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Author SHA1 Message Date
jklee 298e35c50b tweak: 입고 동선 단축 (박스 z=-1 / 슬롯 z=1)
플레이어 스폰 양옆으로 박스·슬롯을 바짝 배치해 왕복 거리 축소.
setup 재실행 시 기존 오브젝트 위치도 갱신되도록 변경.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 20:20:26 +09:00
jklee f230b438ed feat: 미션 판정 (완료/채점) — 입고 게임 최소 루프 완성
- MissionManager: 슬롯 감시 → 전부 정답 시 완료, 점수/오답/시간 표시, R키 재시작
- PutawaySlot: Changed 이벤트로 상태 변화 알림
- MissionSetup: Mission 오브젝트 + MissionManager 추가

이동→집기→적치→정답판정→완료/채점 한 판 루프 완성.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 20:14:51 +09:00
jklee aa302b1d67 feat: 적치 슬롯 + 정답 판정
- PutawaySlot: 박스 스냅 배치 + 기대 품목 비교 → 패드 색(초록/빨강)
- PickupController: 빈 슬롯에 적치 / 슬롯에서 재집기 / 'E: 적치' 힌트
- SlotSetup: 슬롯 4개 배치 + 박스별 기대 품목 매핑

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 20:11:09 +09:00
jklee 0a372cb88d feat: 입고 PDA UI (UI Toolkit) — 보류 작업물 정리
캐릭터-first 전환 전에 만든 PDA/창고 UI 작업물을 히스토리에 보존.
- InboundPda.uxml/.uss/.tss + InboundPanelSettings
- InboundUIController: 단계별 렌더링 + 입력 위임
- InboundSceneSetup: UIDocument/PanelSettings 자동 와이어링
씬에는 비활성 상태로 존재. 추후 입고 로직 재연결 시 재사용 가능.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 20:08:17 +09:00
jklee f8577c5f7d feat: 집기/놓기 상호작용 (게임 핵심 루프)
- Carryable: 집을 수 있는 물건 표시
- PickupController: 범위 내 박스를 E키로 집고/놓기 + 화면 힌트
- PickupDemoSetup: 플레이어에 PickupController 부착 + 입고 박스 4개 스폰

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 20:05:50 +09:00
jklee f5ae70b0aa feat: 창고 환경 빌더 (외벽 + 선반 랙)
SinoWMS/Setup Warehouse 메뉴: 외벽 4면 + 랙 4줄을 콜라이더 포함 배치.
중앙/사이 통로로 캐릭터가 이동, 벽·랙에 막힘.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 20:03:32 +09:00
jklee 065355f63a feat: 탑다운 캐릭터 이동 플레이그라운드
- PlayerController: WASD/방향키 이동 + 진행방향 회전 (새 Input System)
- CameraFollow: 위에서 비스듬히 따라가는 카메라
- PlaygroundSetup: 바닥+캐릭터+카메라 자동 구성 메뉴

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 20:00:45 +09:00
jklee de5a40678e feat: 1단계 — JSON 시나리오 로더 + 스모크 테스트
- ScenarioLoader: JSON 시나리오/창고 레이아웃 → 런타임 ScriptableObject 변환
- warehouse_basic.json: 로케이션 마스터 (해피패스 + 존위반/용량초과 함정)
- InboundManager.StartMission(scenario) 오버로드 (로더 결과 주입용)
- Editor 스모크 테스트: 로더 + 입고 로직 12항목 검증 (12 PASS)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 19:19:55 +09:00
jklee 1051958641 chore: Unity 생성 .meta 파일 및 ShaderGraph 설정 추가
초기 커밋에서 누락된 Assets 하위 .meta 파일과 변경된
ProjectSettings/ShaderGraphSettings.asset 반영

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 19:13:14 +09:00
jklee 58789473ff docs: 변경 이력 관리용 CHANGELOG.md 추가
Keep a Changelog 형식으로 0.1.0(입고 모듈 골격) 정리 및 예정 작업 기록

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 19:12:56 +09:00
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{
"warehouseId": "WH-BASIC",
"title": "기본 교육 창고 레이아웃",
"locations": [
{ "locationCode": "A-01-01", "zone": "Ambient", "capacity": 50, "gridX": 0, "gridY": 0 },
{ "locationCode": "A-02-01", "zone": "Ambient", "capacity": 50, "gridX": 1, "gridY": 0 },
{ "locationCode": "A-03-02", "zone": "Ambient", "capacity": 50, "gridX": 2, "gridY": 0 },
{ "locationCode": "A-99-01", "zone": "Ambient", "capacity": 5, "gridX": 3, "gridY": 0 },
{ "locationCode": "C-01-01", "zone": "Chilled", "capacity": 40, "gridX": 0, "gridY": 2 },
{ "locationCode": "C-02-03", "zone": "Chilled", "capacity": 40, "gridX": 1, "gridY": 2 },
{ "locationCode": "F-01-01", "zone": "Frozen", "capacity": 30, "gridX": 0, "gridY": 4 }
]
}
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using System;
using System.Collections.Generic;
using UnityEngine;
using SinoWms.Data;
namespace SinoWms.Core
{
/// <summary>
/// JSON 시나리오/창고 레이아웃을 읽어 런타임 ScriptableObject 인스턴스로 변환한다.
/// 교육 콘텐츠를 코드와 분리하기 위한 진입점. UI/매니저는 이 결과를 받아 미션을 시작한다.
/// </summary>
public static class ScenarioLoader
{
/// <summary>로더 결과 묶음: 미션 시나리오 + 해당 창고의 로케이션 마스터.</summary>
public class LoadedScenario
{
public InboundScenario scenario;
public List<LocationDefinition> locations = new List<LocationDefinition>();
}
/// <summary>
/// Resources 폴더에서 시나리오/창고 JSON(TextAsset)을 읽어 로드한다.
/// 경로는 확장자 없이 Resources 기준 상대경로 (예: "Scenarios/inbound_basic").
/// </summary>
public static LoadedScenario LoadFromResources(string scenarioPath, string warehousePath)
{
var scenarioAsset = Resources.Load<TextAsset>(scenarioPath);
if (scenarioAsset == null)
throw new InvalidOperationException($"시나리오 JSON을 찾을 수 없습니다: Resources/{scenarioPath}");
var warehouseAsset = Resources.Load<TextAsset>(warehousePath);
if (warehouseAsset == null)
throw new InvalidOperationException($"창고 JSON을 찾을 수 없습니다: Resources/{warehousePath}");
return Load(scenarioAsset.text, warehouseAsset.text);
}
/// <summary>JSON 문자열로부터 직접 로드한다(테스트/외부 소스용).</summary>
public static LoadedScenario Load(string scenarioJson, string warehouseJson)
{
var warehouseDto = JsonUtility.FromJson<WarehouseDto>(warehouseJson);
if (warehouseDto?.locations == null)
throw new InvalidOperationException("창고 JSON 파싱 실패: locations가 없습니다.");
var result = new LoadedScenario();
var byCode = new Dictionary<string, LocationDefinition>();
foreach (var dto in warehouseDto.locations)
{
var loc = ScriptableObject.CreateInstance<LocationDefinition>();
loc.name = dto.locationCode;
loc.locationCode = dto.locationCode;
loc.zone = ParseZone(dto.zone, dto.locationCode);
loc.capacity = dto.capacity;
loc.gridPosition = new Vector2Int(dto.gridX, dto.gridY);
result.locations.Add(loc);
byCode[loc.locationCode] = loc;
}
var scenarioDto = JsonUtility.FromJson<ScenarioDto>(scenarioJson);
if (scenarioDto?.lines == null)
throw new InvalidOperationException("시나리오 JSON 파싱 실패: lines가 없습니다.");
var scenario = ScriptableObject.CreateInstance<InboundScenario>();
scenario.name = scenarioDto.scenarioId;
scenario.scenarioId = scenarioDto.scenarioId;
scenario.title = scenarioDto.title;
scenario.timeLimitSeconds = scenarioDto.timeLimitSeconds;
foreach (var lineDto in scenarioDto.lines)
{
var item = ScriptableObject.CreateInstance<ItemDefinition>();
item.name = lineDto.sku;
item.sku = lineDto.sku;
item.displayName = lineDto.displayName;
item.barcode = lineDto.barcode;
item.requiredZone = ParseZone(lineDto.requiredZone, lineDto.sku);
item.unitVolume = lineDto.unitVolume;
LocationDefinition suggested = null;
if (!string.IsNullOrEmpty(lineDto.suggestedLocation))
{
if (!byCode.TryGetValue(lineDto.suggestedLocation, out suggested))
Debug.LogWarning($"[ScenarioLoader] {lineDto.sku}의 정답 로케이션 " +
$"'{lineDto.suggestedLocation}'이(가) 창고에 없습니다.");
}
scenario.lines.Add(new InboundLine
{
item = item,
expectedQty = lineDto.expectedQty,
actualQty = lineDto.actualQty,
suggestedLocation = suggested
});
}
result.scenario = scenario;
return result;
}
private static StorageZone ParseZone(string raw, string ownerForLog)
{
if (Enum.TryParse(raw, ignoreCase: true, out StorageZone zone))
return zone;
Debug.LogWarning($"[ScenarioLoader] 알 수 없는 존 '{raw}' ({ownerForLog}) → Ambient로 대체.");
return StorageZone.Ambient;
}
// ---- JSON 매핑용 DTO (JsonUtility는 public 필드 + [Serializable] 필요) ----
[Serializable]
private class ScenarioDto
{
public string scenarioId;
public string title;
public float timeLimitSeconds;
public LineDto[] lines;
}
[Serializable]
private class LineDto
{
public string sku;
public string displayName;
public string barcode;
public string requiredZone;
public int unitVolume;
public int expectedQty;
public int actualQty;
public string suggestedLocation;
}
[Serializable]
private class WarehouseDto
{
public string warehouseId;
public string title;
public LocationDto[] locations;
}
[Serializable]
private class LocationDto
{
public string locationCode;
public string zone;
public int capacity;
public int gridX;
public int gridY;
}
}
}
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using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.UIElements;
using SinoWms.Inbound;
using SinoWms.UI;
namespace SinoWms.EditorTools
{
/// <summary>
/// 입고 UI 씬을 한 번에 구성한다(런타임 UI Toolkit 와이어링 자동화).
/// 메뉴 <b>SinoWMS/Setup Inbound Scene</b> 실행 후 Play 하면 PDA 미션이 뜬다.
/// </summary>
public static class InboundSceneSetup
{
private const string UiDir = "Assets/UI";
private const string ThemePath = UiDir + "/InboundRuntimeTheme.tss";
private const string UxmlPath = UiDir + "/InboundPda.uxml";
private const string UssPath = UiDir + "/InboundPda.uss";
private const string PanelSettingsPath = UiDir + "/InboundPanelSettings.asset";
[MenuItem("SinoWMS/Setup Inbound Scene")]
public static void Setup()
{
var panelSettings = EnsurePanelSettings();
if (panelSettings == null) return;
var uxml = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>(UxmlPath);
if (uxml == null)
{
Debug.LogError($"[InboundSceneSetup] UXML을 찾을 수 없습니다: {UxmlPath}");
return;
}
var go = GameObject.Find("InboundUI") ?? new GameObject("InboundUI");
var manager = go.GetComponent<InboundManager>() ?? go.AddComponent<InboundManager>();
var doc = go.GetComponent<UIDocument>() ?? go.AddComponent<UIDocument>();
doc.panelSettings = panelSettings;
doc.visualTreeAsset = uxml;
// 컨트롤러는 UIDocument 이후에 추가(RequireComponent 충족) + manager 연결
var controller = go.GetComponent<InboundUIController>() ?? go.AddComponent<InboundUIController>();
var styleSheet = AssetDatabase.LoadAssetAtPath<StyleSheet>(UssPath);
if (styleSheet == null)
Debug.LogWarning($"[InboundSceneSetup] USS를 찾을 수 없습니다: {UssPath}");
var so = new SerializedObject(controller);
so.FindProperty("manager").objectReferenceValue = manager;
so.FindProperty("styleSheet").objectReferenceValue = styleSheet;
so.ApplyModifiedProperties();
Selection.activeGameObject = go;
EditorSceneManager.MarkSceneDirty(go.scene);
Debug.Log("[InboundSceneSetup] 완료. 'InboundUI' 오브젝트 생성 → Play 하면 미션이 시작됩니다.");
}
private static PanelSettings EnsurePanelSettings()
{
var existing = AssetDatabase.LoadAssetAtPath<PanelSettings>(PanelSettingsPath);
if (existing != null) return existing;
var theme = AssetDatabase.LoadAssetAtPath<ThemeStyleSheet>(ThemePath);
if (theme == null)
{
Debug.LogError($"[InboundSceneSetup] 런타임 테마를 찾을 수 없습니다: {ThemePath}");
return null;
}
var ps = ScriptableObject.CreateInstance<PanelSettings>();
ps.themeStyleSheet = theme;
AssetDatabase.CreateAsset(ps, PanelSettingsPath);
AssetDatabase.SaveAssets();
Debug.Log($"[InboundSceneSetup] PanelSettings 생성: {PanelSettingsPath}");
return ps;
}
}
}
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using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using SinoWms.Core;
using SinoWms.Data;
using SinoWms.Inbound;
namespace SinoWms.EditorTools
{
/// <summary>
/// UI 없이 입고 로직(로더 + 서비스)을 검증하는 스모크 테스트.
/// 메뉴 <b>SinoWMS/Run Inbound Smoke Test</b>로 실행하면 콘솔에 PASS/FAIL 리포트가 찍힌다.
/// 정식 EditMode 테스트(asmdef 분리)로 대체되기 전까지의 임시 검증 수단.
/// </summary>
public static class InboundSmokeTest
{
private static int _pass;
private static int _fail;
[MenuItem("SinoWMS/Run Inbound Smoke Test")]
public static void Run()
{
_pass = 0;
_fail = 0;
Debug.Log("===== 입고 스모크 테스트 시작 =====");
var loaded = ScenarioLoader.LoadFromResources(
"Scenarios/inbound_basic", "Scenarios/warehouse_basic");
TestLoader(loaded);
TestHappyPath(loaded);
TestUnknownBarcode(loaded);
TestPutawayBeforeInspect(loaded);
TestZoneMismatch(loaded);
TestOverCapacity(loaded);
var summary = $"===== 결과: {_pass} PASS / {_fail} FAIL =====";
if (_fail == 0) Debug.Log(summary);
else Debug.LogError(summary);
}
// ---- 개별 테스트 ----
private static void TestLoader(ScenarioLoader.LoadedScenario l)
{
Check("로더: 시나리오 ID", l.scenario.scenarioId == "INB-001");
Check("로더: 라인 3건", l.scenario.lines.Count == 3);
Check("로더: 로케이션 7건", l.locations.Count == 7);
Check("로더: 우유 존=Chilled",
Line(l, "SKU-2002").item.requiredZone == StorageZone.Chilled);
Check("로더: 정답 로케이션 해석(생수→A-01-01)",
Line(l, "SKU-1001").suggestedLocation?.locationCode == "A-01-01");
Check("로더: 수량 차이 함정(우유 예정8/실제6)",
Line(l, "SKU-2002").actualQty == 6 && Line(l, "SKU-2002").expectedQty == 8);
}
private static void TestHappyPath(ScenarioLoader.LoadedScenario l)
{
var progress = NewProgress(l);
var scan = new ScanService(progress);
var putaway = new PutawayService();
var lp = progress.First(p => p.line.item.sku == "SKU-1001");
var r1 = scan.Scan(lp.line.item.barcode, out _);
Check("해피: 정상 스캔", r1 == ScanResult.Ok && lp.scanned);
lp.countedQty = lp.line.actualQty;
lp.inspected = true;
var r2 = putaway.Commit(lp, Loc(l, "A-01-01"));
Check("해피: 정상 적치", r2 == PutawayResult.Ok && lp.putaway);
}
private static void TestUnknownBarcode(ScenarioLoader.LoadedScenario l)
{
var scan = new ScanService(NewProgress(l));
var r = scan.Scan("0000000000000", out var matched);
Check("함정: 미등록 바코드 → UnknownBarcode",
r == ScanResult.UnknownBarcode && matched == null);
}
private static void TestPutawayBeforeInspect(ScenarioLoader.LoadedScenario l)
{
var progress = NewProgress(l);
var putaway = new PutawayService();
var lp = progress.First(p => p.line.item.sku == "SKU-1001");
lp.scanned = true; // 검수는 생략
var r = putaway.Validate(lp, Loc(l, "A-01-01"));
Check("함정: 검수 전 적치 → NotInspected", r == PutawayResult.NotInspected);
}
private static void TestZoneMismatch(ScenarioLoader.LoadedScenario l)
{
var progress = NewProgress(l);
var putaway = new PutawayService();
var lp = progress.First(p => p.line.item.sku == "SKU-1001"); // Ambient 품목
lp.countedQty = lp.line.actualQty;
lp.inspected = true;
var r = putaway.Validate(lp, Loc(l, "C-02-03")); // Chilled 존
Check("함정: 존 위반 → ZoneMismatch", r == PutawayResult.ZoneMismatch);
}
private static void TestOverCapacity(ScenarioLoader.LoadedScenario l)
{
var progress = NewProgress(l);
var putaway = new PutawayService();
var lp = progress.First(p => p.line.item.sku == "SKU-1001"); // 10개 × 부피2 = 20
lp.countedQty = lp.line.actualQty;
lp.inspected = true;
var r = putaway.Validate(lp, Loc(l, "A-99-01")); // 용량 5
Check("함정: 용량 초과 → OverCapacity", r == PutawayResult.OverCapacity);
}
// ---- 헬퍼 ----
private static List<LineProgress> NewProgress(ScenarioLoader.LoadedScenario l)
=> l.scenario.lines.Select(line => new LineProgress(line)).ToList();
private static InboundLine Line(ScenarioLoader.LoadedScenario l, string sku)
=> l.scenario.lines.First(line => line.item.sku == sku);
private static LocationDefinition Loc(ScenarioLoader.LoadedScenario l, string code)
=> l.locations.First(loc => loc.locationCode == code);
private static void Check(string label, bool ok)
{
if (ok) { _pass++; Debug.Log($" ✅ {label}"); }
else { _fail++; Debug.LogError($" ❌ {label}"); }
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 75a0eb77b8a87495cb9a80a685e0e1a8
+26
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using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using SinoWms.Gameplay;
namespace SinoWms.EditorTools
{
/// <summary>
/// 미션 판정 매니저를 씬에 추가한다. 메뉴 <b>SinoWMS/Setup Mission</b>.
/// Play 후 모든 슬롯을 정답으로 채우면 완료 + 점수 표시.
/// </summary>
public static class MissionSetup
{
[MenuItem("SinoWMS/Setup Mission")]
public static void Setup()
{
var go = GameObject.Find("Mission") ?? new GameObject("Mission");
if (go.GetComponent<MissionManager>() == null)
go.AddComponent<MissionManager>();
EditorSceneManager.MarkSceneDirty(go.scene);
Selection.activeGameObject = go;
Debug.Log("[MissionSetup] 완료. Play 후 모든 슬롯을 정답으로 채우면 미션 완료.");
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9a8d41437743f4655996e49253cc72ad
+75
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using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using SinoWms.Gameplay;
using SinoWms.Player;
namespace SinoWms.EditorTools
{
/// <summary>
/// 집기/놓기 데모 구성: 플레이어에 PickupController 추가 + 입고 박스 스폰.
/// 메뉴 <b>SinoWMS/Setup Pickup Demo</b>. Play 후 박스에 다가가 E키로 집고 놓는다.
/// </summary>
public static class PickupDemoSetup
{
[MenuItem("SinoWMS/Setup Pickup Demo")]
public static void Setup()
{
var player = GameObject.Find("Player");
if (player == null)
{
Debug.LogError("[PickupDemoSetup] Player가 없습니다. 먼저 'Setup Playground Scene'을 실행하세요.");
return;
}
if (player.GetComponent<PickupController>() == null)
player.AddComponent<PickupController>();
var container = GameObject.Find("InboundBoxes") ?? new GameObject("InboundBoxes");
// 입고 대기 박스 4개 (남쪽 통로 근처에 배치)
var colors = new[]
{
new Color(0.75f, 0.55f, 0.35f),
new Color(0.70f, 0.50f, 0.30f),
new Color(0.80f, 0.60f, 0.40f),
new Color(0.65f, 0.45f, 0.28f),
};
string[] names = { "박스 A (생수)", "박스 B (우유)", "박스 C (라면)", "박스 D (잡화)" };
for (int i = 0; i < 4; i++)
{
string objName = $"Box_{i + 1}";
var existing = container.transform.Find(objName);
GameObject box;
if (existing != null)
{
box = existing.gameObject;
}
else
{
box = GameObject.CreatePrimitive(PrimitiveType.Cube);
box.name = objName;
box.transform.SetParent(container.transform, false);
box.transform.localScale = Vector3.one;
box.GetComponent<Renderer>().sharedMaterial = MakeMaterial(colors[i]);
box.AddComponent<Rigidbody>().mass = 1f;
box.AddComponent<Carryable>().displayName = names[i];
}
// 위치는 항상 갱신(동선 단축 — 플레이어 스폰 바로 남쪽)
box.transform.localPosition = new Vector3(-3f + i * 2f, 0.5f, -1f);
}
EditorSceneManager.MarkSceneDirty(player.scene);
Selection.activeGameObject = player;
Debug.Log("[PickupDemoSetup] 완료. Play 후 박스에 다가가 E키로 집고 놓아 보세요.");
}
private static Material MakeMaterial(Color color)
{
var shader = Shader.Find("Universal Render Pipeline/Lit") ?? Shader.Find("Standard");
return new Material(shader) { color = color };
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 10eba722501bf4dcaa1d33cc90d763b1
+81
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using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using SinoWms.Player;
namespace SinoWms.EditorTools
{
/// <summary>
/// 캐릭터 이동 확인용 최소 플레이그라운드를 구성한다.
/// 메뉴 <b>SinoWMS/Setup Playground Scene</b> 실행 후 Play → WASD/방향키로 이동.
/// </summary>
public static class PlaygroundSetup
{
[MenuItem("SinoWMS/Setup Playground Scene")]
public static void Setup()
{
// 바닥
var ground = GameObject.Find("Ground");
if (ground == null)
{
ground = GameObject.CreatePrimitive(PrimitiveType.Plane);
ground.name = "Ground";
ground.transform.localScale = new Vector3(5f, 1f, 5f); // 50x50
ground.GetComponent<Renderer>().sharedMaterial = MakeMaterial(new Color(0.5f, 0.55f, 0.6f));
}
// 플레이어
var player = GameObject.Find("Player");
if (player == null)
{
player = GameObject.CreatePrimitive(PrimitiveType.Capsule);
player.name = "Player";
player.transform.position = new Vector3(0f, 1.1f, 0f);
// CharacterController와 기본 CapsuleCollider 충돌 방지
var capCol = player.GetComponent<CapsuleCollider>();
if (capCol != null) Object.DestroyImmediate(capCol);
var cc = player.AddComponent<CharacterController>();
cc.height = 2f;
cc.radius = 0.5f;
cc.center = Vector3.zero;
player.AddComponent<PlayerController>();
player.GetComponent<Renderer>().sharedMaterial = MakeMaterial(new Color(0.2f, 0.5f, 1f));
// 정면 표시용 작은 큐브(어느 쪽을 보는지)
var nose = GameObject.CreatePrimitive(PrimitiveType.Cube);
nose.name = "Nose";
Object.DestroyImmediate(nose.GetComponent<BoxCollider>());
nose.transform.SetParent(player.transform, false);
nose.transform.localScale = new Vector3(0.25f, 0.25f, 0.4f);
nose.transform.localPosition = new Vector3(0f, 0.3f, 0.5f);
nose.GetComponent<Renderer>().sharedMaterial = MakeMaterial(new Color(1f, 0.85f, 0.3f));
}
// 카메라 (탑다운 추적)
var cam = Camera.main;
if (cam == null)
{
var camGo = new GameObject("Main Camera") { tag = "MainCamera" };
cam = camGo.AddComponent<Camera>();
}
var follow = cam.GetComponent<CameraFollow>() ?? cam.gameObject.AddComponent<CameraFollow>();
follow.SetTarget(player.transform);
cam.transform.position = player.transform.position + new Vector3(0f, 12f, -8f);
cam.transform.LookAt(player.transform.position);
Selection.activeGameObject = player;
EditorSceneManager.MarkSceneDirty(player.scene);
Debug.Log("[PlaygroundSetup] 완료. Play 후 WASD/방향키로 캐릭터를 움직여 보세요.");
}
/// <summary>URP 환경에서 분홍색으로 안 보이도록 URP/Lit 머티리얼 생성.</summary>
private static Material MakeMaterial(Color color)
{
var shader = Shader.Find("Universal Render Pipeline/Lit") ?? Shader.Find("Standard");
return new Material(shader) { color = color };
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6a6e35879fd6146759034c5dab7c4afd
+70
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using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using SinoWms.Gameplay;
namespace SinoWms.EditorTools
{
/// <summary>
/// 적치 슬롯을 창고에 배치한다. 각 슬롯은 바닥 패드 + 트리거 콜라이더 + 기대 품목을 가진다.
/// 메뉴 <b>SinoWMS/Setup Slots</b>. Play 후 박스를 들고 슬롯에서 E키로 적치(정답=초록/오답=빨강).
/// </summary>
public static class SlotSetup
{
// 슬롯 위치와 기대 품목 (PickupDemoSetup의 박스 이름과 일치시켜 정답 구성)
private static readonly (Vector3 pos, string expected)[] Slots =
{
(new Vector3(-3f, 0.03f, 1f), "박스 A (생수)"),
(new Vector3(-1f, 0.03f, 1f), "박스 B (우유)"),
(new Vector3(1f, 0.03f, 1f), "박스 C (라면)"),
(new Vector3(3f, 0.03f, 1f), "박스 D (잡화)"),
};
[MenuItem("SinoWMS/Setup Slots")]
public static void Setup()
{
var container = GameObject.Find("PutawaySlots") ?? new GameObject("PutawaySlots");
for (int i = 0; i < Slots.Length; i++)
{
string slotName = $"Slot_{i + 1}";
var existing = container.transform.Find(slotName);
if (existing != null)
{
existing.localPosition = Slots[i].pos; // 위치만 갱신
continue;
}
var slotGo = new GameObject(slotName);
slotGo.transform.SetParent(container.transform, false);
slotGo.transform.localPosition = Slots[i].pos;
// 바닥 패드 (상태 색 표시)
var pad = GameObject.CreatePrimitive(PrimitiveType.Cube);
pad.name = "Pad";
Object.DestroyImmediate(pad.GetComponent<BoxCollider>());
pad.transform.SetParent(slotGo.transform, false);
pad.transform.localScale = new Vector3(1.2f, 0.05f, 1.2f);
pad.GetComponent<Renderer>().sharedMaterial =
new Material(Shader.Find("Universal Render Pipeline/Lit") ?? Shader.Find("Standard"))
{ color = new Color(1f, 0.82f, 0.3f) };
// 적치 감지용 트리거
var trigger = slotGo.AddComponent<BoxCollider>();
trigger.isTrigger = true;
trigger.size = new Vector3(1.4f, 1.5f, 1.4f);
trigger.center = new Vector3(0f, 0.75f, 0f);
var slot = slotGo.AddComponent<PutawaySlot>();
var so = new SerializedObject(slot);
so.FindProperty("pad").objectReferenceValue = pad.GetComponent<Renderer>();
so.FindProperty("expectedLabel").stringValue = Slots[i].expected;
so.ApplyModifiedProperties();
}
EditorSceneManager.MarkSceneDirty(container.scene);
Selection.activeGameObject = container;
Debug.Log("[SlotSetup] 완료. 박스를 들고 슬롯 위에서 E키로 적치하세요(정답=초록/오답=빨강).");
}
}
}
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fileFormatVersion: 2
guid: bab24c45943e84dc9bf7ace8f7d0d618
+76
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@@ -0,0 +1,76 @@
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
namespace SinoWms.EditorTools
{
/// <summary>
/// 캐릭터가 돌아다닐 창고 환경(외벽 + 선반 랙)을 구성한다.
/// 메뉴 <b>SinoWMS/Setup Warehouse</b>. 바닥(Ground)은 PlaygroundSetup에서 생성된 것을 사용한다.
/// 모든 오브젝트에 콜라이더가 있어 캐릭터가 통과하지 못한다.
/// </summary>
public static class WarehouseSetup
{
private const float Half = 25f; // 바닥 50x50 기준 절반
private const float WallH = 3f;
private const float WallT = 0.5f;
[MenuItem("SinoWMS/Setup Warehouse")]
public static void Setup()
{
var root = GameObject.Find("Warehouse") ?? new GameObject("Warehouse");
// ---- 외벽 4면 ----
var walls = ChildContainer(root, "Walls");
var wallMat = MakeMaterial(new Color(0.78f, 0.78f, 0.82f));
MakeBox(walls, "Wall_N", new Vector3(0, WallH / 2, Half), new Vector3(2 * Half, WallH, WallT), wallMat);
MakeBox(walls, "Wall_S", new Vector3(0, WallH / 2, -Half), new Vector3(2 * Half, WallH, WallT), wallMat);
MakeBox(walls, "Wall_E", new Vector3(Half, WallH / 2, 0), new Vector3(WallT, WallH, 2 * Half), wallMat);
MakeBox(walls, "Wall_W", new Vector3(-Half, WallH / 2, 0), new Vector3(WallT, WallH, 2 * Half), wallMat);
// ---- 선반 랙 (Z축으로 길게, 중앙 통로 비움) ----
var racks = ChildContainer(root, "Racks");
var rackMat = MakeMaterial(new Color(0.85f, 0.45f, 0.15f)); // 주황(창고 랙 느낌)
float[] rows = { -16f, -8f, 8f, 16f };
const float rackH = 2.5f, rackDepth = 1.5f, rackLen = 36f;
foreach (float x in rows)
{
string side = x < 0 ? "L" : "R";
MakeBox(racks, $"Rack_{side}{Mathf.Abs(x):0}",
new Vector3(x, rackH / 2, 0f),
new Vector3(rackDepth, rackH, rackLen), rackMat);
}
EditorSceneManager.MarkSceneDirty(root.scene);
Selection.activeGameObject = root;
Debug.Log("[WarehouseSetup] 완료. Play 후 캐릭터로 통로를 돌아다녀 보세요.");
}
private static GameObject ChildContainer(GameObject parent, string name)
{
var t = parent.transform.Find(name);
if (t != null) return t.gameObject;
var go = new GameObject(name);
go.transform.SetParent(parent.transform, false);
return go;
}
private static void MakeBox(GameObject parent, string name, Vector3 pos, Vector3 scale, Material mat)
{
if (parent.transform.Find(name) != null) return; // 이미 있으면 건너뜀
var box = GameObject.CreatePrimitive(PrimitiveType.Cube); // BoxCollider 포함
box.name = name;
box.transform.SetParent(parent.transform, false);
box.transform.localPosition = pos;
box.transform.localScale = scale;
box.GetComponent<Renderer>().sharedMaterial = mat;
}
private static Material MakeMaterial(Color color)
{
var shader = Shader.Find("Universal Render Pipeline/Lit") ?? Shader.Find("Standard");
return new Material(shader) { color = color };
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e7789607004404110a0cbb35327f9a2c
+8
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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 3ee476866b1bf47f5a10539f8b8dcef5
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
+15
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using UnityEngine;
namespace SinoWms.Gameplay
{
/// <summary>플레이어가 집어 옮길 수 있는 물건(박스/팔레트) 표시 컴포넌트.</summary>
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(Collider))]
public class Carryable : MonoBehaviour
{
[Tooltip("힌트/로그에 표시할 이름. 비우면 오브젝트 이름 사용.")]
public string displayName;
public string Label => string.IsNullOrEmpty(displayName) ? name : displayName;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 315a7e23f649b4187a444b01f14a8e9d
+105
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using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.InputSystem;
namespace SinoWms.Gameplay
{
/// <summary>
/// 씬의 모든 적치 슬롯을 감시해 미션 진행/완료를 판정한다.
/// 모든 슬롯이 정답으로 채워지면 완료 처리하고 점수(정답·오답·시간)를 표시한다.
/// </summary>
public class MissionManager : MonoBehaviour
{
[SerializeField] private float targetSeconds = 60f; // 시간 보너스 기준
private const int ScorePerSlot = 100;
private const int MistakePenalty = 25;
private PutawaySlot[] _slots;
private float _startTime;
private int _mistakes;
private bool _completed;
private int _finalScore;
private float _elapsedAtComplete;
private GUIStyle _hudStyle;
private GUIStyle _panelStyle;
private void Start()
{
_slots = Object.FindObjectsByType<PutawaySlot>(FindObjectsSortMode.None);
_startTime = Time.time;
foreach (var s in _slots)
s.Changed += OnSlotChanged;
}
private void OnDestroy()
{
if (_slots == null) return;
foreach (var s in _slots)
if (s != null) s.Changed -= OnSlotChanged;
}
private void Update()
{
if (_completed && (Keyboard.current?.rKey.wasPressedThisFrame ?? false))
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
private void OnSlotChanged(PutawaySlot slot)
{
if (_completed) return;
// 오답 적치는 누적 집계(교육 감점용)
if (slot.IsOccupied && !slot.IsCorrect)
_mistakes++;
int correct = 0;
foreach (var s in _slots)
if (s.IsCorrect) correct++;
if (correct == _slots.Length)
Complete(correct);
}
private void Complete(int correct)
{
_completed = true;
_elapsedAtComplete = Time.time - _startTime;
int score = correct * ScorePerSlot - _mistakes * MistakePenalty;
if (_elapsedAtComplete < targetSeconds)
score += Mathf.RoundToInt((1f - _elapsedAtComplete / targetSeconds) * 50f);
_finalScore = Mathf.Max(0, score);
}
private int CorrectCount()
{
int c = 0;
foreach (var s in _slots)
if (s != null && s.IsCorrect) c++;
return c;
}
private void OnGUI()
{
_hudStyle ??= new GUIStyle(GUI.skin.box) { fontSize = 18, alignment = TextAnchor.MiddleCenter };
_panelStyle ??= new GUIStyle(GUI.skin.box) { fontSize = 22, alignment = TextAnchor.MiddleCenter };
if (_slots == null || _slots.Length == 0) return;
if (!_completed)
{
string hud = $"적치 {CorrectCount()}/{_slots.Length} 오답 {_mistakes}";
GUI.Label(new Rect(Screen.width / 2f - 130f, 64f, 260f, 32f), hud, _hudStyle);
return;
}
float w = 360f, h = 160f;
var rect = new Rect(Screen.width / 2f - w / 2f, Screen.height / 2f - h / 2f, w, h);
string text =
$"미션 완료!\n\n점수 {_finalScore}점\n" +
$"소요 {_elapsedAtComplete:0}초 · 오답 {_mistakes}건\n\nR: 다시 하기";
GUI.Label(rect, text, _panelStyle);
}
}
}
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fileFormatVersion: 2
guid: 27f48d56c8f68491ba5b07b4887165cc
+137
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using UnityEngine;
using UnityEngine.InputSystem;
using SinoWms.Gameplay;
namespace SinoWms.Player
{
/// <summary>
/// 캐릭터의 집기/놓기 상호작용. 범위 내 가장 가까운 Carryable을 E키로 집어
/// 앞쪽 홀드 포인트에 들고 다니고, 다시 E키로 내려놓는다.
/// </summary>
public class PickupController : MonoBehaviour
{
[SerializeField] private float pickupRange = 2.5f;
[SerializeField] private Transform holdPoint;
private Carryable _carried;
private Carryable _target; // 현재 집을 수 있는 후보(힌트 표시용)
private PutawaySlot _targetSlot; // 들고 있을 때 적치 가능한 빈 슬롯
private GUIStyle _style;
private void Awake()
{
if (holdPoint == null)
{
var hp = new GameObject("HoldPoint").transform;
hp.SetParent(transform, false);
hp.localPosition = new Vector3(0f, 0.6f, 0.9f);
holdPoint = hp;
}
}
private void Update()
{
var kb = Keyboard.current;
if (kb == null) return;
if (_carried == null)
{
_target = FindNearest();
_targetSlot = null;
}
else
{
_targetSlot = FindNearestSlot();
}
if (kb.eKey.wasPressedThisFrame)
{
if (_carried != null) Drop();
else if (_target != null) PickUp(_target);
}
}
private Carryable FindNearest()
{
var hits = Physics.OverlapSphere(transform.position, pickupRange);
Carryable best = null;
float bestDist = float.MaxValue;
foreach (var h in hits)
{
var c = h.GetComponentInParent<Carryable>();
if (c == null || c == _carried) continue;
float d = Vector3.Distance(transform.position, c.transform.position);
if (d < bestDist) { bestDist = d; best = c; }
}
return best;
}
private PutawaySlot FindNearestSlot()
{
var hits = Physics.OverlapSphere(transform.position, pickupRange);
PutawaySlot best = null;
float bestDist = float.MaxValue;
foreach (var h in hits)
{
var s = h.GetComponentInParent<PutawaySlot>();
if (s == null || s.IsOccupied) continue;
float d = Vector3.Distance(transform.position, s.transform.position);
if (d < bestDist) { bestDist = d; best = s; }
}
return best;
}
private void PickUp(Carryable c)
{
// 슬롯에 적치돼 있던 박스라면 슬롯을 비운다
var fromSlot = c.GetComponentInParent<PutawaySlot>();
if (fromSlot != null && fromSlot.Occupant == c) fromSlot.Clear();
_carried = c;
_target = null;
if (c.TryGetComponent<Rigidbody>(out var rb)) rb.isKinematic = true;
if (c.TryGetComponent<Collider>(out var col)) col.enabled = false;
c.transform.SetParent(holdPoint);
c.transform.localPosition = Vector3.zero;
c.transform.localRotation = Quaternion.identity;
}
private void Drop()
{
var c = _carried;
_carried = null;
c.transform.SetParent(null);
// 근처 빈 슬롯이 있으면 적치(스냅 + 정답 판정)
if (_targetSlot != null && _targetSlot.TryPlace(c))
{
_targetSlot = null;
return;
}
// 아니면 그냥 바닥에 내려놓기
c.transform.position = holdPoint.position;
c.transform.rotation = holdPoint.rotation;
if (c.TryGetComponent<Collider>(out var col)) col.enabled = true;
if (c.TryGetComponent<Rigidbody>(out var rb)) rb.isKinematic = false;
}
private void OnGUI()
{
_style ??= new GUIStyle(GUI.skin.box) { fontSize = 18, alignment = TextAnchor.MiddleCenter };
string msg = null;
if (_carried != null)
msg = _targetSlot != null
? $"E: 적치 — {_targetSlot.Title}"
: $"E: 내려놓기 — {_carried.Label}";
else if (_target != null)
msg = $"E: 집기 — {_target.Label}";
if (msg == null) return;
GUI.Label(new Rect(Screen.width / 2f - 150f, 24f, 300f, 32f), msg, _style);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8525e0c0e962c47b78e49a7e3371fe97
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using UnityEngine;
namespace SinoWms.Gameplay
{
/// <summary>
/// 적치 슬롯. 캐릭터가 들고 온 Carryable을 받아 스냅 배치하고,
/// 기대 품목(expectedLabel)과 비교해 정답/오답을 바닥 패드 색으로 표시한다.
/// </summary>
public class PutawaySlot : MonoBehaviour
{
[Tooltip("이 슬롯에 와야 하는 품목 라벨. 비우면 아무거나 정답 처리.")]
public string expectedLabel;
[Tooltip("바닥 표시용 패드 렌더러(색으로 상태 표시).")]
[SerializeField] private Renderer pad;
[Tooltip("박스가 스냅될 패드 위 높이.")]
[SerializeField] private float dropHeight = 0.5f;
private static readonly Color Empty = new Color(1f, 0.82f, 0.3f);
private static readonly Color Correct = new Color(0.3f, 0.8f, 0.4f);
private static readonly Color Wrong = new Color(0.85f, 0.3f, 0.3f);
/// <summary>적치/제거 등 상태가 바뀌면 발생(미션 판정용).</summary>
public event System.Action<PutawaySlot> Changed;
public Carryable Occupant { get; private set; }
public bool IsOccupied => Occupant != null;
public bool IsCorrect =>
IsOccupied && (string.IsNullOrEmpty(expectedLabel) || Occupant.Label == expectedLabel);
public string Title => string.IsNullOrEmpty(expectedLabel) ? name : expectedLabel;
private void Start() => UpdateMarker();
public bool TryPlace(Carryable c)
{
if (IsOccupied) return false;
Occupant = c;
c.transform.SetParent(transform);
c.transform.localPosition = new Vector3(0f, dropHeight, 0f);
c.transform.localRotation = Quaternion.identity;
if (c.TryGetComponent<Collider>(out var col)) col.enabled = true;
if (c.TryGetComponent<Rigidbody>(out var rb)) rb.isKinematic = true;
UpdateMarker();
return true;
}
public void Clear()
{
Occupant = null;
UpdateMarker();
}
private void UpdateMarker()
{
if (pad == null) return;
pad.material.color = !IsOccupied ? Empty : (IsCorrect ? Correct : Wrong);
Changed?.Invoke(this);
}
}
}
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@@ -34,6 +34,13 @@ namespace SinoWms.Inbound
private set { _step = value; StepChanged?.Invoke(value); } private set { _step = value; StepChanged?.Invoke(value); }
} }
/// <summary>로더 등 외부에서 만든 시나리오로 미션 시작(인스펙터 할당 대신).</summary>
public void StartMission(InboundScenario scenarioToRun)
{
scenario = scenarioToRun;
StartMission();
}
public void StartMission() public void StartMission()
{ {
if (scenario == null) if (scenario == null)
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using UnityEngine;
namespace SinoWms.Player
{
/// <summary>대상(캐릭터)을 위에서 비스듬히 따라다니는 탑다운 카메라.</summary>
public class CameraFollow : MonoBehaviour
{
[SerializeField] private Transform target;
[SerializeField] private Vector3 offset = new Vector3(0f, 12f, -8f);
[SerializeField] private float smooth = 8f;
public void SetTarget(Transform t) => target = t;
private void LateUpdate()
{
if (target == null) return;
Vector3 desired = target.position + offset;
transform.position = Vector3.Lerp(transform.position, desired, smooth * Time.deltaTime);
transform.LookAt(target.position);
}
}
}
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using UnityEngine;
using UnityEngine.InputSystem;
namespace SinoWms.Player
{
/// <summary>
/// 탑다운 캐릭터 이동. 새 Input System(Keyboard.current)으로 WASD/방향키 입력을 받아
/// XZ 평면을 이동하고, 진행 방향으로 부드럽게 회전한다.
/// </summary>
[RequireComponent(typeof(CharacterController))]
public class PlayerController : MonoBehaviour
{
[SerializeField] private float moveSpeed = 5f;
[SerializeField] private float turnSpeed = 12f;
[SerializeField] private float gravity = -20f;
private CharacterController _cc;
private float _verticalVelocity;
private void Awake()
{
_cc = GetComponent<CharacterController>();
}
private void Update()
{
var kb = Keyboard.current;
if (kb == null) return;
Vector2 input = Vector2.zero;
if (kb.wKey.isPressed || kb.upArrowKey.isPressed) input.y += 1f;
if (kb.sKey.isPressed || kb.downArrowKey.isPressed) input.y -= 1f;
if (kb.dKey.isPressed || kb.rightArrowKey.isPressed) input.x += 1f;
if (kb.aKey.isPressed || kb.leftArrowKey.isPressed) input.x -= 1f;
Vector3 move = new Vector3(input.x, 0f, input.y);
if (move.sqrMagnitude > 1f) move.Normalize();
// 중력 (바닥에 붙어있게)
if (_cc.isGrounded && _verticalVelocity < 0f) _verticalVelocity = -2f;
_verticalVelocity += gravity * Time.deltaTime;
Vector3 velocity = move * moveSpeed;
velocity.y = _verticalVelocity;
_cc.Move(velocity * Time.deltaTime);
// 진행 방향으로 회전
if (move.sqrMagnitude > 0.01f)
{
Quaternion target = Quaternion.LookRotation(move, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, target, turnSpeed * Time.deltaTime);
}
}
}
}
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using SinoWms.Core;
using SinoWms.Data;
using SinoWms.Inbound;
namespace SinoWms.UI
{
/// <summary>
/// 입고 미션 PDA + 탑다운 창고 UI (UI Toolkit).
/// InboundManager의 이벤트를 구독해 단계별 화면을 다시 그리고, 입력을 매니저로 위임한다.
/// mockup/inbound_pda.html 의 화면 흐름을 그대로 옮긴 구현.
/// </summary>
[RequireComponent(typeof(UIDocument))]
public class InboundUIController : MonoBehaviour
{
[SerializeField] private InboundManager manager;
[SerializeField] private StyleSheet styleSheet; // UXML <Style> 대신 코드로 확실히 적용
[SerializeField] private string scenarioResource = "Scenarios/inbound_basic";
[SerializeField] private string warehouseResource = "Scenarios/warehouse_basic";
private ScenarioLoader.LoadedScenario _loaded;
private LineProgress _currentLine; // 스캔으로 매칭된, 처리 중인 라인
private int _finalScore = -1;
private VisualElement _grid;
private VisualElement _stepbar;
private VisualElement _content;
private VisualElement _feedback;
private Label _scenarioSub;
private string _fbMsg;
private bool _fbOk;
private void OnEnable()
{
var root = GetComponent<UIDocument>().rootVisualElement;
if (styleSheet != null && !root.styleSheets.Contains(styleSheet))
root.styleSheets.Add(styleSheet);
_grid = root.Q("grid");
_stepbar = root.Q("stepbar");
_content = root.Q("content");
_feedback = root.Q("feedback");
_scenarioSub = root.Q<Label>("scenario-sub");
if (manager == null) manager = GetComponent<InboundManager>();
if (manager == null)
{
Debug.LogError("[InboundUIController] InboundManager를 찾을 수 없습니다.");
return;
}
_loaded = ScenarioLoader.LoadFromResources(scenarioResource, warehouseResource);
if (_scenarioSub != null)
_scenarioSub.text = $"{_loaded.scenario.title} ({_loaded.scenario.scenarioId})";
manager.StepChanged += OnStep;
manager.Feedback += OnFeedback;
manager.Completed += OnCompleted;
manager.StartMission(_loaded.scenario);
}
private void OnDisable()
{
if (manager == null) return;
manager.StepChanged -= OnStep;
manager.Feedback -= OnFeedback;
manager.Completed -= OnCompleted;
}
// ---- 매니저 이벤트 ----
private void OnStep(InboundStep step)
{
// 완료 화면은 점수를 받은 OnCompleted에서 그린다(StepChanged가 먼저 와서 점수가 비어있음).
if (step == InboundStep.Completed) return;
Render(step);
}
private void OnFeedback(string msg)
{
_fbMsg = msg;
_fbOk = !string.IsNullOrEmpty(msg) && !msg.Contains("⚠");
RenderFeedback();
}
private void OnCompleted(int score)
{
_finalScore = score;
Render(InboundStep.Completed);
}
// ---- 렌더링 ----
private void Render(InboundStep step)
{
RenderStepBar(step);
RenderGrid(step);
_content.Clear();
switch (step)
{
case InboundStep.ReviewAsn: RenderReview(); break;
case InboundStep.Scan: RenderScan(); break;
case InboundStep.Inspect: RenderInspect(); break;
case InboundStep.SelectLocation: RenderSelectLocation(); break;
case InboundStep.Completed: RenderResult(); break;
}
RenderFeedback();
}
private void RenderStepBar(InboundStep step)
{
_stepbar.Clear();
int current = (int)step;
for (int i = 0; i < 6; i++)
{
var seg = new VisualElement();
seg.AddToClassList("step-seg");
if (i <= current) seg.AddToClassList("step-seg--on");
_stepbar.Add(seg);
}
}
private void RenderGrid(InboundStep step)
{
_grid.Clear();
bool selectable = step == InboundStep.SelectLocation && _currentLine != null;
// gridY 행 → gridX 열 순으로 배치
var rows = new SortedDictionary<int, List<LocationDefinition>>();
foreach (var loc in _loaded.locations)
{
if (!rows.TryGetValue(loc.gridPosition.y, out var list))
rows[loc.gridPosition.y] = list = new List<LocationDefinition>();
list.Add(loc);
}
foreach (var kv in rows)
{
kv.Value.Sort((a, b) => a.gridPosition.x.CompareTo(b.gridPosition.x));
var rowEl = new VisualElement();
rowEl.AddToClassList("grid-row");
foreach (var loc in kv.Value)
rowEl.Add(BuildLocationCell(loc, selectable));
_grid.Add(rowEl);
}
}
private VisualElement BuildLocationCell(LocationDefinition loc, bool selectable)
{
int used = UsedVolume(loc);
bool filled = used > 0;
var cell = new VisualElement();
cell.AddToClassList("loc");
cell.AddToClassList(ZoneClass(loc.zone));
if (filled) cell.AddToClassList("loc--filled");
var code = new Label(loc.locationCode);
code.AddToClassList("loc-code");
var cap = new Label($"{used}/{loc.capacity}");
cap.AddToClassList("loc-cap");
cell.Add(code);
cell.Add(cap);
if (selectable && !filled)
{
cell.AddToClassList("loc--selectable");
cell.RegisterCallback<ClickEvent>(_ => manager.HandlePutaway(_currentLine, loc));
}
return cell;
}
private void RenderReview()
{
_content.Add(StepTitle("STEP 1 / 입고예정"));
_content.Add(StepHead($"오늘 입고예정 {_loaded.scenario.lines.Count}건"));
foreach (var line in _loaded.scenario.lines)
{
var card = LineCard(line.item, $"예정 {line.expectedQty} · {line.item.barcode}");
_content.Add(card);
}
_content.Add(PrimaryButton("확인 완료 → 스캔 시작", () => manager.ConfirmAsnReviewed()));
}
private void RenderScan()
{
var lp = NextUnscanned();
if (lp == null) return;
var line = lp.line;
_content.Add(StepTitle($"STEP 2 / 스캔 ({ProcessedCount() + 1}/{_loaded.scenario.lines.Count})"));
_content.Add(StepHead("바코드를 스캔하세요"));
_content.Add(LineCard(line.item, $"정답 바코드: {line.item.barcode}"));
var input = new TextField { value = line.item.barcode };
_content.Add(input);
_content.Add(PrimaryButton("📷 스캔", () =>
{
var matched = manager.HandleScan(input.value);
if (matched != null) _currentLine = matched;
}));
_content.Add(GhostButton("잘못된 바코드 스캔 (오류 체험)",
() => manager.HandleScan("0000000000000")));
}
private void RenderInspect()
{
if (_currentLine == null) return;
var line = _currentLine.line;
_content.Add(StepTitle("STEP 3 / 검수"));
_content.Add(StepHead("실제 수량을 세어 입력"));
var card = new VisualElement();
card.AddToClassList("line-card");
var name = new Label(line.item.displayName);
name.AddToClassList("name");
card.Add(name);
card.Add(Meta($"예정 수량: {line.expectedQty}"));
card.Add(Meta($"실제 도착: {line.actualQty}" +
(line.expectedQty != line.actualQty ? " ⚠ 예정과 다름" : "")));
_content.Add(card);
var qty = new IntegerField { value = line.expectedQty };
_content.Add(qty);
_content.Add(PrimaryButton("검수 확정", () => manager.HandleInspect(_currentLine, qty.value)));
}
private void RenderSelectLocation()
{
if (_currentLine == null) return;
var line = _currentLine.line;
int need = _currentLine.countedQty * line.item.unitVolume;
_content.Add(StepTitle("STEP 4 / 로케이션 선택"));
_content.Add(StepHead("적치할 위치를 클릭 →"));
var card = LineCard(line.item, $"필요 용량: {need} · 요구 존: {ZoneLabel(line.item.requiredZone)}");
var hint = Meta($"왼쪽 격자에서 {ZoneLabel(line.item.requiredZone)} 칸을 선택하세요");
hint.style.color = new StyleColor(new Color32(43, 111, 255, 255));
card.Add(hint);
_content.Add(card);
}
private void RenderResult()
{
_content.Add(StepTitle("완료"));
_content.Add(StepHead("교육 결과"));
var score = new Label($"{_finalScore}점");
score.AddToClassList("result-score");
_content.Add(score);
var errors = manager.GetErrors();
var summary = new VisualElement();
summary.AddToClassList("line-card");
summary.Add(Meta($"처리 {_loaded.scenario.lines.Count}건 · 오류 {errors.Count}건"));
_content.Add(summary);
if (errors.Count > 0)
{
var errBox = new VisualElement();
errBox.AddToClassList("line-card");
foreach (var e in errors)
{
var item = new Label($"⚠ {e.message}");
item.AddToClassList("err-item");
errBox.Add(item);
}
_content.Add(errBox);
}
else
{
var ok = new Label("완벽합니다! 오류 없음 👏");
ok.AddToClassList("feedback");
ok.AddToClassList("fb-ok");
_content.Add(ok);
}
_content.Add(PrimaryButton("다시 하기", Restart));
}
private void RenderFeedback()
{
if (_feedback == null) return;
_feedback.Clear();
if (string.IsNullOrEmpty(_fbMsg)) return;
var fb = new Label(_fbMsg);
fb.AddToClassList("feedback");
fb.AddToClassList(_fbOk ? "fb-ok" : "fb-warn");
_feedback.Add(fb);
}
// ---- 헬퍼 ----
private void Restart()
{
_currentLine = null;
_finalScore = -1;
_fbMsg = null;
manager.StartMission(_loaded.scenario);
}
private LineProgress NextUnscanned()
{
foreach (var lp in manager.Progress)
if (!lp.scanned) return lp;
return null;
}
private int ProcessedCount()
{
int n = 0;
foreach (var lp in manager.Progress)
if (lp.putaway) n++;
return n;
}
private int UsedVolume(LocationDefinition loc)
{
int used = 0;
foreach (var lp in manager.Progress)
if (lp.placedLocation == loc)
used += lp.countedQty * lp.line.item.unitVolume;
return used;
}
private static Label StepTitle(string t)
{
var l = new Label(t);
l.AddToClassList("step-title");
return l;
}
private static Label StepHead(string t)
{
var l = new Label(t);
l.AddToClassList("step-head");
return l;
}
private static Label Meta(string t)
{
var l = new Label(t);
l.AddToClassList("meta");
return l;
}
private static VisualElement LineCard(ItemDefinition item, string metaText)
{
var card = new VisualElement();
card.AddToClassList("line-card");
var nameRow = new VisualElement();
nameRow.AddToClassList("row");
var name = new Label(item.displayName);
name.AddToClassList("name");
nameRow.Add(name);
nameRow.Add(ZoneBadge(item.requiredZone));
card.Add(nameRow);
card.Add(Meta(metaText));
return card;
}
private static Label ZoneBadge(StorageZone zone)
{
var b = new Label(ZoneLabel(zone));
b.AddToClassList("badge");
switch (zone)
{
case StorageZone.Chilled: b.AddToClassList("b-chilled"); break;
case StorageZone.Frozen: b.AddToClassList("b-frozen"); break;
default: b.AddToClassList("b-ambient"); break;
}
return b;
}
private static Button PrimaryButton(string text, System.Action onClick)
{
var btn = new Button(onClick) { text = text };
return btn;
}
private static Button GhostButton(string text, System.Action onClick)
{
var btn = new Button(onClick) { text = text };
btn.AddToClassList("ghost");
return btn;
}
private static string ZoneClass(StorageZone zone)
{
switch (zone)
{
case StorageZone.Chilled: return "chilled";
case StorageZone.Frozen: return "frozen";
default: return "ambient";
}
}
private static string ZoneLabel(StorageZone zone)
{
switch (zone)
{
case StorageZone.Chilled: return "냉장";
case StorageZone.Frozen: return "냉동";
case StorageZone.Hazardous: return "위험물";
default: return "상온";
}
}
}
}
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/* SINO WMS 입고 교육 — PDA/창고 UI 스타일 (mockup/inbound_pda.html 이식) */
.root {
flex-direction: row;
flex-wrap: wrap;
justify-content: center;
align-items: flex-start;
padding: 24px;
background-color: rgb(31, 36, 48);
flex-grow: 1;
}
.h1 {
font-size: 18px;
color: rgb(230, 233, 239);
-unity-font-style: bold;
margin-bottom: 4px;
}
.sub {
color: rgb(139, 147, 167);
font-size: 13px;
margin-bottom: 16px;
}
/* ---- 탑다운 창고 ---- */
.warehouse {
background-color: rgb(39, 45, 58);
border-radius: 12px;
padding: 18px;
margin-right: 24px;
margin-bottom: 24px;
}
.grid {
flex-direction: column;
margin-top: 12px;
}
.grid-row {
flex-direction: row;
}
.loc {
width: 64px;
height: 56px;
border-radius: 8px;
align-items: center;
justify-content: center;
margin: 4px;
border-width: 2px;
border-color: rgba(0, 0, 0, 0);
}
.loc-code {
font-size: 11px;
color: rgb(230, 233, 239);
}
.loc-cap {
font-size: 9px;
color: rgb(170, 178, 197);
}
.ambient { background-color: rgb(58, 66, 86); }
.chilled { background-color: rgb(30, 74, 95); }
.frozen { background-color: rgb(30, 58, 111); }
.loc--selectable {
border-color: rgb(110, 168, 254);
}
.loc--filled {
opacity: 0.5;
}
.legend {
flex-direction: row;
margin-top: 12px;
}
.legend-item {
flex-direction: row;
align-items: center;
margin-right: 12px;
}
.legend-item Label {
font-size: 11px;
color: rgb(139, 147, 167);
}
.dot {
width: 10px;
height: 10px;
border-radius: 2px;
margin-right: 4px;
}
.dot-ambient { background-color: rgb(58, 66, 86); }
.dot-chilled { background-color: rgb(30, 74, 95); }
.dot-frozen { background-color: rgb(30, 58, 111); }
/* ---- PDA ---- */
.pda {
width: 300px;
background-color: rgb(17, 21, 28);
border-radius: 28px;
padding: 16px;
border-width: 8px;
border-color: rgb(10, 13, 18);
}
.pda-screen {
background-color: rgb(244, 246, 251);
border-radius: 14px;
padding: 16px;
min-height: 460px;
}
.step-bar {
flex-direction: row;
margin-bottom: 14px;
}
.step-seg {
flex-grow: 1;
height: 4px;
border-radius: 2px;
margin-right: 4px;
background-color: rgb(211, 217, 230);
}
.step-seg--on {
background-color: rgb(43, 111, 255);
}
.step-title {
font-size: 13px;
color: rgb(43, 111, 255);
-unity-font-style: bold;
margin-bottom: 4px;
}
.step-head {
font-size: 17px;
color: rgb(31, 36, 48);
-unity-font-style: bold;
margin-bottom: 12px;
white-space: normal;
}
.line-card {
background-color: rgb(255, 255, 255);
border-width: 1px;
border-color: rgb(227, 232, 242);
border-radius: 10px;
padding: 12px;
margin-bottom: 10px;
}
.line-card .name {
-unity-font-style: bold;
font-size: 14px;
color: rgb(31, 36, 48);
white-space: normal;
}
.line-card .meta {
font-size: 12px;
color: rgb(107, 114, 128);
margin-top: 2px;
white-space: normal;
}
.row {
flex-direction: row;
align-items: center;
}
.badge {
font-size: 10px;
padding-left: 6px;
padding-right: 6px;
padding-top: 2px;
padding-bottom: 2px;
border-radius: 6px;
margin-left: 6px;
}
.b-ambient { background-color: rgb(231, 236, 251); color: rgb(43, 78, 255); }
.b-chilled { background-color: rgb(223, 241, 246); color: rgb(12, 116, 145); }
.b-frozen { background-color: rgb(223, 235, 255); color: rgb(30, 58, 111); }
Button {
padding-top: 12px;
padding-bottom: 12px;
border-width: 0;
border-radius: 10px;
background-color: rgb(43, 111, 255);
color: rgb(255, 255, 255);
font-size: 14px;
-unity-font-style: bold;
margin-top: 6px;
margin-left: 0;
margin-right: 0;
}
Button.ghost {
background-color: rgb(238, 241, 248);
color: rgb(43, 111, 255);
}
TextField, IntegerField {
margin-top: 6px;
margin-bottom: 6px;
}
.feedback {
font-size: 12px;
padding: 8px 10px;
border-radius: 8px;
margin-top: 10px;
white-space: normal;
}
.fb-ok { background-color: rgb(227, 247, 234); color: rgb(26, 127, 67); }
.fb-warn { background-color: rgb(253, 236, 236); color: rgb(192, 57, 43); }
.result-score {
font-size: 42px;
-unity-font-style: bold;
-unity-text-align: middle-center;
color: rgb(43, 111, 255);
margin-top: 10px;
margin-bottom: 10px;
}
.err-item {
font-size: 12px;
color: rgb(192, 57, 43);
padding-top: 6px;
padding-bottom: 6px;
white-space: normal;
}
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<ui:UXML xmlns:ui="UnityEngine.UIElements">
<Style src="InboundPda.uss" />
<ui:VisualElement class="root">
<!-- 탑다운 창고 -->
<ui:VisualElement class="warehouse">
<ui:Label text="창고 (탑다운 뷰)" class="h1" />
<ui:Label text="로케이션을 클릭해 적치합니다" class="sub" />
<ui:VisualElement name="grid" class="grid" />
<ui:VisualElement class="legend">
<ui:VisualElement class="legend-item">
<ui:VisualElement class="dot dot-ambient" />
<ui:Label text="상온" />
</ui:VisualElement>
<ui:VisualElement class="legend-item">
<ui:VisualElement class="dot dot-chilled" />
<ui:Label text="냉장" />
</ui:VisualElement>
<ui:VisualElement class="legend-item">
<ui:VisualElement class="dot dot-frozen" />
<ui:Label text="냉동" />
</ui:VisualElement>
</ui:VisualElement>
</ui:VisualElement>
<!-- PDA -->
<ui:VisualElement class="pda-wrap">
<ui:Label text="PDA — 입고 교육" class="h1" />
<ui:Label name="scenario-sub" text="" class="sub" />
<ui:VisualElement class="pda">
<ui:VisualElement class="pda-screen">
<ui:VisualElement name="stepbar" class="step-bar" />
<ui:VisualElement name="content" />
<ui:VisualElement name="feedback" />
</ui:VisualElement>
</ui:VisualElement>
</ui:VisualElement>
</ui:VisualElement>
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@import url("unity-theme://default");
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# 변경 이력 (Changelog)
이 프로젝트의 모든 주요 변경 사항을 이 파일에 기록합니다.
형식은 [Keep a Changelog](https://keepachangelog.com/ko/1.1.0/)를 따르며,
버전 표기는 [유의적 버전(SemVer)](https://semver.org/lang/ko/)을 따릅니다.
## [Unreleased]
### 추가됨 (Added)
- `ScenarioLoader` — JSON 시나리오/창고 레이아웃을 런타임 ScriptableObject로 변환
- 창고 레이아웃 데이터 `Assets/Resources/Scenarios/warehouse_basic.json` (로케이션 마스터)
- `InboundManager.StartMission(InboundScenario)` 오버로드 (로더 결과 주입용)
- 입고 로직 스모크 테스트 (`SinoWMS/Run Inbound Smoke Test` 메뉴 — 해피패스 + 함정 4종 검증)
- PDA + 탑다운 창고 UI (UI Toolkit): `InboundPda.uxml` / `InboundPda.uss` / `InboundUIController`
- 씬 자동 구성 메뉴 `SinoWMS/Setup Inbound Scene` (UIDocument/PanelSettings 와이어링)
### 예정
- 로케이션 슬롯 프리팹 + 적치 애니메이션
- 채점 결과 화면 폴리시
- 2번째 모듈(피킹)
## [0.1.0] - 2026-06-14
### 추가됨 (Added)
- 입고(Inbound) 모듈 코드 골격
- Core: `InboundStep` (미션 단계 enum)
- Data: `StorageZone`, `ItemDefinition`, `LocationDefinition`, `InboundScenario` (ScriptableObject)
- Inbound: `LineProgress`, `ScanService`, `PutawayService`, `ScoringSystem`, `InboundManager`
- 샘플 시나리오 `Assets/Resources/Scenarios/inbound_basic.json` (수량 차이 함정 포함)
- PDA 목업 `mockup/inbound_pda.html`
- 설계 문서 `docs/design.md`
- 프로젝트 README
[Unreleased]: https://keepachangelog.com/ko/1.1.0/
[0.1.0]: https://keepachangelog.com/ko/1.1.0/
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