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

@@ -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);
}
}
}