global_data_system #3

Merged
iwnc2020 merged 2 commits from global_data_system into develop 2025-07-10 05:55:22 +00:00
58 changed files with 687 additions and 29 deletions
Showing only changes of commit 8fd305f106 - Show all commits

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@ -0,0 +1,36 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
namespace DDD
{
public class AssetManager : Singleton<AssetManager>, IManager
{
public void Init()
{
}
public void PostInit()
{
}
// public AsyncOperationHandle LoadAsset(AssetReference assetRef)
// {
//
// var handle = assetRef.LoadAssetAsync<ScriptableObject>();
// }
//
// private void OnAssetLoaded(AsyncOperationHandle obj)
// {
//
// }
//
// public void ReleaseAsset()
// {
// TestRef.ReleaseAsset();
// }
}
}

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@ -0,0 +1,7 @@
namespace DDD
{
public interface IGameCharacter
{
}
}

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@ -0,0 +1,7 @@
namespace DDD
{
public interface IMovementConstraint
{
}
}

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@ -0,0 +1,21 @@
using UnityEngine;
namespace DDD
{
public class DataManager : Singleton<DataManager>, IManager
{
public void Init()
{
}
public void PostInit()
{
}
// GetItemType(id)
// GetItemImage
// GetItemName
}
}

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@ -1,6 +1,8 @@
using System; using System;
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
namespace DDD namespace DDD
@ -19,16 +21,23 @@ public class GameFlowData : ScriptableObject
public GameFlowState CurrentGameState; public GameFlowState CurrentGameState;
} }
[CreateAssetMenu(fileName = "GameFlowAssets", menuName = "GameFlow/GameFlowAssets")]
public class GameFlowAssets : ScriptableObject
{
public Dictionary<GameFlowState, List<string>> FlowItems = new();
public Dictionary<GameFlowState, List<AssetReference>> FlowAssets = new();
}
[CreateAssetMenu(fileName = "GameFlowSceneMapping", menuName = "GameFlow/GameFlowSceneMapping")] [CreateAssetMenu(fileName = "GameFlowSceneMapping", menuName = "GameFlow/GameFlowSceneMapping")]
public class GameFlowSceneMapping : ScriptableObject public class GameFlowSceneMapping : ScriptableObject
{ {
public Dictionary<GameFlowState, Scene> FlowToSceneMapping = new Dictionary<GameFlowState, Scene>(); public Dictionary<GameFlowState, Scene> FlowToSceneMapping = new();
} }
public class GameFlowManager : Singleton<GameFlowManager>, IManager public class GameFlowManager : Singleton<GameFlowManager>, IManager
{ {
private GameFlowData _gameFlowData = null; private GameFlowData _gameFlowData = null;
public GameFlowAssets GameFlowAssets = null;
public GameFlowSceneMapping GameFlowSceneMapping; public GameFlowSceneMapping GameFlowSceneMapping;
public void Init() public void Init()
@ -38,19 +47,11 @@ public void Init()
public void PostInit() public void PostInit()
{ {
SceneManager.Instance.OnSceneChanged += OnFlowSceneOpened;
if (IsGameStarted() == false) if (IsGameStarted() == false)
{ {
Scene sceneToLoad; ChangeFlow(GameFlowState.ReadyForRestaurant);
bool isSceneFound = GameFlowSceneMapping.FlowToSceneMapping.TryGetValue(_gameFlowData.CurrentGameState, out sceneToLoad);
if (isSceneFound == false)
{
SceneManager.Instance.RequestSceneLoad(sceneToLoad);
}
else
{
Debug.Assert(false, "Scene not found!");
}
} }
} }
@ -64,5 +65,96 @@ protected override void Awake()
private void Start() private void Start()
{ {
} }
private bool CanChangeFlow(GameFlowState newFlowState)
{
return true;
}
public void ChangeFlow(GameFlowState newFlowState)
{
StartCoroutine(ChangeFlowCoroutine(newFlowState));
}
private IEnumerator ChangeFlowCoroutine(GameFlowState newFlowState)
{
if (CanChangeFlow(newFlowState) == false)
{
Debug.LogError("Can't change flow");
yield break;
}
EndCurrentFlow();
}
public void EndCurrentFlow()
{
}
public IEnumerator ReadyNewFlow(GameFlowState newFlowState)
{
OpenFlowScene(newFlowState);
// Ready Assets
if (GameFlowAssets.FlowItems.ContainsKey(newFlowState))
{
List<string> Items = GameFlowAssets.FlowItems[newFlowState];
// Addressables.LoadAssetsAsync(Items, null);
// TODO : 여러 에셋 로드하고, 콜백 받을때까지 기다리기
// Wait
}
if (GameFlowAssets.FlowAssets.ContainsKey(newFlowState))
{
//List<AssetReference> Assets = GameFlowAssets.FlowItems[newFlowState];
// Addressables.LoadAssetsAsync(Assets, )
// TODO : 여러 에셋 로드하고, 콜백 받을때까지 기다리기
// Wait
}
// Ready Scene
GetFlowScene(newFlowState, out var flowScene);
yield return new WaitUntil(() => _currentScene == flowScene );
StartFlow();
}
public void OpenFlowScene(GameFlowState newFlowState)
{
if (GetFlowScene(newFlowState, out var sceneToLoad))
{
SceneManager.Instance.RequestSceneLoad(sceneToLoad);
}
else
{
Debug.Assert(false, "Scene not found!");
}
}
private Scene _currentScene;
public void OnFlowSceneOpened(Scene newScene)
{
_currentScene = newScene;
}
public bool GetFlowScene(GameFlowState flowState, out Scene scene)
{
if (GameFlowSceneMapping.FlowToSceneMapping.TryGetValue(flowState, out scene))
{
return true;
}
return false;
}
public void StartFlow()
{
// Broadcast new flow started
}
} }
} }

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@ -35,6 +35,8 @@ public class SceneDefinition : ScriptableObject
public class SceneManager : Singleton<SceneManager>, IManager public class SceneManager : Singleton<SceneManager>, IManager
{ {
public Action<Scene> OnSceneChanged;
public void Init() public void Init()
{ {
// Load Scene Data // Load Scene Data
@ -142,7 +144,7 @@ public async Task ChangeScene(SceneType sceneType)
// 씬 로딩 후 초기화 작업 // 씬 로딩 후 초기화 작업
CameraManager.Instance.ChangeScene(sceneType); CameraManager.Instance.ChangeScene(sceneType);
KeyManager.Instance.ChangeScene(sceneType); InputManager.Instance.ChangeScene(sceneType);
CurrentSceneType = sceneType; CurrentSceneType = sceneType;

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@ -9,6 +9,7 @@
using UnityEngine; using UnityEngine;
using Newtonsoft.Json.Linq; using Newtonsoft.Json.Linq;
using System.Linq; using System.Linq;
using DDD;
using JetBrains.Annotations; using JetBrains.Annotations;
using Sirenix.OdinInspector; using Sirenix.OdinInspector;
using UnityEditor; using UnityEditor;
@ -88,6 +89,8 @@ public static async Task<T> LoadSo<T>() where T : ScriptableObject
[Button("데이터 최신화"), EnableIf(nameof(CanFetchData))] [Button("데이터 최신화"), EnableIf(nameof(CanFetchData))]
private async Task FetchGoogleSheet() private async Task FetchGoogleSheet()
{ {
_availSheetArray = _availSheets.Split('/'); _availSheetArray = _availSheets.Split('/');
var prevLog = AssetDatabase.LoadAssetAtPath<GoogleSheetChangeLog>(ChangeLogAssetPath); var prevLog = AssetDatabase.LoadAssetAtPath<GoogleSheetChangeLog>(ChangeLogAssetPath);

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@ -1,3 +1,4 @@
using System;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
@ -10,14 +11,16 @@ public enum InputActionMaps
Restaurant = 2, Restaurant = 2,
} }
public static class RestaurantActions [Flags]
public enum RestaurantActions
{ {
public const string Move = "Move"; None = 0,
public const string Dash = "Dash"; Move = 1<<0,
public const string Interact = "Interact"; Dash = 1<<1,
Interact = 1<<2
} }
public class KeyManager : Singleton<KeyManager> public class InputManager : Singleton<InputManager>
{ {
private PlayerInput _currentPlayerInput; private PlayerInput _currentPlayerInput;

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@ -42,8 +42,8 @@ private void Awake()
private void Start() private void Start()
{ {
_moveAction = KeyManager.Instance.GetAction(InputActionMaps.Restaurant, RestaurantActions.Move); _moveAction = InputManager.Instance.GetAction(InputActionMaps.Restaurant, nameof(RestaurantActions.Move));
_dashAction = KeyManager.Instance.GetAction(InputActionMaps.Restaurant, RestaurantActions.Dash); _dashAction = InputManager.Instance.GetAction(InputActionMaps.Restaurant, nameof(RestaurantActions.Dash));
_moveAction.performed += OnMove; _moveAction.performed += OnMove;
_moveAction.canceled += OnMove; _moveAction.canceled += OnMove;

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@ -0,0 +1,9 @@
using UnityEngine;
namespace DDD
{
public class RestaurantCharacter : MonoBehaviour, IGameCharacter
{
}
}

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@ -0,0 +1,9 @@
using UnityEngine;
namespace DDD
{
public class RestaurantCharacterAnimation : MonoBehaviour
{
}
}

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@ -0,0 +1,9 @@
using UnityEngine;
namespace DDD
{
public class RestaurantCharacterMovement : MonoBehaviour
{
}
}

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using UnityEngine;
namespace DDD
{
public class RestaurantPlayerCharacter : RestaurantCharacter
{
}
}

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using UnityEngine;
namespace DDD
{
public class RestaurantPlayerMovement : RestaurantCharacterMovement
{
// TODO : TryMove // 인풋에 등록할 함수
// TODO : CanMove // Check IMovementConstraint
// TODO : Move // 실제 트랜스레이션, 슬라이딩, 충돌
}
}

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