하트 데이터 시스템 추가

This commit is contained in:
aube.lee
2025-02-04 12:43:50 +09:00
parent b8ed6ebc26
commit b2dcd2ad01
15 changed files with 216 additions and 9 deletions

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@@ -0,0 +1,11 @@
{
"items": [
{
"characterId": 0,
"currentHearts": 3,
"maxHearts": 3,
"heartRechargeTime": 600,
"lastHeartTime": ""
}
]
}

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@@ -0,0 +1,7 @@
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@@ -39,7 +39,7 @@ namespace TON
public void Initialize()
{
int playerIndex = PlayerPrefs.GetInt("SelectedPlayerIndex", 0);
PlayerData playerData = PlayerDataManager.Singleton.players[playerIndex];
PlayerData playerData = PlayerDataManager.Singleton.playersData[playerIndex];
currentHP = maxHP = playerData.hp;
currentSP = maxSP = playerData.mp;

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@@ -0,0 +1,8 @@
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@@ -0,0 +1,88 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
public class HeartDataManager : SingletonBase<HeartDataManager>
{
public List<HeartData> heartDatas { get; private set; }
[SerializeField]
private HeartData currentHeartData;
private int characterId;
protected override void Awake()
{
base.Awake();
LoadHeartData();
}
private void LoadHeartData()
{
heartDatas = JSONLoader.LoadFromResources<List<HeartData>>("Heart");
if (heartDatas == null)
{
heartDatas = new List<HeartData>();
}
}
public void CreateNewHeartSystem(int characterId)
{
HeartData heartData = new HeartData(characterId);
heartDatas.Add(heartData);
JSONLoader.SaveToFile(heartDatas, "heart");
Debug.Log($"heartData test:: {heartData.currentHearts}");
}
public void SetCurrentUserHeart()
{
characterId = PlayerPrefs.GetInt("SelectedPlayerIndex", -1);
if (characterId > -1)
{
currentHeartData = heartDatas[characterId];
if (currentHeartData != null)
{
RechargeHearts();
}
else
{
Debug.Log("하트 정보 불러오기 중 오류 발생 ::: 초기값으로 재정의 합니다.");
CreateNewHeartSystem(characterId);
}
}
else
{
Debug.LogError("유효하지 않은 캐릭터 정보입니다.");
}
}
public void SaveHeartData()
{
heartDatas[characterId] = currentHeartData;
JSONLoader.SaveToFile(heartDatas, "heart");
}
private void RechargeHearts()
{
if (currentHeartData.currentHearts >= currentHeartData.maxHearts) return;
DateTime lastTime = DateTime.Parse(currentHeartData.lastHeartTime);
TimeSpan timePassed = DateTime.Now - lastTime;
int heartsToRecover = (int)(timePassed.TotalSeconds / currentHeartData.heartRechargeTime);
if (heartsToRecover > 0)
{
currentHeartData.currentHearts = Mathf.Min(currentHeartData.currentHearts + heartsToRecover, currentHeartData.maxHearts);
currentHeartData.lastHeartTime = DateTime.Now.ToString();
SaveHeartData();
}
}
public int GetCurrentHearts() => currentHeartData.currentHearts;
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
public class HeartSystem : MonoBehaviour
{
}
}

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@@ -0,0 +1,11 @@
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@@ -9,7 +9,7 @@ namespace TON
public static void SpawnPlayerCharacter()
{
List<PlayerData> playerDatas = PlayerDataManager.Singleton.players;
List<PlayerData> playerDatas = PlayerDataManager.Singleton.playersData;
// 저장된 인덱스 가져오기
int selectedIndex = PlayerPrefs.GetInt("SelectedPlayerIndex", 0);

View File

@@ -7,7 +7,7 @@ namespace TON
public class PlayerDataManager : SingletonBase<PlayerDataManager>
{
// 사용자가 생성해둔 플레이어 데이터를 싱글톤으로 전역 사용하기 위함
public List<PlayerData> players { get; private set; }
public List<PlayerData> playersData { get; private set; }
protected override void Awake()
{
@@ -17,11 +17,12 @@ namespace TON
private void LoadPlayerData()
{
players = JSONLoader.LoadFromResources<List<PlayerData>>("Player");
if (players == null)
playersData = JSONLoader.LoadFromResources<List<PlayerData>>("Player");
if (playersData == null)
{
players = new List<PlayerData>();
playersData = new List<PlayerData>();
}
}
}
}

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@@ -0,0 +1,37 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
[System.Serializable]
public class HeartData
{
public int characterId;
public int currentHearts;
public int maxHearts = 3;
public int heartRechargeTime = 600; // 10분
public string lastHeartTime;
// 캐릭터 생성시 하트 데이터 생성자
public HeartData(int characterId)
{
this.characterId = characterId;
currentHearts = maxHearts;
}
// 하트 소모 시 변경할 객체 생성자자
public void UseHeart()
{
if (currentHearts > 0)
{
currentHearts--;
lastHeartTime = DateTime.UtcNow.ToString(); // 마지막 사용 시간 갱신
}
else
{
Debug.Log("하트가 부족합니다!");
}
}
}
}

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@@ -0,0 +1,11 @@
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@@ -10,6 +10,8 @@ namespace TON
{
[SerializeField] private Button createButton; // Create 버튼 참조
[SerializeField] private List<PlayerData> playerDatas;
[SerializeField] private List<HeartData> heartDatas;
public GameObject characterCreateUI_Modal;
@@ -17,7 +19,9 @@ namespace TON
private void Start()
{
playerDatas = PlayerDataManager.Singleton.players;
playerDatas = PlayerDataManager.Singleton.playersData;
heartDatas = HeartDataManager.Singleton.heartDatas;
// 처음에는 버튼을 비활성화
createButton.interactable = false;
}
@@ -53,6 +57,10 @@ namespace TON
playerDatas.Add(player);
JSONLoader.SaveToFile(playerDatas, "player");
// 하트 시스템을 생성한다
HeartDataManager.Singleton.CreateNewHeartSystem(playerDatas.Count);
HeartDataManager.Singleton.SetCurrentUserHeart();
// 씬 변경
UIManager.Hide<CharaterCreateUI>(UIList.CharaterCreateUI);

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@@ -13,6 +13,7 @@ namespace TON
[SerializeField] private Button playButton; // Play 버튼 참조
[SerializeField] private List<PlayerData> playerDatas;
[SerializeField] private List<HeartData> heartDatas;
private int currentSelectCharacterIndex;
@@ -23,7 +24,8 @@ namespace TON
private void Start()
{
playerDatas = PlayerDataManager.Singleton.players;
playerDatas = PlayerDataManager.Singleton.playersData;
heartDatas = HeartDataManager.Singleton.heartDatas;
// 캐릭터를 선택한 이후에 버튼 활성화 할 수 있도록 초기 비활성화 적용
playButton.interactable = false;
@@ -58,6 +60,7 @@ namespace TON
public void OnClickPlayButton()
{
PlayerPrefs.SetInt("SelectedPlayerIndex", currentSelectCharacterIndex);
HeartDataManager.Singleton.SetCurrentUserHeart();
UIManager.Hide<CharaterSelectUI>(UIList.CharaterSelectUI);

View File

@@ -14,7 +14,7 @@ namespace TON
UIManager.Hide<TitleUI>(UIList.TitleUI);
// 플레이어가 가지고 있는 캐릭터들의 데이터 불러옴
List<PlayerData> players = PlayerDataManager.Singleton.players;
List<PlayerData> players = PlayerDataManager.Singleton.playersData;
if (players.Count == 0)
{