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This pull request introduces a DungeonState enum and a SO_DungeonState ScriptableObject to manage dungeon progress and state transitions. The review feedback suggests adding the [CreateAssetMenu] attribute for editor integration, implementing OnEnable to reset the state due to ScriptableObject persistence, and renaming the DungeonState property to CurrentState to avoid naming conflicts with the enum type.
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| public DungeonState DungeonState | ||
| { | ||
| get => currentState; | ||
| set | ||
| { | ||
| if (currentState == value) | ||
| return; | ||
| currentState = value; | ||
| OnDungeonStateChanged?.Invoke(currentState); | ||
| } | ||
| } |
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프로퍼티 이름 DungeonState가 열거형 타입 이름인 DungeonState와 동일합니다. 이는 C#에서 허용되지만, 코드 가독성을 높이고 혼동을 방지하기 위해 CurrentState와 같이 역할을 명확히 나타내는 이름으로 변경하는 것을 권장합니다.
public DungeonState CurrentState
{
get => currentState;
set
{
if (currentState == value)
return;
currentState = value;
OnDungeonStateChanged?.Invoke(currentState);
}
}|
확인했습니다. |
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Close #13
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