2026.06.24
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using UnityEngine;
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[DisallowMultipleComponent]
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public class MemoryProgressDebugResetter : MonoBehaviour
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{
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[Header("References")]
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[SerializeField] private MemoryProgressManager memoryProgressManager;
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[SerializeField] private MemoryPieceReward[] rewardsToReset;
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[SerializeField] private MemoryPiecePickup[] pickupsToReset;
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[Header("Options")]
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[SerializeField] private bool autoFindIfEmpty = true;
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[ContextMenu("Reset Memory Progress And Rewards")]
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public void ResetMemoryProgressAndRewards()
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{
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ResolveReferencesIfNeeded();
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if (memoryProgressManager != null)
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memoryProgressManager.ResetProgress();
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if (rewardsToReset != null)
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{
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for (int i = 0; i < rewardsToReset.Length; i++)
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{
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if (rewardsToReset[i] != null)
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rewardsToReset[i].ResetReward();
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}
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}
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if (pickupsToReset != null)
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{
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for (int i = 0; i < pickupsToReset.Length; i++)
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{
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if (pickupsToReset[i] != null)
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pickupsToReset[i].ResetPickup();
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}
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}
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Debug.Log("[MemoryProgressDebugResetter] 기억의 조각 진행도 / 보상 / 픽업 상태를 초기화했습니다.", this);
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}
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public void ClearSavedProgressOnly()
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{
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ResolveReferencesIfNeeded();
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if (memoryProgressManager != null)
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memoryProgressManager.ClearSavedProgress();
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}
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private void ResolveReferencesIfNeeded()
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{
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if (!autoFindIfEmpty)
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return;
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if (memoryProgressManager == null)
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memoryProgressManager = FindFirstObjectByType<MemoryProgressManager>();
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if (rewardsToReset == null || rewardsToReset.Length == 0)
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rewardsToReset = FindObjectsByType<MemoryPieceReward>(FindObjectsSortMode.None);
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if (pickupsToReset == null || pickupsToReset.Length == 0)
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pickupsToReset = FindObjectsByType<MemoryPiecePickup>(FindObjectsSortMode.None);
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}
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}
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