클래스 이름 수정 - 접두사 제거

This commit is contained in:
Jeonghyeon Ha 2025-08-27 17:25:11 +09:00
parent 17ea4c85dc
commit e70df5b580
272 changed files with 87 additions and 86 deletions

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@ -1,4 +1,4 @@
namespace DDD
namespace DDD.Restaurant
{
public interface IMovementConstraint
{

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@ -46,7 +46,7 @@ public override TaskStatus OnUpdate()
if (_registerOnBlackboard)
{
// 하위 호환: 고객 전용 블랙보드 지원
var customerBlackboard = gameObject.GetComponent<IRestaurantCustomerBlackboard>();
var customerBlackboard = gameObject.GetComponent<ICustomerBlackboard>();
customerBlackboard?.SetCurrentInteractionTarget(outInteractable.gameObject);
}

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@ -8,16 +8,16 @@
namespace DDD.Restaurant
{
[RequireComponent(typeof(BehaviorTree))]
[RequireComponent(typeof(RestaurantCustomerBlackboardComponent))]
public class RestaurantCustomerAiComponent : MonoBehaviour, IRestaurantCustomerAi
[RequireComponent(typeof(CustomerBlackboardComponent))]
public class CustomerAiComponent : MonoBehaviour, ICustomerAi
{
protected BehaviorTree _behaviorTree;
protected RestaurantCustomerBlackboardComponent _blackboardComponent;
protected CustomerBlackboardComponent _blackboardComponent;
private void Awake()
{
_behaviorTree = GetComponent<BehaviorTree>();
_blackboardComponent = GetComponent<RestaurantCustomerBlackboardComponent>();
_blackboardComponent = GetComponent<CustomerBlackboardComponent>();
}
public async Task InitializeAi(CustomerData inCustomerData)

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@ -3,7 +3,7 @@
namespace DDD
{
public class RestaurantCustomerBlackboardComponent : MonoBehaviour, IRestaurantCustomerBlackboard, IAISharedBlackboard
public class CustomerBlackboardComponent : MonoBehaviour, ICustomerBlackboard, IAISharedBlackboard
{
private Subtree _subtree;
private GameObject _currentInteractionTarget;

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@ -3,7 +3,7 @@
namespace DDD
{
[RequireComponent(typeof(SpineController))]
public class RestaurantCharacterAnimation : MonoBehaviour
public class CharacterAnimation : MonoBehaviour
{
protected SpineController _spineController;

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@ -4,7 +4,7 @@
namespace DDD.Restaurant
{
public class RestaurantCharacterInteraction : MonoBehaviour, IInteractor, IEventHandler<RestaurantInteractionEvent>
public class CharacterInteraction : MonoBehaviour, IInteractor, IEventHandler<RestaurantInteractionEvent>
{
[EnumToggleButtons, SerializeField] protected InteractionType _availableInteractions;
[SerializeField, ReadOnly] protected Collider[] _nearColliders = new Collider[10];

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@ -2,18 +2,18 @@
namespace DDD
{
public class RestaurantCharacterMovement : MonoBehaviour
public class CharacterMovement : MonoBehaviour
{
private RestaurantCharacterMovementConstraint _constraint;
private CharacterMovementConstraint _constraint;
protected virtual void Awake()
{
_constraint = gameObject.AddComponent<RestaurantCharacterMovementConstraint>();
_constraint = gameObject.AddComponent<CharacterMovementConstraint>();
}
public virtual bool CanMove()
{
// Get all components implements IRestaurantMovementConstraint
var constraints = GetComponents<IRestaurantMovementConstraint>();
// Get all components implements IMovementConstraint
var constraints = GetComponents<IMovementConstraint>();
// TODO : Maybe need optimize GetComponents?
foreach (var movementConstraint in constraints)
{

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@ -0,0 +1,18 @@
using UnityEngine;
namespace DDD
{
[RequireComponent(typeof(CharacterAnimation))]
public class CharacterMovementConstraint : MonoBehaviour, IMovementConstraint
{
public bool IsBlockingMovement()
{
if (GetComponent<CharacterAnimation>().IsPlayingAnimation())
{
return true;
}
return false;
}
}
}

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@ -2,7 +2,7 @@
namespace DDD
{
public class RestaurantCharacterVisual : MonoBehaviour
public class CharacterVisual : MonoBehaviour
{
private ICurrentDirection _iCurrentDirection;

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@ -3,16 +3,16 @@
namespace DDD.Restaurant
{
[RequireComponent(typeof(RestaurantCharacterInteraction))]
[RequireComponent(typeof(CharacterInteraction))]
[RequireComponent(typeof(SpineController))]
public class RestaurantCharacter : MonoBehaviour, IGameCharacter, IInteractor
{
RestaurantCharacterInteraction _interactionComponent;
CharacterInteraction _interactionComponent;
protected SpineController _spineController;
protected virtual void Awake()
{
_interactionComponent = GetComponent<RestaurantCharacterInteraction>();
_interactionComponent = GetComponent<CharacterInteraction>();
_spineController = GetComponent<SpineController>();
foreach (var typeToSolver in RestaurantInteractionEventSolvers.TypeToSolver)
{

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@ -2,7 +2,7 @@
namespace DDD
{
public interface IRestaurantCustomerAi
public interface ICustomerAi
{
Task InitializeAi(CustomerData inCustomerData);
}

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@ -9,7 +9,7 @@ public enum RestaurantCustomerBlackboardKey
CurrentInteractionTarget,
}
public interface IRestaurantCustomerBlackboard
public interface ICustomerBlackboard
{
void SetCustomerData(CustomerData inCustomerData);
void SetCurrentInteractionTarget(GameObject targetGameObject);

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@ -1,6 +1,6 @@
namespace DDD
{
public interface IRestaurantMovementConstraint
public interface IMovementConstraint
{
public bool IsBlockingMovement();
}

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@ -5,22 +5,22 @@
namespace DDD.Restaurant
{
[RequireComponent(typeof(RestaurantCustomerAiComponent))]
public class CustomerCharacter : RestaurantNpcCharacter, ICustomerInitializer
[RequireComponent(typeof(CustomerAiComponent))]
public class CustomerCharacter : NpcCharacter, ICustomerInitializer
{
private CustomerData _customerData;
protected IRestaurantCustomerAi restaurantCustomerAi;
protected ICustomerAi _customerAi;
protected override void Awake()
{
base.Awake();
restaurantCustomerAi = GetComponent<IRestaurantCustomerAi>();
_customerAi = GetComponent<ICustomerAi>();
}
public void Initialize(CustomerData customerData)
{
_customerData = customerData;
restaurantCustomerAi.InitializeAi(_customerData);
_customerAi.InitializeAi(_customerData);
// 스킨 설정
_spineController.SetSkin(_customerData.SpineSkinKey);

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@ -3,8 +3,8 @@
namespace DDD.Restaurant
{
[RequireComponent(typeof(RestaurantNpcMovement))]
public class RestaurantNpcCharacter : RestaurantCharacter
[RequireComponent(typeof(NpcMovement))]
public class NpcCharacter : RestaurantCharacter
{
protected override void Awake()
{

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@ -4,7 +4,7 @@
namespace DDD
{
[RequireComponent(typeof(AIPath))]
public class RestaurantNpcMovement : RestaurantCharacterMovement, IAiMovement, ICurrentDirection
public class NpcMovement : CharacterMovement, IAiMovement, ICurrentDirection
{
private IAstarAI _iAstarAi;
private Vector3 _lastDirection = Vector3.forward;

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@ -2,34 +2,34 @@
namespace DDD.Restaurant
{
[RequireComponent(typeof(RestaurantPlayerMovement))]
public class RestaurantPlayerAnimation : RestaurantCharacterAnimation
[RequireComponent(typeof(PlayerMovement))]
public class PlayerAnimation : CharacterAnimation
{
private RestaurantPlayerMovement _restaurantPlayerMovement;
private PlayerMovement _playerMovement;
protected override void Awake()
{
base.Awake();
_restaurantPlayerMovement = GetComponent<RestaurantPlayerMovement>();
_playerMovement = GetComponent<PlayerMovement>();
}
protected override void Start()
{
base.Start();
_restaurantPlayerMovement.OnMoving += OnMove;
_restaurantPlayerMovement.OnDashing += OnDash;
_playerMovement.OnMoving += OnMove;
_playerMovement.OnDashing += OnDash;
}
protected override void OnDestroy()
{
base.OnDestroy();
if (_restaurantPlayerMovement)
if (_playerMovement)
{
_restaurantPlayerMovement.OnMoving -= OnMove;
_restaurantPlayerMovement.OnDashing -= OnDash;
_playerMovement.OnMoving -= OnMove;
_playerMovement.OnDashing -= OnDash;
}
}

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@ -2,8 +2,8 @@
namespace DDD.Restaurant
{
[RequireComponent(typeof(RestaurantPlayerMovement))]
public class RestaurantPlayerCharacter : RestaurantCharacter
[RequireComponent(typeof(PlayerMovement))]
public class PlayerCharacter : RestaurantCharacter
{
protected override void Awake()
{

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@ -3,7 +3,7 @@
namespace DDD.Restaurant
{
public class RestaurantPlayerInput : MonoBehaviour
public class PlayerInput : MonoBehaviour
{
private RestaurantPlayerData _playerDataSo;

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@ -4,7 +4,7 @@
namespace DDD.Restaurant
{
public class RestaurantPlayerInteraction : RestaurantCharacterInteraction
public class PlayerInteraction : CharacterInteraction
{
private RestaurantPlayerData _restaurantPlayerDataSo;

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@ -9,7 +9,7 @@ namespace DDD.Restaurant
{
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(BoxCollider))]
public class RestaurantPlayerMovement : RestaurantCharacterMovement, ICurrentDirection
public class PlayerMovement : CharacterMovement, ICurrentDirection
{
#region Fields

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@ -3,7 +3,7 @@
namespace DDD.Restaurant
{
public class RestaurantEnvironmentController : FlowController
public class EnvironmentController : FlowController
{
private RestaurantEnvironmentState _environmentState;
public override Task InitializeController()

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@ -3,7 +3,7 @@
namespace DDD
{
public class RestaurantGlobalMessageController : FlowController
public class GlobalMessageController : FlowController
{
private const string ReadyForRestaurantMessageKey = "ready_for_restaurant_message";
private const string RunRestaurantMessageKey = "run_restaurnat_message";

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@ -3,7 +3,7 @@
namespace DDD.Restaurant
{
public class RestaurantManagementController : FlowController
public class ManagementController : FlowController
{
public override Task InitializeController()
{

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@ -4,7 +4,7 @@
namespace DDD.Restaurant
{
public class RestaurantPlayerController : FlowController
public class PlayerController : FlowController
{
public override Task InitializeController()
{

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@ -7,7 +7,7 @@
namespace DDD.Restaurant
{
public class RestaurantRunController : FlowController
public class RunController : FlowController
{
private RestaurantCustomerState _restaurantCustomerStateSo;
private RestaurantRunState _restaurantRunStateSo;

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