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 public interface IMovementConstraint
{ {

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

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

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

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

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

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

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

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

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

View File

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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