feat: 플레이 중 포션 사용 로직 적용

This commit is contained in:
aube.lee
2025-03-01 21:46:27 +09:00
parent 67c017bbbf
commit 068cab2d8a
8 changed files with 576 additions and 25 deletions

View File

@@ -89,5 +89,27 @@ namespace TON
});
}
public void UpdateHpData(int count)
{
Param param = new Param();
param.Add("hp_potion", count);
Backend.PlayerData.UpdateMyLatestData(USER_ITEM_TABLE, param, callback =>
{
UserItemData updatedData = new UserItemData { hpPotion = count };
});
}
public void UpdateMpData(int count)
{
Param param = new Param();
param.Add("mp_potion", count);
Backend.PlayerData.UpdateMyLatestData(USER_ITEM_TABLE, param, callback =>
{
UserItemData updatedData = new UserItemData { mpPotion = count };
});
}
}
}

View File

@@ -206,6 +206,27 @@ namespace TON
isRecovering = false;
}
public void UsePotion(string type)
{
switch (type)
{
case "HP":
if (currentHP < maxHP) // currentHP가 maxHP보다 작을 때만 실행
{
currentHP = Mathf.Min(currentHP + (maxHP * 0.2f), maxHP); // maxHP를 초과하지 않도록 보정
OnHPChanged?.Invoke(currentHP, maxHP);
}
break;
case "MP":
if (currentSP < maxSP) // currentSP가 maxSP보다 작을 때만 실행
{
currentSP = Mathf.Min(currentSP + (maxSP * 0.2f), maxSP); // maxSP를를 초과하지 않도록 보정
OnSPChanged?.Invoke(currentSP, maxSP);
}
break;
}
}
public void SkillAttack(string skillId)
{
SkillBase skillBase = SkillDataManager.Singleton.GetSkillInstance(skillId);

View File

@@ -68,6 +68,21 @@ namespace TON
});
}
public void UsePotion(string type)
{
switch (type)
{
case "HP":
userItem.hpPotion -= 1;
itemDataManager.UpdateHpData(userItem.hpPotion);
break;
case "MP":
userItem.mpPotion -= 1;
itemDataManager.UpdateMpData(userItem.mpPotion);
break;
}
}
public void AddGold(int amount)
{
goldAmount += amount;

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@@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
@@ -20,12 +21,24 @@ namespace TON
public ControllerUI_SkillButton skillButtonPrefab;
private List<ControllerUI_SkillButton> createdSkillButtons = new List<ControllerUI_SkillButton>();
public UserItemData userItem { get; private set; } = new UserItemData();
// 보유 포션 수량
[SerializeField] private TextMeshProUGUI hpPotionCount;
[SerializeField] private TextMeshProUGUI mpPotionCount;
public List<ControllerUI_ItemButton> itemButtons = new List<ControllerUI_ItemButton>();
private void OnEnable()
{
skillButtonPrefab.gameObject.SetActive(false);
Initalize();
}
private void FixedUpdate()
{
InitalizeItemData();
}
public void Initalize()
{
// 이미 기존에 UI가 생성되어 있다면 삭제
@@ -59,6 +72,36 @@ namespace TON
}
}
private void InitalizeItemData()
{
userItem = PlayerDataManager.Singleton.userItem;
hpPotionCount.text = $"{userItem.hpPotion}";
mpPotionCount.text = $"{userItem.mpPotion}";
}
public void OnClickHpPotionButton()
{
if (userItem.hpPotion <= 0)
return;
PlayerDataManager.Singleton.UsePotion("HP");
itemButtons[0].SetCurrentCoolDown();
linkedCharactor.UsePotion("HP");
}
public void OnClickMpPotionButton()
{
if (userItem.mpPotion <= 0)
return;
PlayerDataManager.Singleton.UsePotion("MP");
itemButtons[1].SetCurrentCoolDown();
linkedCharactor.UsePotion("MP");
}
public void OnClickJumpButton()
{
linkedCharactor.Jump();

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@@ -0,0 +1,49 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine;
using TMPro;
namespace TON
{
public class ControllerUI_ItemButton : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI coolTimeText;
[SerializeField] private Image coolTimeDimd;
private float currentCoolDown = 0f;
private float potionCoolDown = 5f;
public void SetCurrentCoolDown()
{
currentCoolDown = potionCoolDown; // 쿨타임 시작
}
private void Update()
{
if (currentCoolDown == 0f)
return;
UpdateCooldownUI();
}
private void UpdateCooldownUI()
{
if (coolTimeText == null || coolTimeDimd == null)
{
return; // UI가 삭제되었으면 업데이트 중단
}
currentCoolDown -= Time.deltaTime;
currentCoolDown = Mathf.Max(0, currentCoolDown);
coolTimeText.gameObject.SetActive(currentCoolDown > 0); // 남은 쿨타임이 있을 때만 표시
if (coolTimeText.IsActive())
{
coolTimeText.text = $"{currentCoolDown: 0}s"; // 정수 초단위 표시
coolTimeDimd.fillAmount = currentCoolDown / potionCoolDown; // 1 → 0 으로 감소
}
}
}
}

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@@ -0,0 +1,11 @@
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