392 lines
9.4 KiB
C#
392 lines
9.4 KiB
C#
using System.IO;
|
|
using System.Text;
|
|
using UnityEngine;
|
|
using TMPro;
|
|
|
|
public class StoryComputerSystem : MonoBehaviour
|
|
{
|
|
private enum SlotMode
|
|
{
|
|
None,
|
|
Save,
|
|
Load
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class AffectionUIBind
|
|
{
|
|
public CharacterData character;
|
|
public HeartAffectionUI heartUI;
|
|
}
|
|
|
|
[System.Serializable]
|
|
private class SlotPreviewData
|
|
{
|
|
public int MainProgress;
|
|
}
|
|
|
|
[Header("Computer State")]
|
|
[SerializeField] private bool isPowerOn = false;
|
|
|
|
[Header("Panel UI")]
|
|
[SerializeField] private GameObject windowPanel;
|
|
[SerializeField] private GameObject notePanel;
|
|
[SerializeField] private GameObject slotPanel;
|
|
|
|
[Header("Slot Text UI")]
|
|
[SerializeField] private TMP_Text[] slotTexts;
|
|
|
|
[Header("Affection Check Characters")]
|
|
[SerializeField] private CharacterData[] characters;
|
|
|
|
[Header("Status UI")]
|
|
[SerializeField] private MainProgressUI mainProgressUI;
|
|
[SerializeField] private AffectionUIBind[] affectionUIBinds;
|
|
|
|
private SlotMode currentSlotMode = SlotMode.None;
|
|
|
|
public bool IsPowerOn => isPowerOn;
|
|
|
|
private static string BaseSavePath =>
|
|
Path.Combine(Application.persistentDataPath, "story_state.json");
|
|
|
|
private static string SlotSavePath(int slotIndex) =>
|
|
Path.Combine(Application.persistentDataPath, $"story_state_slot_{slotIndex}.json");
|
|
|
|
private void Start()
|
|
{
|
|
ApplyPowerState();
|
|
RefreshSlotTexts();
|
|
}
|
|
|
|
public void TogglePower()
|
|
{
|
|
isPowerOn = !isPowerOn;
|
|
ApplyPowerState();
|
|
|
|
if (isPowerOn)
|
|
{
|
|
RefreshStatusUI();
|
|
RefreshSlotTexts();
|
|
}
|
|
|
|
Debug.Log(isPowerOn
|
|
? "[StoryComputer] 컴퓨터 전원이 켜졌습니다."
|
|
: "[StoryComputer] 컴퓨터 전원이 꺼졌습니다.");
|
|
}
|
|
|
|
private void ApplyPowerState()
|
|
{
|
|
currentSlotMode = SlotMode.None;
|
|
|
|
if (windowPanel != null)
|
|
windowPanel.SetActive(isPowerOn);
|
|
|
|
if (notePanel != null)
|
|
notePanel.SetActive(false);
|
|
|
|
if (slotPanel != null)
|
|
slotPanel.SetActive(false);
|
|
}
|
|
|
|
public void OpenCurrentStatePanel()
|
|
{
|
|
if (!CanUseComputer()) return;
|
|
|
|
currentSlotMode = SlotMode.None;
|
|
|
|
if (slotPanel != null)
|
|
slotPanel.SetActive(false);
|
|
|
|
if (notePanel != null)
|
|
notePanel.SetActive(true);
|
|
|
|
RefreshStatusUI();
|
|
}
|
|
|
|
public void OpenSaveSlotPanel()
|
|
{
|
|
if (!CanUseComputer()) return;
|
|
|
|
currentSlotMode = SlotMode.Save;
|
|
|
|
if (notePanel != null)
|
|
notePanel.SetActive(false);
|
|
|
|
if (slotPanel != null)
|
|
slotPanel.SetActive(true);
|
|
|
|
RefreshSlotTexts();
|
|
}
|
|
|
|
public void OpenLoadSlotPanel()
|
|
{
|
|
if (!CanUseComputer()) return;
|
|
|
|
currentSlotMode = SlotMode.Load;
|
|
|
|
if (notePanel != null)
|
|
notePanel.SetActive(false);
|
|
|
|
if (slotPanel != null)
|
|
slotPanel.SetActive(true);
|
|
|
|
RefreshSlotTexts();
|
|
}
|
|
|
|
public void SelectSlot1()
|
|
{
|
|
SelectSlot(1);
|
|
}
|
|
|
|
public void SelectSlot2()
|
|
{
|
|
SelectSlot(2);
|
|
}
|
|
|
|
public void SelectSlot3()
|
|
{
|
|
SelectSlot(3);
|
|
}
|
|
|
|
private void SelectSlot(int slotIndex)
|
|
{
|
|
if (!CanUseComputer()) return;
|
|
|
|
if (currentSlotMode == SlotMode.Save)
|
|
{
|
|
SaveToSlot(slotIndex);
|
|
}
|
|
else if (currentSlotMode == SlotMode.Load)
|
|
{
|
|
LoadFromSlot(slotIndex);
|
|
}
|
|
else
|
|
{
|
|
Debug.LogWarning("[StoryComputer] 저장/불러오기 모드가 선택되지 않았습니다.");
|
|
}
|
|
}
|
|
|
|
private void SaveToSlot(int slotIndex)
|
|
{
|
|
if (StoryManager.Instance == null)
|
|
{
|
|
Debug.LogWarning("[StoryComputer] StoryManager가 없습니다.");
|
|
return;
|
|
}
|
|
|
|
StoryManager.Instance.Save();
|
|
|
|
if (!File.Exists(BaseSavePath))
|
|
{
|
|
Debug.LogWarning("[StoryComputer] 기본 저장 파일이 생성되지 않았습니다.");
|
|
return;
|
|
}
|
|
|
|
File.Copy(BaseSavePath, SlotSavePath(slotIndex), true);
|
|
|
|
RefreshSlotTexts();
|
|
RefreshStatusUI();
|
|
|
|
Debug.Log($"[StoryComputer] 슬롯 {slotIndex}에 저장했습니다.");
|
|
}
|
|
|
|
private void LoadFromSlot(int slotIndex)
|
|
{
|
|
string slotPath = SlotSavePath(slotIndex);
|
|
|
|
if (!File.Exists(slotPath))
|
|
{
|
|
Debug.LogWarning($"[StoryComputer] 슬롯 {slotIndex}에 저장 파일이 없습니다.");
|
|
return;
|
|
}
|
|
|
|
File.Copy(slotPath, BaseSavePath, true);
|
|
|
|
bool success = StoryManager.Instance.Load();
|
|
|
|
if (!success)
|
|
{
|
|
Debug.LogWarning($"[StoryComputer] 슬롯 {slotIndex} 불러오기에 실패했습니다.");
|
|
return;
|
|
}
|
|
|
|
currentSlotMode = SlotMode.None;
|
|
|
|
if (slotPanel != null)
|
|
slotPanel.SetActive(false);
|
|
|
|
if (notePanel != null)
|
|
notePanel.SetActive(true);
|
|
|
|
RefreshSlotTexts();
|
|
RefreshStatusUI();
|
|
|
|
Debug.Log($"[StoryComputer] 슬롯 {slotIndex}에서 불러왔습니다.");
|
|
}
|
|
|
|
public void ResetStoryFromComputer()
|
|
{
|
|
if (!CanUseComputer()) return;
|
|
|
|
StoryManager.Instance.ResetAll();
|
|
|
|
currentSlotMode = SlotMode.None;
|
|
|
|
if (slotPanel != null)
|
|
slotPanel.SetActive(false);
|
|
|
|
if (notePanel != null)
|
|
notePanel.SetActive(true);
|
|
|
|
RefreshStatusUI();
|
|
|
|
Debug.Log("[StoryComputer] 스토리 상태를 초기화했습니다.");
|
|
}
|
|
|
|
public void CloseComputerWindow()
|
|
{
|
|
isPowerOn = false;
|
|
currentSlotMode = SlotMode.None;
|
|
|
|
if (notePanel != null)
|
|
notePanel.SetActive(false);
|
|
|
|
if (slotPanel != null)
|
|
slotPanel.SetActive(false);
|
|
|
|
if (windowPanel != null)
|
|
windowPanel.SetActive(false);
|
|
|
|
Debug.Log("[StoryComputer] 컴퓨터 UI 창을 닫고 전원을 껐습니다.");
|
|
}
|
|
|
|
public void SaveFromComputer()
|
|
{
|
|
OpenSaveSlotPanel();
|
|
}
|
|
|
|
public void LoadFromComputer()
|
|
{
|
|
OpenLoadSlotPanel();
|
|
}
|
|
|
|
private void RefreshSlotTexts()
|
|
{
|
|
if (slotTexts == null) return;
|
|
|
|
for (int i = 0; i < slotTexts.Length; i++)
|
|
{
|
|
if (slotTexts[i] == null) continue;
|
|
|
|
int slotIndex = i + 1;
|
|
string slotPath = SlotSavePath(slotIndex);
|
|
|
|
if (!File.Exists(slotPath))
|
|
{
|
|
slotTexts[i].text = $"슬롯 {slotIndex}\n저장된 데이터 없음";
|
|
continue;
|
|
}
|
|
|
|
int progress = ReadSlotMainProgress(slotPath);
|
|
slotTexts[i].text = $"저장됨 진행도 {progress}%";
|
|
}
|
|
}
|
|
|
|
private int ReadSlotMainProgress(string slotPath)
|
|
{
|
|
try
|
|
{
|
|
string json = File.ReadAllText(slotPath);
|
|
SlotPreviewData data = JsonUtility.FromJson<SlotPreviewData>(json);
|
|
|
|
if (data == null)
|
|
return 0;
|
|
|
|
return Mathf.Clamp(data.MainProgress, 0, 100);
|
|
}
|
|
catch
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
public void PrintCurrentState()
|
|
{
|
|
if (StoryManager.Instance == null)
|
|
{
|
|
Debug.LogWarning("[StoryComputer] StoryManager가 없습니다.");
|
|
return;
|
|
}
|
|
|
|
StringBuilder sb = new StringBuilder();
|
|
|
|
sb.AppendLine("========== 현재 스토리 상태 ==========");
|
|
sb.AppendLine($"메인 진행도: {StoryManager.Instance.MainProgress}");
|
|
sb.AppendLine();
|
|
sb.AppendLine("공룡별 호감도:");
|
|
|
|
if (characters == null || characters.Length == 0)
|
|
{
|
|
sb.AppendLine("- 등록된 캐릭터 없음");
|
|
}
|
|
else
|
|
{
|
|
foreach (CharacterData character in characters)
|
|
{
|
|
if (character == null) continue;
|
|
|
|
int affection = StoryManager.Instance.GetAffection(character);
|
|
sb.AppendLine($"- {character.name}: {affection}");
|
|
}
|
|
}
|
|
|
|
sb.AppendLine("====================================");
|
|
|
|
Debug.Log(sb.ToString());
|
|
}
|
|
|
|
private void RefreshStatusUI()
|
|
{
|
|
if (StoryManager.Instance == null)
|
|
{
|
|
Debug.LogWarning("[StoryComputer] StoryManager가 없어서 UI를 갱신할 수 없습니다.");
|
|
return;
|
|
}
|
|
|
|
if (mainProgressUI != null)
|
|
{
|
|
mainProgressUI.SetProgress(StoryManager.Instance.MainProgress);
|
|
}
|
|
|
|
if (affectionUIBinds != null)
|
|
{
|
|
foreach (AffectionUIBind bind in affectionUIBinds)
|
|
{
|
|
if (bind == null) continue;
|
|
if (bind.character == null) continue;
|
|
if (bind.heartUI == null) continue;
|
|
|
|
int affection = StoryManager.Instance.GetAffection(bind.character);
|
|
bind.heartUI.SetAffection(affection);
|
|
}
|
|
}
|
|
}
|
|
|
|
private bool CanUseComputer()
|
|
{
|
|
if (!isPowerOn)
|
|
{
|
|
Debug.LogWarning("[StoryComputer] 컴퓨터 전원이 꺼져 있어서 사용할 수 없습니다.");
|
|
return false;
|
|
}
|
|
|
|
if (StoryManager.Instance == null)
|
|
{
|
|
Debug.LogWarning("[StoryComputer] StoryManager가 씬에 없습니다.");
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
} |