CustomerPatienceUiComponent 수정: Busy 상태 지원 로직 변경, RemainingPatienceTime 계산 방식 변경. CustomerDefault.asset 및 ExitMarker 위치 업데이트
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Assets/_DDD/_Addressables/AI/Customer/Subtree/CustomerDefault.asset
(Stored with Git LFS)
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Assets/_DDD/_Addressables/AI/Customer/Subtree/CustomerDefault.asset
(Stored with Git LFS)
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@ -1581,7 +1581,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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- target: {fileID: 3697702677815423220, guid: 186d28777ccbc484780568f74c110ff7, type: 3}
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propertyPath: m_LocalPosition.z
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value: 3.2
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value: 4.5
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objectReference: {fileID: 0}
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- target: {fileID: 3697702677815423220, guid: 186d28777ccbc484780568f74c110ff7, type: 3}
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propertyPath: m_LocalRotation.w
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@ -85,7 +85,7 @@ public Vector3 GetRandomBetweenTwoPoints(Vector2? normalizedRange = null)
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public bool TryTeleportToPosition(Vector3 position)
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{
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if (IsPositionMovable(position) == false)
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if (!IsPositionMovable(position))
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{
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Debug.LogWarning($"{gameObject.name}오브젝트가 이동 불가능한 위치로 텔레포트 시도됨");
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return false;
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@ -97,7 +97,7 @@ public bool TryTeleportToPosition(Vector3 position)
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public bool HasReachedDestination()
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{
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return _iAstarAi.pathPending == false && _iAstarAi.reachedDestination;
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return !_iAstarAi.pathPending && _iAstarAi.reachedDestination;
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}
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public bool IsPositionMovable(Vector3 endPosition)
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@ -74,6 +74,20 @@ private void Update()
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{
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SetPatience();
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}
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if (_currentOrderType == RestaurantOrderType.Busy)
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{
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_patienceSlider.maxValue = _blackboard.GetBlackboardValue<float>(RestaurantCustomerBlackboardKey.MaxPatienceTime);
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var remainingTime = _blackboard.GetBlackboardValue<float>(RestaurantCustomerBlackboardKey.RemainingPatienceTime);
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_patienceSlider.value = _patienceSlider.maxValue - remainingTime;
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if (_patienceSlider.value >= _patienceSlider.maxValue)
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{
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_patienceSlider.gameObject.SetActive(false);
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}
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}
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else
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{
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_patienceSlider.maxValue = _blackboard.GetBlackboardValue<float>(RestaurantCustomerBlackboardKey.MaxPatienceTime);
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_patienceSlider.value = _blackboard.GetBlackboardValue<float>(RestaurantCustomerBlackboardKey.RemainingPatienceTime);
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@ -82,6 +96,7 @@ private void Update()
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_patienceSlider.gameObject.SetActive(false);
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}
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}
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}
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private void SetPatience()
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{
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