fix: 컨트롤러가 활성화 될때마다 변경된 스킬 세팅이 가능하도록 lifecycle 메소드 변경

This commit is contained in:
aube.lee
2025-02-17 11:29:49 +09:00
parent fdb9553833
commit 7a44f90ef1
2 changed files with 6 additions and 5 deletions

View File

@@ -41,14 +41,15 @@ namespace TON
yield return null; yield return null;
} }
// 선택된 캐릭터에 맞는 오브젝트를 생성하거나 적용하는 코드 작성
PlayerSpawner.SpawnPlayerCharacter();
SkillDataManager.Singleton.Initalize();
StageManager.Singleton.StartStage(stageId);
UIManager.Show<IngameUI>(UIList.IngameUI); UIManager.Show<IngameUI>(UIList.IngameUI);
UIManager.Show<OptionUI>(UIList.OptionUI); UIManager.Show<OptionUI>(UIList.OptionUI);
UIManager.Show<ControllerUI>(UIList.ControllerUI); UIManager.Show<ControllerUI>(UIList.ControllerUI);
// 선택된 캐릭터에 맞는 오브젝트를 생성하거나 적용하는 코드 작성
PlayerSpawner.SpawnPlayerCharacter();
StageManager.Singleton.StartStage(stageId);
} }
public override IEnumerator OnEnd() public override IEnumerator OnEnd()
{ {

View File

@@ -20,7 +20,7 @@ namespace TON
public ControllerUI_SkillButton skillButtonPrefab; public ControllerUI_SkillButton skillButtonPrefab;
private List<ControllerUI_SkillButton> createdSkillButtons = new List<ControllerUI_SkillButton>(); private List<ControllerUI_SkillButton> createdSkillButtons = new List<ControllerUI_SkillButton>();
private void Awake() private void OnEnable()
{ {
skillButtonPrefab.gameObject.SetActive(false); skillButtonPrefab.gameObject.SetActive(false);
Initalize(); Initalize();