style: dart format 적용
- 전체 Dart 소스 및 테스트 파일 포매팅 통일 - trailing comma, 줄바꿈, 인덴트 정리
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@@ -9,9 +9,8 @@ import 'package:asciineverdie/src/core/storage/statistics_storage.dart';
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/// 세션 통계와 누적 통계를 관리하고, 게임 상태 변화에 따라
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/// 통계를 자동 업데이트합니다.
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class GameStatisticsManager {
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GameStatisticsManager({
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StatisticsStorage? statisticsStorage,
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}) : _statisticsStorage = statisticsStorage ?? StatisticsStorage();
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GameStatisticsManager({StatisticsStorage? statisticsStorage})
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: _statisticsStorage = statisticsStorage ?? StatisticsStorage();
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final StatisticsStorage _statisticsStorage;
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@@ -11,9 +11,8 @@ import 'package:flutter/foundation.dart';
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///
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/// 게임 클리어 시 캐릭터 등록, 테스트 캐릭터 생성 등을 담당합니다.
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class HallOfFameManager {
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HallOfFameManager({
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HallOfFameStorage? hallOfFameStorage,
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}) : _hallOfFameStorage = hallOfFameStorage ?? HallOfFameStorage();
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HallOfFameManager({HallOfFameStorage? hallOfFameStorage})
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: _hallOfFameStorage = hallOfFameStorage ?? HallOfFameStorage();
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final HallOfFameStorage _hallOfFameStorage;
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@@ -107,7 +107,8 @@ class ResurrectionManager {
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updatedMonetization = monetization.copyWith(autoReviveEndMs: buffEndMs);
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debugPrint(
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'[Resurrection] Ad revive complete, auto-revive buff until $buffEndMs ms');
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'[Resurrection] Ad revive complete, auto-revive buff until $buffEndMs ms',
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);
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}
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// 유료 유저는 광고 없이 부활
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@@ -49,8 +49,10 @@ class ReturnRewardsManager {
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if (reward.hasReward) {
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_pendingReturnReward = reward;
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debugPrint('[ReturnRewards] Reward available: ${reward.chestCount} chests, '
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'${reward.hoursAway} hours away');
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debugPrint(
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'[ReturnRewards] Reward available: ${reward.chestCount} chests, '
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'${reward.hoursAway} hours away',
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);
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// UI에서 다이얼로그 표시를 위해 콜백 호출
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// startNew 후에 호출하도록 딜레이
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@@ -91,11 +93,13 @@ class ReturnRewardsManager {
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loop?.replaceState(updatedState); // ProgressLoop 상태도 업데이트
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// 저장
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unawaited(saveManager.saveState(
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updatedState,
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cheatsEnabled: cheatsEnabled,
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monetization: monetization,
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));
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unawaited(
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saveManager.saveState(
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updatedState,
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cheatsEnabled: cheatsEnabled,
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monetization: monetization,
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),
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);
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_pendingReturnReward = null;
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@@ -129,18 +133,19 @@ class ReturnRewardsManager {
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reward.equipment!.itemWeight > currentItem.itemWeight) {
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debugPrint('[ReturnRewards] Equipped: ${reward.equipment!.name}');
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return state.copyWith(
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equipment: state.equipment.setItemByIndex(
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slotIndex,
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reward.equipment!,
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),
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equipment: state.equipment.setItemByIndex(slotIndex, reward.equipment!),
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);
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}
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// 더 좋지 않으면 판매 (골드로 변환)
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final sellPrice =
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(reward.equipment!.level * 50 * 0.3).round().clamp(1, 99999);
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debugPrint('[ReturnRewards] Sold: ${reward.equipment!.name} '
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'for $sellPrice gold');
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final sellPrice = (reward.equipment!.level * 50 * 0.3).round().clamp(
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1,
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99999,
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);
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debugPrint(
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'[ReturnRewards] Sold: ${reward.equipment!.name} '
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'for $sellPrice gold',
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);
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return state.copyWith(
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inventory: state.inventory.copyWith(
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gold: state.inventory.gold + sellPrice,
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@@ -152,8 +157,10 @@ class ReturnRewardsManager {
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GameState _applyPotionReward(GameState state, ChestReward reward) {
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if (reward.potionId == null) return state;
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debugPrint('[ReturnRewards] Added potion: ${reward.potionId} '
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'x${reward.potionCount}');
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debugPrint(
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'[ReturnRewards] Added potion: ${reward.potionId} '
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'x${reward.potionCount}',
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);
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return state.copyWith(
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potionInventory: state.potionInventory.addPotion(
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reward.potionId!,
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@@ -12,8 +12,8 @@ class SpeedBoostManager {
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SpeedBoostManager({
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required bool Function() cheatsEnabledGetter,
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required Future<List<int>> Function() getAvailableSpeeds,
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}) : _cheatsEnabledGetter = cheatsEnabledGetter,
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_getAvailableSpeeds = getAvailableSpeeds;
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}) : _cheatsEnabledGetter = cheatsEnabledGetter,
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_getAvailableSpeeds = getAvailableSpeeds;
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final bool Function() _cheatsEnabledGetter;
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final Future<List<int>> Function() _getAvailableSpeeds;
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@@ -52,7 +52,10 @@ class SpeedBoostManager {
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int get speedBoostDuration => _speedBoostDuration;
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/// 속도 부스트 남은 시간 (초) - 게임 시간(elapsedMs) 기준 계산
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int getRemainingSeconds(MonetizationState monetization, int currentElapsedMs) {
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int getRemainingSeconds(
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MonetizationState monetization,
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int currentElapsedMs,
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) {
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if (!_isSpeedBoostActive) return 0;
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final endMs = monetization.speedBoostEndMs;
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if (endMs == null) return 0;
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@@ -203,7 +206,10 @@ class SpeedBoostManager {
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if (_isSpeedBoostActive) {
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// 부스트 상태: 부스트 배속만 사용, 기본 배속 저장
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savedSpeedMultiplier = baseSpeed;
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return (speeds: [speedBoostMultiplier], initialSpeed: speedBoostMultiplier);
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return (
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speeds: [speedBoostMultiplier],
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initialSpeed: speedBoostMultiplier,
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);
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}
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// 일반 상태: 기본 배속 사용
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return (speeds: baseAvailableSpeeds, initialSpeed: baseSpeed);
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