인터랙션 숨김 조건 추가
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@ -98,6 +98,9 @@ GameObject:
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--- !u!114 &1332098886975329103
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@ -39,7 +39,7 @@ public InteractionDisplayParameters(string messageKey = "")
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public interface IInteractable
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{
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bool CanInteract();
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bool IsInteractionHidden();
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bool IsInteractionHidden(IInteractor interactor = null);
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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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@ -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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if (_targetOrderType == RestaurantOrderType.Wait)
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{
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// 레스토랑 주문 인터랙션 후보를 가져옴
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@ -54,7 +53,6 @@ public override TaskStatus OnUpdate()
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return TaskStatus.Failure;
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}
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}
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if (currentInteractable == null)
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{
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@ -84,7 +84,7 @@ public bool CanSolveInteractionType(InteractionType type)
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{
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if (_cachedSolvers.TryGetValue(type, out var cachedSolver)) return cachedSolver != null;
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if (RestaurantInteractionEventSolvers.TypeToSolver.TryGetValue(type, out var solverType) == false) return false;
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if (!FetchSolverTypeForInteraction(type, out var solverType)) return false;
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if (transform.TryGetComponent(solverType, out var component) == false) return false;
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@ -92,7 +92,12 @@ public bool CanSolveInteractionType(InteractionType type)
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_cachedSolvers[type] = solver;
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return solver != null;
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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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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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@ -185,7 +185,7 @@ protected IInteractable GetNearestInteractable()
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if (col.TryGetComponent<IInteractable>(out var interactable) == false) continue;
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var type = interactable.GetInteractionType();
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if (interactable.IsInteractionHidden()) continue;
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if (interactable.IsInteractionHidden(this)) continue;
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if (CanSolveInteractionType(type) == false) continue;
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float distance = Vector3.Distance(transform.position, col.transform.position);
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@ -198,5 +198,15 @@ protected IInteractable GetNearestInteractable()
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return closest;
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}
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protected override bool FetchSolverTypeForInteraction(InteractionType type, out Type solverType)
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{
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if (RestaurantInteractionEventSolvers.TypeToPlayerSolver.TryGetValue(type, out solverType))
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{
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return true;
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}
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return base.FetchSolverTypeForInteraction(type, out solverType);
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}
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}
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}
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@ -1,3 +1,4 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Sirenix.OdinInspector;
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@ -157,8 +158,8 @@ private InteractionOutlineType GetCurrentOutlineType()
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// IInteractable 인터페이스로 캐스팅하여 상태 확인
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if (_interactionComponent is not IInteractable interactable)
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return InteractionOutlineType.None;
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if (_interactionComponent.IsInteractionHidden())
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if (_interactionComponent.IsInteractionHidden(_interactor))
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{
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return InteractionOutlineType.None;
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}
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@ -67,11 +67,26 @@ public virtual bool CanInteract()
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return isInteractionVisible && hasValidSubsystem;
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}
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public virtual bool IsInteractionHidden()
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public virtual bool IsInteractionHidden(IInteractor interactor = null)
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{
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var currentGameFlowState = GameFlowManager.Instance.GameFlowDataSo.CurrentGameState;
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var flowDisabled = (currentGameFlowState & _interactionAvailableFlows) == 0;
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return flowDisabled;
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if (flowDisabled)
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{
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return true;
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}
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// only check if interactor is valid. if not, pass the check.
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if (interactor != null && HasSubsystem(_interactionType))
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{
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bool canSolve = interactor.CanSolveInteractionType(_interactionType);
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if (!canSolve)
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{
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return true;
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}
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}
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return false;
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}
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public virtual void OnInteracted(IInteractor interactor, ScriptableObject payload = null)
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@ -119,7 +134,7 @@ private bool HasSubsystem(InteractionType interactionType)
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private IInteractionSubsystemObject GetSubsystem(InteractionType interactionType)
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{
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return _subsystems.GetValueOrDefault(interactionType) as IInteractionSubsystemObject;
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return _subsystems.GetValueOrDefault(interactionType);
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}
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private bool TryGetSubsystem(InteractionType interactionType, out IInteractionSubsystemObject subsystem)
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