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//no.transform.SetParent(Managers.GameMng.MapSystem.gameObject.transform); no.transform.SetParent(_itemParent); BaseItemObject item = no.GetComponent(); @@ -43,4 +43,22 @@ public bool SpawnItem(GameObject go) return true; } + + public void OnCreatureEnter(Creature creature) + { + Debug.Log($"{SectorName}: OnCreatureEnter"); + if (creature is Crew) + { + // TODO: 전역효과 효과 적용 등 + } + } + + public void OnCreatureExit(Creature creature) + { + Debug.Log($"{SectorName}: OnCreatureExit"); + if (creature is Crew) + { + // TODO: 전역효과 효과 해제 등 + } + } } diff --git a/Client/Assets/Scripts/Contents/Map/SectorEntrance.cs b/Client/Assets/Scripts/Contents/Map/SectorEntrance.cs new file mode 100644 index 0000000000..f3a3cee564 --- /dev/null +++ b/Client/Assets/Scripts/Contents/Map/SectorEntrance.cs @@ -0,0 +1,22 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class SectorEntrance : MonoBehaviour +{ + [SerializeField] private Define.SectorName _sectorName; + + private void OnTriggerExit(Collider other) + { + if (other.TryGetComponent(out var creature)) + { + if (creature.CurrentSector != _sectorName) + { + if (creature.CurrentSector != Define.SectorName.None) Managers.GameMng.MapSystem.Sectors[creature.CurrentSector].OnCreatureExit(creature); + creature.CurrentSector = _sectorName; + if (_sectorName != Define.SectorName.None) Managers.GameMng.MapSystem.Sectors[_sectorName].OnCreatureEnter(creature); + } + } + } +} diff --git a/Client/Assets/Scripts/Contents/Map/SectorEntrance.cs.meta b/Client/Assets/Scripts/Contents/Map/SectorEntrance.cs.meta new file mode 100644 index 0000000000..ebae0204a8 --- /dev/null +++ b/Client/Assets/Scripts/Contents/Map/SectorEntrance.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dd44deb43c680c24c93655e774f82b53 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Client/Assets/Scripts/Creatures/Creature.cs b/Client/Assets/Scripts/Creatures/Creature.cs index 56dd1a723e..29d16a0f17 100644 --- a/Client/Assets/Scripts/Creatures/Creature.cs +++ b/Client/Assets/Scripts/Creatures/Creature.cs @@ -64,6 +64,16 @@ public Define.CreaturePose CreaturePose public BaseSoundController BaseSoundController { get; protected set; } public UI_Ingame IngameUI { get; set; } + private Define.SectorName _currentSector = Define.SectorName.F1_Corridor_A; // TODO: 임시 초기값 + public Define.SectorName CurrentSector + { + get => _currentSector; + set + { + _currentSector = value; + IngameUI.CurrentSectorUI.SetSector(value); + } + } public GameObject Head { get; protected set; } public CreatureCamera CreatureCamera { get; protected set; } diff --git a/Client/Assets/Scripts/Systems/ItemSpawner.cs b/Client/Assets/Scripts/Systems/ItemSpawner.cs new file mode 100644 index 0000000000..14ed2a6f7d --- /dev/null +++ b/Client/Assets/Scripts/Systems/ItemSpawner.cs @@ -0,0 +1,113 @@ +using Fusion; +using System.Collections.Generic; +using UnityEngine; +using Random = UnityEngine.Random; + +public class ItemSpawner : NetworkBehaviour +{ + private Dictionary Sectors => Managers.GameMng.MapSystem.Sectors; + + [Header("Item Spawn")] + [SerializeField] private int _totalItemCount; + [SerializeField] private List _itemSpawnDatas; + + public void SpawnItems() + { + if(!Runner.IsSharedModeMasterClient) return; + + int totalCount = 0; + Dictionary totalItemCount = new(); + Dictionary> itemPerSectorCount = new(); + List availableSectors = new(Sectors.Keys); + List itemSpawnData = new(_itemSpawnDatas); + + foreach (var key in itemSpawnData) + { + totalItemCount.Add(key, 0); + } + + foreach (var sector in availableSectors) + { + Dictionary itemSpawnDataCount = new(); + foreach (var data in itemSpawnData) + { + itemSpawnDataCount[data] = 0; + } + itemPerSectorCount.Add(sector, itemSpawnDataCount); + } + + // 아이템별 최소 개수 충족시키기 + List itemSpawnDataCopy = new(itemSpawnData); // 아이템 생성 중 itemSpawnData리스트에서 요소가 Remove될 수 있기 때문에 foreach문을 위해 Copy된 리스트 사용 + foreach (var data in itemSpawnDataCopy) + { + // 데이터 검증도 동시에 함 + if (!data.Validate()) + { + itemSpawnData.Remove(data); + continue; + } + + int cnt = 0; + + while (cnt < data.GlobalMinCount && totalCount < _totalItemCount) + { + if(!TrySpawnItem(data)) return; + cnt++; + } + } + + // 총 아이템 수에 맞춰 아이템 배치 + while (itemSpawnData.Count != 0 && totalCount < _totalItemCount) + { + var selected = itemSpawnData[Random.Range(0, itemSpawnData.Count)]; + if (!TrySpawnItem(selected)) return; + } + + return; + + bool TrySpawnItem(ItemSpawnData data) + { + if(!TrySelectSector(data, out Define.SectorName selectedSector)) return false; + + while (!Sectors[selectedSector].SpawnItem(data.Prefab)) + { + availableSectors.Remove(selectedSector); + if (availableSectors.Count == 0) + { + Debug.LogWarning("Cannot spawn more items: no more available sectors"); + return false; + } + if (!TrySelectSector(data, out selectedSector)) return false; + } + + totalItemCount[data]++; + itemPerSectorCount[selectedSector][data]++; + totalCount++; + + if (data.GlobalMaxCount == totalItemCount[data]) itemSpawnData.Remove(data); + + return true; + } + + bool TrySelectSector(ItemSpawnData data, out Define.SectorName selectedSector) + { + List availableSectorsCopy = new(availableSectors); + + selectedSector = Define.SectorName.None; + + // Item의 섹터 당 개수 제한을 고려하여 섹터 선택 + while (availableSectorsCopy.Count > 0) + { + selectedSector = availableSectorsCopy[Random.Range(0, availableSectorsCopy.Count)]; + if (itemPerSectorCount[selectedSector][data] < data.MaxCountPerSector) + { + return true; + } + + availableSectorsCopy.Remove(selectedSector); + } + Debug.LogWarning($"{data.Prefab.name}: Could not select sector!"); + return false; + } + } +} diff --git a/Client/Assets/Scripts/Systems/ItemSpawner.cs.meta b/Client/Assets/Scripts/Systems/ItemSpawner.cs.meta new file mode 100644 index 0000000000..5a3e010e76 --- /dev/null +++ b/Client/Assets/Scripts/Systems/ItemSpawner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ffc228bebe0243e459c3ada1e2be34bc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Client/Assets/Scripts/Systems/MapSystem.cs b/Client/Assets/Scripts/Systems/MapSystem.cs index 163803545d..9ce3cf9684 100644 --- a/Client/Assets/Scripts/Systems/MapSystem.cs +++ b/Client/Assets/Scripts/Systems/MapSystem.cs @@ -7,15 +7,11 @@ public class MapSystem : NetworkBehaviour { public Dictionary Sectors { get; set; } = new(); - [Header("Item Spawn")] - [SerializeField] private int _totalItemCount; - [SerializeField] private List _itemSpawnDatas; - public void Init() { Managers.GameMng.MapSystem = this; AssignSector(); - SpawnItems(); + GetComponent().SpawnItems(); } private void AssignSector() @@ -25,108 +21,10 @@ private void AssignSector() foreach (Sector s in sectors) { s.Init(); - if (!Sectors.TryAdd(s.sectorName, s)) + if (!Sectors.TryAdd(s.SectorName, s)) { - Debug.LogError($"Duplicate sector name detected!: {s.sectorName}"); - } - } - } - - private void SpawnItems() - { - if(!Runner.IsSharedModeMasterClient) return; - - int totalCount = 0; - Dictionary totalItemCount = new(); - Dictionary> itemPerSectorCount = new(); - List availableSectors = new(Sectors.Keys); - List itemSpawnData = new(_itemSpawnDatas); - - foreach (var key in itemSpawnData) - { - totalItemCount.Add(key, 0); - } - - foreach (var sector in availableSectors) - { - Dictionary itemSpawnDataCount = new(); - foreach (var data in itemSpawnData) - { - itemSpawnDataCount[data] = 0; - } - itemPerSectorCount.Add(sector, itemSpawnDataCount); - } - - // 아이템별 최소 개수 충족시키기 - List itemSpawnDataCopy = new(itemSpawnData); // 아이템 생성 중 itemSpawnData리스트에서 요소가 Remove될 수 있기 때문에 foreach문을 위해 Copy된 리스트 사용 - foreach (var data in itemSpawnDataCopy) - { - // 데이터 검증도 동시에 함 - if (!data.Validate()) - { - itemSpawnData.Remove(data); - continue; - } - - int cnt = 0; - - while (cnt < data.GlobalMinCount && totalCount < _totalItemCount) - { - if(!TrySpawnItem(data)) return; - cnt++; - } - } - - // 총 아이템 수에 맞춰 아이템 배치 - while (itemSpawnData.Count != 0 && totalCount < _totalItemCount) - { - var selected = itemSpawnData[Random.Range(0, itemSpawnData.Count)]; - if (!TrySpawnItem(selected)) return; - } - - return; - - bool TrySpawnItem(ItemSpawnData data) - { - if(!TrySelectSector(data, out Define.SectorName selectedSector)) return false; - - while (!Sectors[selectedSector].SpawnItem(data.Prefab)) - { - availableSectors.Remove(selectedSector); - if (availableSectors.Count == 0) - { - Debug.LogWarning("Cannot spawn more items: no more available sectors"); - return false; - } - if (!TrySelectSector(data, out selectedSector)) return false; - } - - totalItemCount[data]++; - itemPerSectorCount[selectedSector][data]++; - totalCount++; - if (data.GlobalMaxCount == totalItemCount[data]) itemSpawnData.Remove(data); - return true; - } - - bool TrySelectSector(ItemSpawnData data, out Define.SectorName selectedSector) - { - List availableSectorsCopy = new(availableSectors); - - selectedSector = Define.SectorName.None; - - // Item의 섹터 당 개수 제한을 고려하여 섹터 선택 - while (availableSectorsCopy.Count > 0) - { - selectedSector = availableSectorsCopy[Random.Range(0, availableSectorsCopy.Count)]; - if (itemPerSectorCount[selectedSector][data] < data.MaxCountPerSector) - { - return true; - } - - availableSectorsCopy.Remove(selectedSector); + Debug.LogError($"Duplicate sector name detected!: {s.SectorName}"); } - Debug.LogWarning($"{data.Prefab.name}: Could not select sector!"); - return false; } } } diff --git a/Client/Assets/Scripts/UI/Scene/UI_Ingame.cs b/Client/Assets/Scripts/UI/Scene/UI_Ingame.cs index 20659ca15d..86f46588f3 100644 --- a/Client/Assets/Scripts/UI/Scene/UI_Ingame.cs +++ b/Client/Assets/Scripts/UI/Scene/UI_Ingame.cs @@ -10,12 +10,14 @@ public class UI_Ingame : UI_Scene public UI_WorkProgressBar WorkProgressBarUI { get; private set; } public UI_InteractInfo InteractInfoUI { get; private set; } public UI_ErrorText ErrorTextUI { get; private set; } + public UI_CurrentSector CurrentSectorUI { get; private set; } protected enum SubItemUIs { UI_WorkProgressBar, UI_InteractInfo, UI_ErrorText, + UI_CurrentSector, } public override bool Init() @@ -27,6 +29,7 @@ public override bool Init() WorkProgressBarUI = Get(SubItemUIs.UI_WorkProgressBar) as UI_WorkProgressBar; InteractInfoUI = Get(SubItemUIs.UI_InteractInfo) as UI_InteractInfo; ErrorTextUI = Get(SubItemUIs.UI_ErrorText) as UI_ErrorText; + CurrentSectorUI = Get(SubItemUIs.UI_CurrentSector) as UI_CurrentSector; return true; } diff --git a/Client/Assets/Scripts/UI/SubItem/UI_CurrentSector.cs b/Client/Assets/Scripts/UI/SubItem/UI_CurrentSector.cs new file mode 100644 index 0000000000..43fbe59625 --- /dev/null +++ b/Client/Assets/Scripts/UI/SubItem/UI_CurrentSector.cs @@ -0,0 +1,44 @@ +using System.Text.RegularExpressions; +using TMPro; + +public class UI_CurrentSector : UI_Base +{ + enum Texts + { + SectorName + } + + public override bool Init() + { + if (base.Init() == false) + return false; + + Bind(typeof(Texts)); + + return true; + } + + public void SetSector(Define.SectorName sector) + { + GetText(Texts.SectorName).text = SectorNameEnumToString(sector); + } + + private static string SectorNameEnumToString(Define.SectorName sector) + { + if (sector == Define.SectorName.None) return ""; + + string text = sector.ToString(); + + // 언더바 제거 + text = text.Replace("_", ""); + + + // 대문자 앞에 띄어쓰기 추가 (첫 글자 제외) + text = Regex.Replace(text, "(?