This commit is contained in:
Nam Tae Gun 2024-12-20 14:11:56 +09:00
parent 8bb511eecf
commit 1faa4e36b7
23 changed files with 287 additions and 73 deletions

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@ -174,12 +174,7 @@ namespace BlueWater.Players.Tycoons
private void Die() private void Die()
{ {
int currentGold = TycoonManager.Instance.TycoonStatus.CurrentGold;
float endGoldMultiplier = -0.5f + TycoonManager.Instance.TycoonStatus.EndGoldMultiplier;
int addedGold = Mathf.RoundToInt(currentGold * endGoldMultiplier);
int saveGold = currentGold + addedGold;
ES3.Save(SaveData.EndGold, saveGold);
ES3.Save(SaveData.CompleteFirstGame, true);
} }
public void MakeCocktailCompleted(CocktailData cocktailData, bool isMadePlayer) public void MakeCocktailCompleted(CocktailData cocktailData, bool isMadePlayer)

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@ -169,8 +169,15 @@ namespace BlueWater.Tycoons
if (CurrentAmount <= 0) return 0; if (CurrentAmount <= 0) return 0;
if (CurrentAmount >= MaxFill) return 4; if (CurrentAmount >= MaxFill) return 4;
float range = MaxFill / 3f; int range = (int)(MaxFill / 3f);
return (int)(CurrentAmount / range) + 1; int level = CurrentAmount / range;
return level switch
{
0 => 1,
1 => 2,
_ => 3
};
} }
private void IdleAnimation() private void IdleAnimation()

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@ -273,8 +273,16 @@ namespace BlueWater.Tycoons
if (CurrentAmount <= 0) return 0; if (CurrentAmount <= 0) return 0;
if (CurrentAmount >= MaxFill) return 5; if (CurrentAmount >= MaxFill) return 5;
int range = MaxFill / 5; int range = (int)(MaxFill / 4f);
return CurrentAmount / range + 1; int level = CurrentAmount / range;
return level switch
{
0 => 1,
1 => 2,
2 => 3,
_ => 4
};
} }
private void IdleAnimation() private void IdleAnimation()

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@ -1,4 +1,5 @@
using System.Collections; using System.Collections;
using System.Collections.Generic;
using BlueWater.Audios; using BlueWater.Audios;
using BlueWater.Uis; using BlueWater.Uis;
using BlueWater.Utility; using BlueWater.Utility;
@ -65,6 +66,7 @@ namespace BlueWater.Titles
public Material inkMaterialInstance { get; private set; } public Material inkMaterialInstance { get; private set; }
private Queue<string> _waitingTutorials = new();
private PlayerInputKeyManager _playerInputKeyManager; private PlayerInputKeyManager _playerInputKeyManager;
private InputAction _interactionEAction; private InputAction _interactionEAction;
private InputAction _openAction; private InputAction _openAction;
@ -74,6 +76,7 @@ namespace BlueWater.Titles
private bool _onButtonClicked; private bool _onButtonClicked;
private Coroutine _inkCoroutine; private Coroutine _inkCoroutine;
private Coroutine _waitingTutorialInstance;
private void Start() private void Start()
{ {
@ -299,11 +302,33 @@ namespace BlueWater.Titles
public void ShowTutorialUiByName(string tutorialName) public void ShowTutorialUiByName(string tutorialName)
{ {
_waitingTutorials.Enqueue(tutorialName);
if (_waitingTutorialInstance == null)
{
Utils.StartUniqueCoroutine(this, ref _waitingTutorialInstance, WaitingTutorial());
}
}
private IEnumerator WaitingTutorial()
{
WaitForSeconds waitTime = new WaitForSeconds(0.2f);
while (_waitingTutorials.Count > 0)
{
if (PopupUiController.IsPausedPopupList()) yield return waitTime;
string tutorialName = _waitingTutorials.Dequeue();
_titleMenuUiPanel.SetActive(false); _titleMenuUiPanel.SetActive(false);
_tycoonTutorial.ShowUiByName(tutorialName); _tycoonTutorial.ShowUiByName(tutorialName);
_panel.SetActive(true); _panel.SetActive(true);
Utils.StartUniqueCoroutine(this, ref _inkCoroutine, MoveInkBackground(1f)); Utils.StartUniqueCoroutine(this, ref _inkCoroutine, MoveInkBackground(1f));
yield return waitTime;
}
_waitingTutorialInstance = null;
} }
private IEnumerator MoveInkBackground(float pos) private IEnumerator MoveInkBackground(float pos)

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@ -247,7 +247,7 @@ namespace BlueWater
_sliderTween?.Kill(); _sliderTween?.Kill();
_moveSequence?.Kill(); _moveSequence?.Kill();
_arrivedSequence?.Kill(); _arrivedSequence?.Kill();
CurrentBillInfo.ResetData(); CurrentBillInfo?.ResetData();
_removeEvent?.Invoke(); _removeEvent?.Invoke();
Destroy(gameObject); Destroy(gameObject);
} }

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@ -160,6 +160,7 @@ namespace BlueWater.Uis
AudioManager.Instance.PlaySfx(_closeManualSfxName, ignoreTimeScale: true); AudioManager.Instance.PlaySfx(_closeManualSfxName, ignoreTimeScale: true);
_panel.SetActive(false); _panel.SetActive(false);
CloseSwitch(InputActionMaps.Tycoon); CloseSwitch(InputActionMaps.Tycoon);
EventSystem.current.SetSelectedGameObject(null);
} }
public override void EnableInput() public override void EnableInput()

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@ -84,6 +84,7 @@ namespace BlueWater.Uis
AudioManager.Instance.PlaySfx(_cardOpenAllSfxName, ignoreTimeScale: true); AudioManager.Instance.PlaySfx(_cardOpenAllSfxName, ignoreTimeScale: true);
CloseSwitch(InputActionMaps.Tycoon); CloseSwitch(InputActionMaps.Tycoon);
_panel.SetActive(false); _panel.SetActive(false);
EventSystem.current.SetSelectedGameObject(null);
} }
public override void EnableInput() public override void EnableInput()

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@ -449,6 +449,13 @@ namespace BlueWater.Uis
private void SetResultData() private void SetResultData()
{ {
int currentGold = TycoonManager.Instance.TycoonStatus.CurrentGold;
float endGoldMultiplier = -0.5f + TycoonManager.Instance.TycoonStatus.EndGoldMultiplier;
int addedGold = Mathf.RoundToInt(currentGold * endGoldMultiplier);
int saveGold = currentGold + addedGold;
ES3.Save(SaveData.EndGold, saveGold);
ES3.Save(SaveData.CompleteFirstGame, true);
Dictionary<string, int> selectedCards = TycoonManager.Instance.TycoonCardController.SelectedCard; Dictionary<string, int> selectedCards = TycoonManager.Instance.TycoonCardController.SelectedCard;
foreach (var element in selectedCards) foreach (var element in selectedCards)
{ {
@ -478,7 +485,6 @@ namespace BlueWater.Uis
_goldSpentText.text = _goldSpent.ToString("N0"); _goldSpentText.text = _goldSpent.ToString("N0");
_totalGoldText.text = $"{Utils.GetLocalizedString("TotalGold")} : {ES3.Load(SaveData.EndGold, 0):N0}"; _totalGoldText.text = $"{Utils.GetLocalizedString("TotalGold")} : {ES3.Load(SaveData.EndGold, 0):N0}";
float endGoldMultiplier = -0.5f + TycoonManager.Instance.TycoonStatus.EndGoldMultiplier;
int percent = Mathf.RoundToInt(endGoldMultiplier * 100); int percent = Mathf.RoundToInt(endGoldMultiplier * 100);
char sign = percent >= 0 ? '+' : '-'; char sign = percent >= 0 ? '+' : '-';
_minusPercentText.color = percent >= 0 ? Color.blue : Color.red; _minusPercentText.color = percent >= 0 ? Color.blue : Color.red;

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@ -66,6 +66,7 @@ namespace BlueWater.Uis
{ {
CloseSwitch(InputActionMaps.Tycoon); CloseSwitch(InputActionMaps.Tycoon);
_panel.SetActive(false); _panel.SetActive(false);
EventSystem.current.SetSelectedGameObject(null);
} }
public override void EnableInput() public override void EnableInput()

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@ -144,6 +144,7 @@ namespace BlueWater.Uis
await Task.Delay(100); await Task.Delay(100);
} }
EventSystem.current.SetSelectedGameObject(null);
EventManager.InvokeTycoonGameStarted(); EventManager.InvokeTycoonGameStarted();
} }

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@ -4,6 +4,7 @@ using BlueWater.Tycoons;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using Spine.Unity; using Spine.Unity;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
namespace BlueWater.Uis namespace BlueWater.Uis
@ -58,6 +59,7 @@ namespace BlueWater.Uis
{ {
_panel.SetActive(false); _panel.SetActive(false);
CloseSwitch(InputActionMaps.Tycoon); CloseSwitch(InputActionMaps.Tycoon);
EventSystem.current.SetSelectedGameObject(null);
} }
public override void DisableInput() public override void DisableInput()
@ -158,12 +160,14 @@ namespace BlueWater.Uis
if (!ES3.Load(SaveData.TutorialH, false)) if (!ES3.Load(SaveData.TutorialH, false))
{ {
Invoke(nameof(InvokeTutorialH), 0.1f); EventManager.InvokeTutorial(TutorialName.TutorialH);
ES3.Save(SaveData.TutorialH, true);
} }
if (!ES3.Load(SaveData.TutorialI, false)) if (!ES3.Load(SaveData.TutorialI, false))
{ {
Invoke(nameof(InvokeTutorialI), 0.2f); EventManager.InvokeTutorial(TutorialName.TutorialI);
ES3.Save(SaveData.TutorialI, true);
} }
} }
}; };

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@ -60,7 +60,7 @@ namespace BlueWater.Utility
list.Remove(item); list.Remove(item);
} }
public static Vector3 RandomPositionOnGraph(int graphIndex = 0) public static Vector3 RandomPositionOnGraph(int graphIndex = 0, float radius = 0.5f)
{ {
// 그래프 인덱스가 유효한지 검사 // 그래프 인덱스가 유효한지 검사
if (graphIndex < 0 || graphIndex >= AstarPath.active.data.graphs.Length) if (graphIndex < 0 || graphIndex >= AstarPath.active.data.graphs.Length)
@ -87,11 +87,36 @@ namespace BlueWater.Utility
throw new Exception("이동 가능한 노드가 없습니다."); throw new Exception("이동 가능한 노드가 없습니다.");
} }
LayerMask propsLayerMask = LayerMask.GetMask("Props");
// 반복적으로 랜덤 위치를 가져와 조건을 만족하는지 확인
for (int attempt = 0; attempt < 100000; attempt++)
{
// walkable한 노드 중 하나를 무작위로 선택 // walkable한 노드 중 하나를 무작위로 선택
GraphNode randomNode = walkableNodes[Random.Range(0, walkableNodes.Count)]; GraphNode randomNode = walkableNodes[Random.Range(0, walkableNodes.Count)];
// 선택한 노드의 위치 반환 // 선택한 노드의 위치를 Vector3로 변환
return (Vector3)randomNode.position; Vector3 randomPosition = (Vector3)randomNode.position;
// 반경과 Props 레이어가 설정되어 있다면 검사
if (radius > 0)
{
// 반경 내 Props 레이어 오브젝트가 있는지 검사
Collider[] results = new Collider[1];
var size = Physics.OverlapSphereNonAlloc(randomPosition, radius, results, propsLayerMask, QueryTriggerInteraction.Collide);
// Props가 발견되면 다시 시도
if (size > 0)
{
continue;
}
}
// 조건을 만족하면 위치 반환
return randomPosition;
}
// 반복 시도 후에도 유효한 위치를 찾지 못한 경우 예외 처리
throw new Exception("조건을 만족하는 유효한 위치를 찾지 못했습니다.");
} }
public static string GetLocalizedString(string key) public static string GetLocalizedString(string key)

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@ -339,7 +339,7 @@ CapsuleCollider:
m_Enabled: 1 m_Enabled: 1
serializedVersion: 2 serializedVersion: 2
m_Radius: 0.05 m_Radius: 0.05
m_Height: 0.15 m_Height: 0.05
m_Direction: 0 m_Direction: 0
m_Center: {x: 0, y: 0.05, z: 0.05} m_Center: {x: 0, y: 0.05, z: 0.05}
--- !u!114 &1063431021331126030 --- !u!114 &1063431021331126030
@ -402,10 +402,10 @@ MonoBehaviour:
<CurrentHealthPoint>k__BackingField: 4 <CurrentHealthPoint>k__BackingField: 4
<InvincibilityDuration>k__BackingField: 0 <InvincibilityDuration>k__BackingField: 0
<IsInvincible>k__BackingField: 0 <IsInvincible>k__BackingField: 0
_flashTime: 0.1 _flashTime: 0.2
_isShaking: 1 _isShaking: 1
_shakingPower: 1 _shakingPower: 5
_shakingDuration: 0.25 _shakingDuration: 0.5
attackedSfxName: TycoonPlayerAttacked attackedSfxName: TycoonPlayerAttacked
heartRecoverySfxName: HeartRecovery heartRecoverySfxName: HeartRecovery
--- !u!114 &1674052485383758547 --- !u!114 &1674052485383758547

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@ -338,6 +338,7 @@ Transform:
- {fileID: 4821354755446076213} - {fileID: 4821354755446076213}
- {fileID: 3412269095196659005} - {fileID: 3412269095196659005}
- {fileID: 6801639188594848360} - {fileID: 6801639188594848360}
- {fileID: 8661086398735869157}
m_Father: {fileID: 2700294535905665279} m_Father: {fileID: 2700294535905665279}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!210 &500613869848024704 --- !u!210 &500613869848024704
@ -40838,6 +40839,114 @@ BoxCollider:
serializedVersion: 3 serializedVersion: 3
m_Size: {x: 16, y: 18, z: 0.20000005} m_Size: {x: 16, y: 18, z: 0.20000005}
m_Center: {x: 0, y: 0, z: 0.1} m_Center: {x: 0, y: 0, z: 0.1}
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@ -255,5 +255,5 @@ TutorialTitleH,펌프,Pump,水泵,水泵,ポンプ,Bomba,Насос,Pompe
TutorialTitleI,특별한 보물 상자,Special Treasure Chest,特殊宝箱,特殊寶箱,特別な宝箱,Cofre del Tesoro Especial,Особый сундук с сокровищами,Coffre au Trésor Spécial TutorialTitleI,특별한 보물 상자,Special Treasure Chest,特殊宝箱,特殊寶箱,特別な宝箱,Cofre del Tesoro Especial,Особый сундук с сокровищами,Coffre au Trésor Spécial
TutorialTitleJ,재료 조합,Ingredient Combination,材料组合,材料組合,材料の組み合わせ,Combinación de Ingredientes,Комбинация ингредиентов,Combinaison d'Ingrédients TutorialTitleJ,재료 조합,Ingredient Combination,材料组合,材料組合,材料の組み合わせ,Combinación de Ingredientes,Комбинация ингредиентов,Combinaison d'Ingrédients
HowToPlay,플레이 방법,How To Play,遊戲方法,游戏方法,遊び方,Cómo Jugar,Как Играть,Comment Jouer HowToPlay,플레이 방법,How To Play,遊戲方法,游戏方法,遊び方,Cómo Jugar,Как Играть,Comment Jouer
Previous,이전,Previous,上一个,上一個,前へ (まえへ),Anterior," Предыдущий",Précédent Previous,이전,Previous,上一个,上一個,前へ (まえへ),Anterior,Предыдущий,Précédent
Next,다음,Next,下一个,下一個,次へ (つぎへ),Siguiente,Следующий,Suivant Next,다음,Next,下一个,下一個,次へ (つぎへ),Siguiente,Следующий,Suivant

1 Key Korean(ko) English(en) Chinese (Simplified)(zh-Hans) Chinese (Traditional) (zh-Hant) Japanese(ja) Spanish (Spain)(es-ES) Russian(ru) French(fr)
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