feat: 스테이지 클리어 정보에 따라 slide 데이터 세팅 구조 적용
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@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Assertions;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace TON
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@@ -24,7 +25,8 @@ namespace TON
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public List<string> stageList = new List<string> { "STG001", "STG002", "STG003", "STG004" };
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public LobbyUI_StagePage stagePagePrefab;
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public List<LobbyUI_StagePage> stagePages = new List<LobbyUI_StagePage>();
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public GameObject stagePagePrefab;
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public Transform stagePageGroup;
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private void Start()
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@@ -50,22 +52,38 @@ namespace TON
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private void SetStageData()
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{
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stageList.ForEach(stageId =>
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if (stagePages.Count > 0)
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{
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LobbyUI_StagePage stagePage = Instantiate(stagePagePrefab, stagePageGroup);
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stagePage.Initalize(stageId);
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});
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foreach (var stagePage in stagePages)
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{
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Destroy(stagePage.gameObject);
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}
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stagePages.Clear();
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}
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for (int i = 0; i < stageList.Count; i++)
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{
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string stageId = stageList[i];
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GameObject stagePageObject = Instantiate(stagePagePrefab, stagePageGroup);
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LobbyUI_StagePage stagePage = stagePageObject.GetComponent<LobbyUI_StagePage>();
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stagePageObject.SetActive(true);
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stagePage.Initalize(stageId, i);
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stagePages.Add(stagePage);
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}
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}
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public void OnClickChangeStageButton()
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{
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// TODO: 스테이지 입장 popupUI 비활성화
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stagePages.ForEach(page => page.GetComponent<LobbyUI_StagePage>().OnClickStageChangeButton());
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}
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public void OnClickStageButton()
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{
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// TODO: 스테이지 선택 UI 활성화
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GameObject currentSelectedGameObject = EventSystem.current.currentSelectedGameObject;
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Debug.Log("OnClickStageButton:: " + currentSelectedGameObject.GetComponent<LobbyUI_StagePage>().stageId);
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}
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public void OnClickStagePlayButton()
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