feat: 스킬 편집 UI 내의 스킬 슬롯, 스킬 정보 클릭 액션 적용
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@@ -12,13 +12,10 @@ namespace TON
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private List<SkillBase> equippedSkills = new List<SkillBase>();
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public void Initalize()
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{
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LoadSkillData();
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SetSkillInstances();
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// TODO: player skill data 초기화[셋팅]
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// 예시) 1,4,5번 스킬을 EquippedSkills에 추가
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GetActiveSkillInstance();
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}
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@@ -38,7 +35,8 @@ namespace TON
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skillDatas.Clear();
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}
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skillDatas = JSONLoader.LoadFromResources<List<SkillData>>("Skill");
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skillDatas = JSONLoader.LoadFromResources<List<SkillData>>("skill");
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if (skillDatas == null)
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{
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skillDatas = new List<SkillData>();
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@@ -89,10 +87,11 @@ namespace TON
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{
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if (skill.slotNumber == 1 || skill.slotNumber == 2 || skill.slotNumber == 3)
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{
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Debug.Log("GetActiveSkillInstance() : " + skill.id);
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// Debug.Log("GetActiveSkillInstance() : " + skill.id);
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equippedSkills.Add(skillInstances.GetValueOrDefault(skill.id));
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}
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}
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equippedSkills.Sort((a, b) => a.SkillData.slotNumber.CompareTo(b.SkillData.slotNumber));
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return equippedSkills;
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}
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@@ -133,14 +132,14 @@ namespace TON
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// 스킬 생성
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GameObject effectGameObject = ObjectPoolManager.Instance.GetEffect(skillId);
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Projectile projectile = effectGameObject.GetComponent<Projectile>();
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SkillBase targetSkillBase = GetSkillData(skillId);
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SkillBase targetSkillBase = GetSkillInstance(skillId);
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targetSkillBase.SetCurrentCoolDown();
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projectile.Init(targetSkillBase.SkillData.damage);
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effectGameObject.transform.SetPositionAndRotation(firePoint.position, firePoint.rotation);
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// 🔥 스킬 방향 반전
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// 스킬 방향 반전
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var bulletScale = effectGameObject.transform.localScale;
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bulletScale.x = Mathf.Abs(bulletScale.x) * lastDirection;
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effectGameObject.transform.localScale = bulletScale;
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@@ -152,14 +151,29 @@ namespace TON
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targetSkillBase.OnSkillExecuted?.Invoke();
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}
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public SkillBase GetSkillData(string skillId)
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public SkillBase GetSkillInstance(string skillId)
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{
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// 스킬 베이스가 null일때 방어로직 추가
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SkillBase result = skillInstances.GetValueOrDefault(skillId);
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Assert.IsNotNull(result, "SkillDataManager.ExecuteSkill() : targetSkillBase is null");
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return result;
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}
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public void UpdateSkillData(string skillId, int slotNumber)
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{
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foreach (var skill in skillDatas)
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{
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if (skill.id == skillId)
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{
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skill.slotNumber = slotNumber;
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}
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if (skill.slotNumber == slotNumber && skill.id != skillId)
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{
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skill.slotNumber = 0;
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}
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}
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JSONLoader.SaveToFile(skillDatas, "skill");
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}
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}
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}
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@@ -9,9 +9,6 @@ namespace TON
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{
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public class SkillInformationItem : MonoBehaviour
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{
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[SerializeField]
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SerializableDictionary<string, Sprite> imageSprites = new SerializableDictionary<string, Sprite>();
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public GameObject skillImage;
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public TextMeshProUGUI skillName;
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public TextMeshProUGUI skillDamage;
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@@ -21,10 +18,15 @@ namespace TON
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public TextMeshProUGUI skillReqLv;
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public GameObject locker;
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public GameObject selectedState;
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public string skillId;
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public void Initalize(SkillData skillData, int playerLevel)
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{
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skillId = skillData.id;
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skillName.text = skillData.name;
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skillDamage.text = $"{skillData.damage}";
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skillCooltime.text = $"{skillData.coolDown}";
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@@ -46,5 +48,16 @@ namespace TON
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}
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}
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public string SelectedSkillInfo()
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{
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selectedState.SetActive(true);
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return skillId;
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}
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public void UnselectedSkillInfo()
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{
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selectedState.SetActive(false);
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}
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}
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}
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@@ -1,6 +1,7 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace TON
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@@ -8,13 +9,16 @@ namespace TON
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public class SkillScrollViewController : MonoBehaviour
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{
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public ScrollRect scrollRect;
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public float space = 10f;
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public GameObject uiPrefab;
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public SkillInformationItem skillInfoPrefab;
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public List<RectTransform> uiPrefabList = new List<RectTransform>();
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public List<SkillInformationItem> createSkillInfo = new List<SkillInformationItem>();
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public int playerLevel;
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private SkillInformationItem selectedSkillInfo;
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private void Start()
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{
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scrollRect = GetComponent<ScrollRect>();
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@@ -31,8 +35,16 @@ namespace TON
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for (int i = 0; i < skillDatas.Count; i++)
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{
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SkillData skillData = skillDatas[i];
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GameObject skillInfoItem = Instantiate(uiPrefab, scrollRect.content);
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skillInfoItem.GetComponent<SkillInformationItem>().Initalize(skillData, playerLevel);
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SkillInformationItem skillInfoItem = Instantiate(skillInfoPrefab, scrollRect.content);
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skillInfoItem.gameObject.SetActive(true);
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skillInfoItem.Initalize(skillData, playerLevel);
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createSkillInfo.Add(skillInfoItem);
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if (playerLevel < skillData.requiredLevel)
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{
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skillInfoItem.GetComponent<Button>().interactable = false;
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}
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RectTransform rectTransform = skillInfoItem.GetComponent<RectTransform>();
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@@ -43,5 +55,26 @@ namespace TON
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scrollRect.content.sizeDelta = new Vector2(scrollRect.content.sizeDelta.x, y);
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}
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public void OnClickSkillInfo()
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{
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GameObject selectedSlotGameObject = EventSystem.current.currentSelectedGameObject;
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selectedSkillInfo = selectedSlotGameObject.GetComponent<SkillInformationItem>();
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string selectSkillId = selectedSkillInfo.SelectedSkillInfo();
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// SkillSettingUI.Instance.OnClickSkillInfo(selectSkillId);
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Debug.Log($"OnClickSkillInfo() : {createSkillInfo.Count}");
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foreach (var skillInfo in createSkillInfo)
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{
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Debug.Log($"OnClickSkillInfo() : {selectSkillId} , {skillInfo.skillId}");
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Debug.Log(skillInfo.skillId != selectSkillId);
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if (skillInfo.skillId != selectSkillId)
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{
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skillInfo.UnselectedSkillInfo();
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}
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}
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}
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}
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}
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