feat: 스킬 편집 UI 내의 스킬 슬롯, 스킬 정보 클릭 액션 적용

This commit is contained in:
aube.lee
2025-02-11 16:34:06 +09:00
parent f03359ec4a
commit 4f7d0616ce
24 changed files with 2053 additions and 1495 deletions

View File

@@ -53,9 +53,10 @@ namespace TON
// TODO : Custom Order After System Load
// UIManager.Show<IngameUI>(UIList.IngameUI);
// UIManager.Show<LobbyUI>(UIList.LobbyUI);
UIManager.Show<ControllerUI>(UIList.ControllerUI);
ControllerUI.Instance.Initalize();
// UIManager.Show<ControllerUI>(UIList.ControllerUI);
// ControllerUI.Instance.Initalize();
// UIManager.Show<IngameOptionUI>(UIList.IngameOptionUI);
UIManager.Show<SkillSettingUI>(UIList.SkillSettingUI);
// UIManager.Show<CharaterCreateUI>(UIList.CharaterCreateUI);
// UIManager.Show<TitleUI>(UIList.TitleUI);
}

View File

@@ -99,12 +99,11 @@ namespace TON
// 일반 객체는 그대로 JSON 변환
json = JsonUtility.ToJson(data, true);
}
Debug.Log("SaveToFile ::: " + json);
File.WriteAllText(path, json);
Debug.Log($"파일 저장 성공 ::: {fileName}.json");
}
}
}

View File

@@ -12,13 +12,10 @@ namespace TON
private List<SkillBase> equippedSkills = new List<SkillBase>();
public void Initalize()
{
LoadSkillData();
SetSkillInstances();
// TODO: player skill data 초기화[셋팅]
// 예시) 1,4,5번 스킬을 EquippedSkills에 추가
GetActiveSkillInstance();
}
@@ -38,7 +35,8 @@ namespace TON
skillDatas.Clear();
}
skillDatas = JSONLoader.LoadFromResources<List<SkillData>>("Skill");
skillDatas = JSONLoader.LoadFromResources<List<SkillData>>("skill");
if (skillDatas == null)
{
skillDatas = new List<SkillData>();
@@ -89,10 +87,11 @@ namespace TON
{
if (skill.slotNumber == 1 || skill.slotNumber == 2 || skill.slotNumber == 3)
{
Debug.Log("GetActiveSkillInstance() : " + skill.id);
// Debug.Log("GetActiveSkillInstance() : " + skill.id);
equippedSkills.Add(skillInstances.GetValueOrDefault(skill.id));
}
}
equippedSkills.Sort((a, b) => a.SkillData.slotNumber.CompareTo(b.SkillData.slotNumber));
return equippedSkills;
}
@@ -133,14 +132,14 @@ namespace TON
// 스킬 생성
GameObject effectGameObject = ObjectPoolManager.Instance.GetEffect(skillId);
Projectile projectile = effectGameObject.GetComponent<Projectile>();
SkillBase targetSkillBase = GetSkillData(skillId);
SkillBase targetSkillBase = GetSkillInstance(skillId);
targetSkillBase.SetCurrentCoolDown();
projectile.Init(targetSkillBase.SkillData.damage);
effectGameObject.transform.SetPositionAndRotation(firePoint.position, firePoint.rotation);
// 🔥 스킬 방향 반전
// 스킬 방향 반전
var bulletScale = effectGameObject.transform.localScale;
bulletScale.x = Mathf.Abs(bulletScale.x) * lastDirection;
effectGameObject.transform.localScale = bulletScale;
@@ -152,14 +151,29 @@ namespace TON
targetSkillBase.OnSkillExecuted?.Invoke();
}
public SkillBase GetSkillData(string skillId)
public SkillBase GetSkillInstance(string skillId)
{
// 스킬 베이스가 null일때 방어로직 추가
SkillBase result = skillInstances.GetValueOrDefault(skillId);
Assert.IsNotNull(result, "SkillDataManager.ExecuteSkill() : targetSkillBase is null");
return result;
}
public void UpdateSkillData(string skillId, int slotNumber)
{
foreach (var skill in skillDatas)
{
if (skill.id == skillId)
{
skill.slotNumber = slotNumber;
}
if (skill.slotNumber == slotNumber && skill.id != skillId)
{
skill.slotNumber = 0;
}
}
JSONLoader.SaveToFile(skillDatas, "skill");
}
}
}

View File

@@ -9,9 +9,6 @@ namespace TON
{
public class SkillInformationItem : MonoBehaviour
{
[SerializeField]
SerializableDictionary<string, Sprite> imageSprites = new SerializableDictionary<string, Sprite>();
public GameObject skillImage;
public TextMeshProUGUI skillName;
public TextMeshProUGUI skillDamage;
@@ -21,10 +18,15 @@ namespace TON
public TextMeshProUGUI skillReqLv;
public GameObject locker;
public GameObject selectedState;
public string skillId;
public void Initalize(SkillData skillData, int playerLevel)
{
skillId = skillData.id;
skillName.text = skillData.name;
skillDamage.text = $"{skillData.damage}";
skillCooltime.text = $"{skillData.coolDown}";
@@ -46,5 +48,16 @@ namespace TON
}
}
public string SelectedSkillInfo()
{
selectedState.SetActive(true);
return skillId;
}
public void UnselectedSkillInfo()
{
selectedState.SetActive(false);
}
}
}

View File

@@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace TON
@@ -8,13 +9,16 @@ namespace TON
public class SkillScrollViewController : MonoBehaviour
{
public ScrollRect scrollRect;
public float space = 10f;
public GameObject uiPrefab;
public SkillInformationItem skillInfoPrefab;
public List<RectTransform> uiPrefabList = new List<RectTransform>();
public List<SkillInformationItem> createSkillInfo = new List<SkillInformationItem>();
public int playerLevel;
private SkillInformationItem selectedSkillInfo;
private void Start()
{
scrollRect = GetComponent<ScrollRect>();
@@ -31,8 +35,16 @@ namespace TON
for (int i = 0; i < skillDatas.Count; i++)
{
SkillData skillData = skillDatas[i];
GameObject skillInfoItem = Instantiate(uiPrefab, scrollRect.content);
skillInfoItem.GetComponent<SkillInformationItem>().Initalize(skillData, playerLevel);
SkillInformationItem skillInfoItem = Instantiate(skillInfoPrefab, scrollRect.content);
skillInfoItem.gameObject.SetActive(true);
skillInfoItem.Initalize(skillData, playerLevel);
createSkillInfo.Add(skillInfoItem);
if (playerLevel < skillData.requiredLevel)
{
skillInfoItem.GetComponent<Button>().interactable = false;
}
RectTransform rectTransform = skillInfoItem.GetComponent<RectTransform>();
@@ -43,5 +55,26 @@ namespace TON
scrollRect.content.sizeDelta = new Vector2(scrollRect.content.sizeDelta.x, y);
}
public void OnClickSkillInfo()
{
GameObject selectedSlotGameObject = EventSystem.current.currentSelectedGameObject;
selectedSkillInfo = selectedSlotGameObject.GetComponent<SkillInformationItem>();
string selectSkillId = selectedSkillInfo.SelectedSkillInfo();
// SkillSettingUI.Instance.OnClickSkillInfo(selectSkillId);
Debug.Log($"OnClickSkillInfo() : {createSkillInfo.Count}");
foreach (var skillInfo in createSkillInfo)
{
Debug.Log($"OnClickSkillInfo() : {selectSkillId} , {skillInfo.skillId}");
Debug.Log(skillInfo.skillId != selectSkillId);
if (skillInfo.skillId != selectSkillId)
{
skillInfo.UnselectedSkillInfo();
}
}
}
}
}

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@@ -1,6 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using UnityEditor.PackageManager;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace TON
{
@@ -12,10 +15,36 @@ namespace TON
public SkillSettingUI_SkillSlot skillSlotPrefab;
public List<SkillSettingUI_SkillSlot> createSkillSlots = new List<SkillSettingUI_SkillSlot>();
public ScrollRect scrollRect;
public SkillInformationItem skillInfoPrefab;
public List<RectTransform> uiPrefabList = new List<RectTransform>();
public List<SkillInformationItem> createSkillInfo = new List<SkillInformationItem>();
public Button settingButton;
private int selectedSlotIndex = -1;
private string selectedSkillId = null;
private int playerLevel;
public void Start()
{
playerLevel = PlayerDataManager.Singleton.player.level;
SetSkillSlots();
SetSkillInfoItem();
}
private void Update()
{
if (selectedSlotIndex != -1 && !string.IsNullOrWhiteSpace(selectedSkillId))
{
settingButton.interactable = true;
}
else
{
settingButton.interactable = false;
}
}
private void SetSkillSlots()
@@ -39,15 +68,102 @@ namespace TON
if (i < activatedSkills.Count) // 해당 인덱스에 활성화된 스킬이 있을 경우
{
newSkillSlot.Initalize(activatedSkills[i].SkillData.id);
newSkillSlot.Initalize(activatedSkills[i].SkillData.id, i);
}
else
{
// 복제 됐을때 기본 상태가 잠금 상태
newSkillSlot.GetComponent<Button>().interactable = false;
}
createSkillSlots.Add(newSkillSlot);
}
}
private void SetSkillInfoItem()
{
List<SkillData> skillDatas = SkillDataManager.Singleton.skillDatas;
float y = 0;
for (int i = 0; i < skillDatas.Count; i++)
{
SkillData skillData = skillDatas[i];
SkillInformationItem skillInfoItem = Instantiate(skillInfoPrefab, scrollRect.content);
skillInfoItem.gameObject.SetActive(true);
skillInfoItem.Initalize(skillData, playerLevel);
createSkillInfo.Add(skillInfoItem);
if (playerLevel < skillData.requiredLevel)
{
skillInfoItem.GetComponent<Button>().interactable = false;
}
RectTransform rectTransform = skillInfoItem.GetComponent<RectTransform>();
uiPrefabList.Add(rectTransform);
uiPrefabList[i].anchoredPosition = new Vector2(0f, -y);
y += uiPrefabList[i].sizeDelta.y;
}
scrollRect.content.sizeDelta = new Vector2(scrollRect.content.sizeDelta.x, y);
}
public void OnClickSkillSlot()
{
GameObject selectedSlotGameObject = EventSystem.current.currentSelectedGameObject;
SkillSettingUI_SkillSlot selectedSlot = selectedSlotGameObject.GetComponent<SkillSettingUI_SkillSlot>();
selectedSlotIndex = selectedSlot.SelectedSlot();
for (int i = 0; i < 3; i++)
{
if (i != selectedSlotIndex)
{
createSkillSlots[i].UnselectedSlot();
}
}
}
public void OnClickSkillInfo()
{
GameObject selectedSlotGameObject = EventSystem.current.currentSelectedGameObject;
SkillInformationItem selectedSkillInfo = selectedSlotGameObject.GetComponent<SkillInformationItem>();
selectedSkillId = selectedSkillInfo.SelectedSkillInfo();
foreach (var skillInfo in createSkillInfo)
{
if (skillInfo.skillId != selectedSkillId)
{
skillInfo.UnselectedSkillInfo();
}
}
}
public void OnClickSettingButton()
{
Debug.Log($"OnClickSettingButton() : {selectedSkillId} , {selectedSlotIndex}");
// 스킬 데이터 업데이트 할때 selectedSlotIndex +1 해서 넘겨줘야함
SkillDataManager.Singleton.UpdateSkillData(selectedSkillId, selectedSlotIndex + 1);
// 스킬 업데이트 후 UI 갱신
var unselectedSkill = createSkillInfo.Find(skill => skill.skillId == selectedSkillId);
unselectedSkill?.UnselectedSkillInfo();
createSkillSlots[selectedSlotIndex].UnselectedSlot();
selectedSkillId = null;
selectedSlotIndex = -1;
RefreshUI();
}
private void RefreshUI()
{
SetSkillSlots();
SetSkillInfoItem();
}
public void OnClickCloseButton()
{
UIManager.Hide<SkillSettingUI>(UIList.SkillSettingUI);
}
}
}

View File

@@ -12,18 +12,26 @@ namespace TON
public GameObject lockerImage;
public GameObject selectedState;
public void Initalize(string skillId)
private int slotIndex;
public void Initalize(string skillId, int index)
{
slotIndex = index;
// 스킬 이미지 세팅하기
Assert.IsTrue(AssetManager.Singleton.LoadSkillIcon(skillId, out Sprite loadedSkillImage));
skillImage.SetActive(true);
skillImage.GetComponent<Image>().sprite = loadedSkillImage;
if (skillId != null) // 스킬 슬롯에 스킬이 지정된 경우
{
Assert.IsTrue(AssetManager.Singleton.LoadSkillIcon(skillId, out Sprite loadedSkillImage));
skillImage.SetActive(true);
skillImage.GetComponent<Image>().sprite = loadedSkillImage;
}
lockerImage.SetActive(false);
}
public void SelectedSlot()
public int SelectedSlot()
{
selectedState.SetActive(true);
return slotIndex;
}
public void UnselectedSlot()