5 @@
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.InputSystem;
@ -35,6 +37,18 @@ private Task Initialize()
return Task.CompletedTask;
}
public override void InitializeSolvers()
{
var typesToSolver = RestaurantInteractionEventSolvers.TypeToSolver;
var playerSolver = RestaurantInteractionEventSolvers.TypeToPlayerSolver;
foreach(var pair in playerSolver)
{
typesToSolver.Remove(pair.Key);
}
InitializeInteractionSolvers(typesToSolver);
InitializeInteractionSolvers(playerSolver);
}
protected override void OnDestroy()
{
base.OnDestroy();

View File

@ -1,4 +1,5 @@
using System;
using Unity.VisualScripting;
using UnityEngine;
namespace DDD
@ -23,11 +24,13 @@ public RestaurantMealType GetInteractionSubsystemType()
public void SetInteractionSubsystemType(RestaurantMealType inValue)
{
Debug.Log($"[{gameObject.GetHashCode()}, {GetType().Name}] SetInteractionSubsystemType {inValue.ToString()}");
_currentRestaurantMealType = inValue;
}
public void InitializeSubsystem()
{
Debug.Log($"[{gameObject.GetHashCode()}, {GetType().Name}] InitializeSubsystem");
_currentRestaurantMealType = RestaurantMealType.None;
}
@ -38,6 +41,7 @@ public bool CanInteract()
public bool OnInteracted(IInteractor interactor, ScriptableObject payloadSo = null)
{
Debug.Log($"[{gameObject.GetHashCode()}, {GetType().Name}] OnInteracted");
var prev = _currentRestaurantMealType;
_currentRestaurantMealType = GetNextState(prev);
return true;

View File

@ -13,7 +13,6 @@ public static class RestaurantInteractionSubsystems
{
{InteractionType.RestaurantOrder, typeof(InteractionSubsystem_Order)},
{InteractionType.RestaurantManagement, typeof(InteractionSubsystem_Management)},
{InteractionType.RestaurantMeal, typeof(InteractionSubsystem_Meal)}
};
}

View File

@ -10,9 +10,12 @@ public static class RestaurantInteractionEventSolvers
{
{InteractionType.RestaurantManagement, typeof(RestaurantManagementSolver)},
{InteractionType.RestaurantOrder, typeof(RestaurantOrderSolver)},
{InteractionType.RestaurantMeal, typeof(RestaurantMealSolver)},
{InteractionType.RestaurantCook, typeof(RestaurantCookSolver)}
};
public static Dictionary<InteractionType, Type> TypeToPlayerSolver = new()
{
{InteractionType.RestaurantOrder, typeof(RestaurantOrderPlayerSolver)},
};
}
public class RestaurantInteractionEvent : IEvent

View File

@ -10,9 +10,19 @@ public class RestaurantOrderSolver : RestaurantSubsystemSolver<RestaurantOrderTy
{
{ RestaurantOrderType.Wait, typeof(RestaurantOrderSolver_Wait) },
{ RestaurantOrderType.Reserved, typeof(RestaurantOrderSolver_Reserved) },
{ RestaurantOrderType.Busy, typeof(RestaurantOrderSolver_Busy) },
};
protected override Dictionary<RestaurantOrderType, Type> GetSubsystemSolverTypeMappings()
{
return _typeToOrderSolver;
}
}
public class RestaurantOrderPlayerSolver : RestaurantSubsystemSolver<RestaurantOrderType>
{
private Dictionary<RestaurantOrderType, Type> _typeToOrderSolver = new()
{
{ RestaurantOrderType.Order, typeof(RestaurantOrderSolver_Order) },
{ RestaurantOrderType.Serve, typeof(RestaurantOrderSolver_Serve) },
{ RestaurantOrderType.Busy, typeof(RestaurantOrderSolver_Busy) },
{ RestaurantOrderType.Dirty, typeof(RestaurantOrderSolver_Dirty) }
};
protected override Dictionary<RestaurantOrderType, Type> GetSubsystemSolverTypeMappings()

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using UnityEngine;
namespace DDD.Restaurant
{
public class PropUiDisplayComponent : MonoBehaviour
{
}
}

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