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2 Commits

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
7 changed files with 167 additions and 16 deletions
+26
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@@ -0,0 +1,26 @@
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
+14 -7
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@@ -39,21 +39,28 @@ namespace SinoWms.EditorTools
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
{ {
string objName = $"Box_{i + 1}"; string objName = $"Box_{i + 1}";
if (container.transform.Find(objName) != null) continue; var existing = container.transform.Find(objName);
var box = GameObject.CreatePrimitive(PrimitiveType.Cube); GameObject box;
if (existing != null)
{
box = existing.gameObject;
}
else
{
box = GameObject.CreatePrimitive(PrimitiveType.Cube);
box.name = objName; box.name = objName;
box.transform.SetParent(container.transform, false); box.transform.SetParent(container.transform, false);
box.transform.localPosition = new Vector3(-3f + i * 2f, 0.5f, -20f);
box.transform.localScale = Vector3.one; box.transform.localScale = Vector3.one;
box.GetComponent<Renderer>().sharedMaterial = MakeMaterial(colors[i]); box.GetComponent<Renderer>().sharedMaterial = MakeMaterial(colors[i]);
box.AddComponent<Rigidbody>().mass = 1f;
var rb = box.AddComponent<Rigidbody>();
rb.mass = 1f;
box.AddComponent<Carryable>().displayName = names[i]; 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); EditorSceneManager.MarkSceneDirty(player.scene);
Selection.activeGameObject = player; Selection.activeGameObject = player;
Debug.Log("[PickupDemoSetup] 완료. Play 후 박스에 다가가 E키로 집고 놓아 보세요."); Debug.Log("[PickupDemoSetup] 완료. Play 후 박스에 다가가 E키로 집고 놓아 보세요.");
+10 -5
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@@ -14,10 +14,10 @@ namespace SinoWms.EditorTools
// 슬롯 위치와 기대 품목 (PickupDemoSetup의 박스 이름과 일치시켜 정답 구성) // 슬롯 위치와 기대 품목 (PickupDemoSetup의 박스 이름과 일치시켜 정답 구성)
private static readonly (Vector3 pos, string expected)[] Slots = private static readonly (Vector3 pos, string expected)[] Slots =
{ {
(new Vector3(-6f, 0.03f, 8f), "박스 A (생수)"), (new Vector3(-3f, 0.03f, 1f), "박스 A (생수)"),
(new Vector3(-2f, 0.03f, 8f), "박스 B (우유)"), (new Vector3(-1f, 0.03f, 1f), "박스 B (우유)"),
(new Vector3(2f, 0.03f, 8f), "박스 C (라면)"), (new Vector3(1f, 0.03f, 1f), "박스 C (라면)"),
(new Vector3(6f, 0.03f, 8f), "박스 D (잡화)"), (new Vector3(3f, 0.03f, 1f), "박스 D (잡화)"),
}; };
[MenuItem("SinoWMS/Setup Slots")] [MenuItem("SinoWMS/Setup Slots")]
@@ -28,7 +28,12 @@ namespace SinoWms.EditorTools
for (int i = 0; i < Slots.Length; i++) for (int i = 0; i < Slots.Length; i++)
{ {
string slotName = $"Slot_{i + 1}"; string slotName = $"Slot_{i + 1}";
if (container.transform.Find(slotName) != null) continue; var existing = container.transform.Find(slotName);
if (existing != null)
{
existing.localPosition = Slots[i].pos; // 위치만 갱신
continue;
}
var slotGo = new GameObject(slotName); var slotGo = new GameObject(slotName);
slotGo.transform.SetParent(container.transform, false); slotGo.transform.SetParent(container.transform, false);
+105
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@@ -0,0 +1,105 @@
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);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 27f48d56c8f68491ba5b07b4887165cc
+4
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@@ -21,6 +21,9 @@ namespace SinoWms.Gameplay
private static readonly Color Correct = new Color(0.3f, 0.8f, 0.4f); 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); 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 Carryable Occupant { get; private set; }
public bool IsOccupied => Occupant != null; public bool IsOccupied => Occupant != null;
public bool IsCorrect => public bool IsCorrect =>
@@ -55,6 +58,7 @@ namespace SinoWms.Gameplay
{ {
if (pad == null) return; if (pad == null) return;
pad.material.color = !IsOccupied ? Empty : (IsCorrect ? Correct : Wrong); pad.material.color = !IsOccupied ? Empty : (IsCorrect ? Correct : Wrong);
Changed?.Invoke(this);
} }
} }
} }