Merge pull request 'feature/restaurant_state' (#11) from feature/restaurant_state into develop
Reviewed-on: #11
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commit
944a83a896
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Data:
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@ -17,8 +17,8 @@ public enum GameFlowState
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public class GameFlowManager : Singleton<GameFlowManager>, IManager
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{
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public GameFlowDataSo GameFlowDataSo;
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public GameFlowAssetsSo GameFlowAssetsSo;
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public GameFlowSceneMappingSo GameFlowSceneMappingSo;
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public List<IGameFlowHandler> FlowHandlers = new List<IGameFlowHandler>();
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public void Init()
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{
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@ -69,27 +69,6 @@ private async Task ReadyNewFlow(GameFlowState newFlowState)
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{
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GameFlowDataSo.CurrentGameState = newFlowState;
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if (GameFlowAssetsSo.FlowItems.TryGetValue(newFlowState, out var stringKeys))
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{
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foreach (var key in stringKeys)
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{
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await AssetManager.LoadAsset<UnityEngine.Object>(key);
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}
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}
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if (GameFlowAssetsSo.FlowAssets.TryGetValue(newFlowState, out var assetRefs))
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{
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foreach (var assetRef in assetRefs)
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{
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var obj = await AssetManager.LoadAsset<UnityEngine.Object>(assetRef);
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if (obj is GameFlowReadyHandler handler)
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{
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await handler.OnReadyNewFlow(newFlowState);
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}
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}
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}
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OpenFlowScene(newFlowState);
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StartFlow();
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@ -3,7 +3,7 @@
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namespace DDD
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{
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public abstract class GameFlowReadyHandler : ScriptableObject
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public abstract class GameFlowTask : ScriptableObject
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{
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public abstract Task OnReadyNewFlow(GameFlowState newFlowState);
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}
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9
Assets/_DDD/_Scripts/GameFlow/IGameFlowHandler.cs
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9
Assets/_DDD/_Scripts/GameFlow/IGameFlowHandler.cs
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using System.Threading.Tasks;
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namespace DDD
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{
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public interface IGameFlowHandler
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{
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public Task OnReadyNewFlow(GameFlowState newFlowState);
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}
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}
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3
Assets/_DDD/_Scripts/GameFlow/IGameFlowHandler.cs.meta
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3
Assets/_DDD/_Scripts/GameFlow/IGameFlowHandler.cs.meta
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fileFormatVersion: 2
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guid: 57907d840def417997b2511445a85da5
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timeCreated: 1752732011
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@ -4,7 +4,7 @@
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namespace DDD
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{
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[CreateAssetMenu(fileName = "CreateRestaurantPlayer", menuName = "GameFlow/CreateRestaurantPlayer")]
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public class CreateRestaurantPlayer : GameFlowReadyHandler
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public class CreateRestaurantPlayer : GameFlowTask
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{
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[SerializeField]
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private Vector3 _spawnPosition;
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3
Assets/_DDD/_Scripts/RestaurantController.meta
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3
Assets/_DDD/_Scripts/RestaurantController.meta
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fileFormatVersion: 2
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guid: f3de96aa3cc24115ac3b7531effd5040
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timeCreated: 1752730369
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@ -0,0 +1,76 @@
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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 RestaurantController : Singleton<RestaurantController>, IManager, IGameFlowHandler
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{
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private RestaurantEnvironmentState _restaurantEnvironmentState;
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public RestaurantEnvironmentState RestaurantEnvironmentState => _restaurantEnvironmentState;
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// TODO : GameManager에 등록되게 So에 추가해주세요.
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public void Init()
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{
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LoadOrCreateRestaurantState();
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RegisterFlowHandler();
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}
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public void PostInit()
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{
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GenerateDummyEnvironmentProps();// XXX : DUMMY! REMOVE THIS
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}
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private void RegisterFlowHandler()
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{
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GameFlowManager.Instance.FlowHandlers.Add(this);
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}
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private void LoadOrCreateRestaurantState()
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{
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// TODO : Load states from saved files. if none, create them.
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_restaurantEnvironmentState = new RestaurantEnvironmentState();
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}
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private void GenerateDummyEnvironmentProps()
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{
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// Make dummy placement data
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foreach (EnvironmentData prop in DataManager.Instance.EnvironmentDataSo.GetDataList())
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{
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if (prop.EnvironmentType != EnvironmentType.Prop)
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{
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continue;
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}
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for (int i = 0; i < 10; i++)
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{
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// Make random position
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Vector2 randomPos = new Vector2(
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Random.Range(-10f, 10f),
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Random.Range(10f, 20f)
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);
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RestaurantEnvironmentData randomPropData = new RestaurantEnvironmentData();
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randomPropData.Position = randomPos;
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randomPropData.Id = prop.Id;
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_restaurantEnvironmentState.RestaurantEnvironmentProps.Add(randomPropData);
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}
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}
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}
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public Task OnReadyNewFlow(GameFlowState newFlowState)
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{
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if (newFlowState == GameFlowState.ReadyForRestaurant)
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{
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CreateRestaurantPlayer createRestaurantPlayerJob = new CreateRestaurantPlayer();
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CreateEnvironment createEnvironmentJob = new CreateEnvironment();
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var playerHandle = createRestaurantPlayerJob.OnReadyNewFlow(newFlowState);
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var propHandle = createEnvironmentJob.OnReadyNewFlow(newFlowState);
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// Combine handles and return it
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return Task.WhenAll(playerHandle, propHandle);
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}
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return Task.CompletedTask;
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}
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: e51cd804b1464fb282ba2729ddffae69
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timeCreated: 1752730386
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@ -4,34 +4,18 @@
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namespace DDD
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{
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[CreateAssetMenu(fileName = "CreateEnvironment", menuName = "GameFlow/CreateEnvironment")]
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public class CreateEnvironment : GameFlowReadyHandler
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public class CreateEnvironment : GameFlowTask
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{
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public override async Task OnReadyNewFlow(GameFlowState newFlowState)
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{
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var baseRestaurantEnvironmentPrefab = await AssetManager.LoadAsset<GameObject>(CommonConstants.BaseRestaurantEnvironment);
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for (int i = 0; i < 10; i++)
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var props = RestaurantController.Instance.RestaurantEnvironmentState.RestaurantEnvironmentProps;
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foreach (var prop in props)
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{
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var restaurantEnvironment = Instantiate(baseRestaurantEnvironmentPrefab).GetComponent<RestaurantEnvironment>();
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restaurantEnvironment.Initialize("Item_Environment_001");
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}
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for (int i = 0; i < 10; i++)
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{
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var restaurantEnvironment = Instantiate(baseRestaurantEnvironmentPrefab).GetComponent<RestaurantEnvironment>();
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restaurantEnvironment.Initialize("Item_Environment_002");
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}
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for (int i = 0; i < 10; i++)
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{
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var restaurantEnvironment = Instantiate(baseRestaurantEnvironmentPrefab).GetComponent<RestaurantEnvironment>();
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restaurantEnvironment.Initialize("Item_Environment_003");
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}
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for (int i = 0; i < 10; i++)
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{
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var restaurantEnvironment = Instantiate(baseRestaurantEnvironmentPrefab).GetComponent<RestaurantEnvironment>();
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restaurantEnvironment.Initialize("Item_Environment_004");
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var restaurantEnvironment =
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Instantiate(baseRestaurantEnvironmentPrefab).GetComponent<RestaurantEnvironment>();
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restaurantEnvironment.Initialize(prop);
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}
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}
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}
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@ -12,11 +12,11 @@ public class RestaurantEnvironment : MonoBehaviour
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private Transform _visualLook;
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private Renderer _renderer;
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public async void Initialize(string id)
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public async void Initialize(RestaurantEnvironmentData data)
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{
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await DataManager.Instance.WaitUntilInitialized();
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EnvironmentData environmentData = DataManager.Instance.EnvironmentDataSo.GetDataById(id);
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EnvironmentData environmentData = DataManager.Instance.EnvironmentDataSo.GetDataById(data.Id);
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_collider = GetComponent<Collider>();
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_visualLook = transform.Find(CommonConstants.VisualLook);
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@ -48,12 +48,7 @@ public async void Initialize(string id)
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_collider.isTrigger = environmentData.IsTrigger == 1;
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Vector2 randomPos = new Vector2(
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Random.Range(-10f, 10f),
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Random.Range(10f, 20f)
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);
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transform.position = new Vector3(randomPos.x, 0f, randomPos.y);
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transform.position = new Vector3(data.Position.x, 0f, data.Position.y);
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transform.localScale = Vector3.one * environmentData.Size;
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}
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}
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3
Assets/_DDD/_Scripts/RestaurantState.meta
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3
Assets/_DDD/_Scripts/RestaurantState.meta
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fileFormatVersion: 2
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guid: d3f6e4fcc2934f36970e3a1077fb3c70
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timeCreated: 1752729763
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@ -0,0 +1,13 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace DDD
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{
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// [CreateAssetMenu(fileName = "FILENAME", menuName = "MENUNAME", order = 0)]
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public class RestaurantEnvironmentState : ScriptableObject
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{
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// TODO : Public???
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public List<RestaurantEnvironmentData> RestaurantEnvironmentProps = new List<RestaurantEnvironmentData>();
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public List<RestaurantEnvironmentData> RestaurantEnvironmentObjects = new List<RestaurantEnvironmentData>();
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 0c87c6773ca54d81ab1d8c2e218081c4
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timeCreated: 1752729814
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