계산대 로직 중간저장
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@@ -1,4 +1,9 @@
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using System.Collections.Generic;
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using UnityEngine;
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using VRShopping.Interact;
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using VRShopping.Items;
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using VRShopping.Player;
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using VRShopping.Shopping;
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using VRShopping.UI;
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public class PlayerController : MonoBehaviour,ITransScenePossible
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@@ -9,6 +14,7 @@ public class PlayerController : MonoBehaviour,ITransScenePossible
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private bool _controlPositive = true;
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[SerializeField] private ShoppingOrderView _shoppingOrderView;
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[SerializeField] private PlayerWallet playerWallet;
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private void Awake()
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{
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@@ -35,4 +41,58 @@ public async void ToggleShoppingOrderList()
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await _shoppingOrderView.ToggleShoppingOrderList();
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_controlPositive = true;
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}
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public void Checkout(CheckoutMachine checkoutMachine)
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{
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List<CheckoutProductionRow> checkoutList = checkoutMachine.GetCheckoutList();
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if(playerWallet.PayMoney(checkoutMachine.CheckoutSum))
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{
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Debug.Log("결제완료");
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if (ShoppingOrderMissionClearCheck(checkoutList, out var missing))
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{
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Debug.Log("게임 클리어");
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}
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else
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{
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var parts = new List<string>(missing.Count);
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foreach (var (group, shortage) in missing) parts.Add($"{group} x{shortage}");
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Debug.Log($"장보기 목록 미충족 — 부족: {string.Join(", ", parts)}");
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}
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}
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else
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{
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Debug.Log("예산 부족으로 결제 불가");
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}
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}
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//계산한 품목이 장보기 목록을 모두 충족하는지 검사 (더 많은 건 허용)
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//missing: 부족한 ProductGroup과 부족 수량 목록
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private bool ShoppingOrderMissionClearCheck(List<CheckoutProductionRow> checkoutList, out List<(ProductGroup group, int shortage)> missing)
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{
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missing = new List<(ProductGroup, int)>();
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ShoppingOrderList orderList = _shoppingOrderView != null ? _shoppingOrderView.OrderList : null;
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if (orderList == null) return true;
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//구매한 품목을 ProductGroup 기준으로 집계
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var boughtByGroup = new Dictionary<ProductGroup, int>();
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foreach (var row in checkoutList)
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{
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if (row.Item == null) continue;
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boughtByGroup.TryGetValue(row.Item.ProductGroup, out int count);
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boughtByGroup[row.Item.ProductGroup] = count + row.Quantity;
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}
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//목록의 각 항목을 전부 확인해서 부족분 수집
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foreach (var entry in orderList.Entries)
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{
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boughtByGroup.TryGetValue(entry.ProductGroup, out int count);
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int shortage = entry.RequiredQuantity - count;
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if (shortage > 0) missing.Add((entry.ProductGroup, shortage));
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}
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return missing.Count == 0;
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}
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}
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