Merge branch 'main' of https://www.nakjungit.site/sharedacc520k/Dino_Love_Simulation
# Conflicts: # Assets/XR/Settings/OpenXR Package Settings.asset
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Assets/01_Scenes/MyHouse.unity
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Assets/01_Scenes/MyHouse.unity
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@@ -289,7 +289,7 @@ private void RefreshSlotTexts()
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}
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}
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int progress = ReadSlotMainProgress(slotPath);
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int progress = ReadSlotMainProgress(slotPath);
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slotTexts[i].text = $"슬롯 {slotIndex}\n저장됨 · 진행도 {progress}%";
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slotTexts[i].text = $"저장됨 진행도 {progress}%";
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}
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}
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}
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}
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Assets/02_Scripts/UI/computer.meta
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Assets/02_Scripts/UI/computer.meta
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fileFormatVersion: 2
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guid: 8ffa758859803a3468015c5f1a6d06be
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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58
Assets/02_Scripts/UI/computer/StoryComputerStatusBinder.cs
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Assets/02_Scripts/UI/computer/StoryComputerStatusBinder.cs
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using UnityEngine;
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public class StoryComputerStatusBinder : MonoBehaviour
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{
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[Header("메인 진행도 UI")]
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public MainProgressUI mainProgressUI;
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[Header("호감도 UI")]
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public CharacterData character1;
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public HeartAffectionUI heartUI1;
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public CharacterData character2;
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public HeartAffectionUI heartUI2;
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public CharacterData character3;
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public HeartAffectionUI heartUI3;
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private void OnEnable()
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{
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Refresh();
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}
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public void Refresh()
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{
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if (StoryManager.Instance == null)
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{
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Debug.LogWarning("[StoryComputerStatusBinder] StoryManager가 없습니다.");
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return;
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}
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// 메인 진행도
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if (mainProgressUI != null)
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{
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mainProgressUI.SetProgress(StoryManager.Instance.MainProgress);
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}
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// 1번 캐릭터 호감도
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if (character1 != null && heartUI1 != null)
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{
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int affection = StoryManager.Instance.GetAffection(character1);
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heartUI1.SetAffection(affection);
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}
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// 2번 캐릭터 호감도
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if (character2 != null && heartUI2 != null)
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{
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int affection = StoryManager.Instance.GetAffection(character2);
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heartUI2.SetAffection(affection);
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}
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// 3번 캐릭터 호감도
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if (character3 != null && heartUI3 != null)
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{
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int affection = StoryManager.Instance.GetAffection(character3);
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heartUI3.SetAffection(affection);
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}
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}
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}
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fileFormatVersion: 2
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guid: 61a29f370bacd4b49b22aa78b73f3464
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29
Assets/02_Scripts/UI/computer/StoryTestButton.cs
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Assets/02_Scripts/UI/computer/StoryTestButton.cs
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using UnityEngine;
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public class StoryTestButton : MonoBehaviour
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{
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public CharacterData testCharacter;
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public int addAmount = 10;
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[ContextMenu("TEST / Add Affection")]
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public void TestAddAffection()
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{
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if (testCharacter == null)
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{
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Debug.LogWarning("테스트 캐릭터가 없습니다.");
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return;
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}
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StoryManager.Instance.AddAffection(testCharacter, addAmount);
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Debug.Log($"{testCharacter.name} 호감도 +{addAmount}");
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}
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[ContextMenu("TEST / Add Main Progress")]
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public void TestAddMainProgress()
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{
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StoryManager.Instance.MainProgress += addAmount;
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Debug.Log($"메인 진행도 +{addAmount}");
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}
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}
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Assets/02_Scripts/UI/computer/StoryTestButton.cs.meta
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Assets/02_Scripts/UI/computer/StoryTestButton.cs.meta
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fileFormatVersion: 2
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guid: 271cab50fc082884ab7277394c185474
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Assets/_Recovery.meta
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Assets/_Recovery.meta
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fileFormatVersion: 2
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guid: 4c64534d664e262449e7d5d7205dccce
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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Assets/_Recovery/0.unity
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Assets/_Recovery/0.unity
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Assets/_Recovery/0.unity.meta
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Assets/_Recovery/0.unity.meta
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fileFormatVersion: 2
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guid: 4607043068edc814b9799ca19bfe1fd9
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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