using Gs2.Unity.Util; using System; using System.Threading.Tasks; using UnityEngine; using GS2Studio.Generated.Quest; using GS2Studio.Generated.Progress; using GS2Studio.Generated.Wallet; using GS2Studio.Generated.Energy; public sealed class AdventureStudioView : MonoBehaviour { [SerializeField] private QuestListHandler quests; private bool busy; private bool unresolved; private string message = ""; [SerializeField] private ProgressHandler progress; [SerializeField] private WalletHandler wallet; [SerializeField] private EnergyHandler energy; private void OnEnable() { if (quests != null) quests.Failed += ShowLoadError; if (progress != null) progress.Failed += ShowLoadError; if (wallet != null) wallet.Failed += ShowLoadError; if (energy != null) energy.Failed += ShowLoadError; } private void OnDisable() { if (quests != null) quests.Failed -= ShowLoadError; if (progress != null) progress.Failed -= ShowLoadError; if (wallet != null) wallet.Failed -= ShowLoadError; if (energy != null) energy.Failed -= ShowLoadError; } private void ShowLoadError(Exception error) { message = "불러오지 못했습니다: " + error.GetType().Name; } private void OnGUI() { var sessionHolder = Gs2GameSessionHolder.Instance; if (quests == null || sessionHolder == null || !sessionHolder.Initialized) { return; } GUILayout.BeginArea(new Rect(20, 100, 650, 650), GUI.skin.box); GUILayout.Label(message); if (quests.IsLoaded) { DrawQuestButtons(); DrawPlayerStatus(); DrawShop(); } else { GUILayout.Label("모험 로딩 중"); } GUI.enabled = true; GUILayout.EndArea(); } private void DrawQuestButtons() { var canOperate = !busy && !unresolved && progress.HasValue; GUI.enabled = canOperate && !progress.Model.InProgress; foreach (var quest in quests.Binders) { GUILayout.Label(quest.DisplayName); if (GUILayout.Button("시작: " + quest.DisplayName)) { Run(() => quest.Start()); } } GUI.enabled = canOperate && progress.Model.InProgress; if (GUILayout.Button("클리어")) { Run(() => progress.Binder.Complete()); } GUI.enabled = true; } private void DrawPlayerStatus() { GUILayout.Label(wallet.HasValue ? "코인: " + wallet.Model.Free : "코인 로딩 중"); if (!progress.HasValue) { GUILayout.Label("진행 상황 로딩 중"); } else { GUILayout.Label(progress.Model.InProgress ? "모험 진행 중" : "모험을 선택하세요"); } GUILayout.Label(energy.HasValue ? "스태미나: " + energy.Model.CurrentValue : "스태미나 로딩 중"); } private void DrawShop() { GUI.enabled = !busy && !unresolved; if (GUILayout.Button("20코인으로 스태미나 10 회복")) { Run(Buy); } GUI.enabled = true; } private async void Run(Func operation) { if (busy || unresolved) return; busy = true; unresolved = true; message = "처리 중"; try { await operation(); unresolved = false; message = "작업이 완료되었습니다"; } catch (Exception error) { if (error is Gs2.Gs2Stamina.Exception.InsufficientException || error is Gs2.Gs2Money2.Exception.InsufficientException) { unresolved = false; message = error is Gs2.Gs2Stamina.Exception.InsufficientException ? "스태미나가 부족합니다. 회복한 뒤 다시 시도하세요" : "코인이 부족합니다. 모험에서 모은 뒤 다시 시도하세요"; } else message = "결과를 확인할 수 없어 새 작업을 중지했습니다: " + error.GetType().Name; } finally { busy = false; } } private async Task Buy() { var request = Gs2ClientHolder.Instance.Gs2.Exchange.Namespace("EnergyProduct") .Me(Gs2GameSessionHolder.Instance.GameSession).Exchange(); var transaction = await request.ExchangeAsync("refill", 1, speculativeExecute: false); if (transaction != null) await transaction.WaitAsync(all: true); } }