스킬 슬롯 업데이트 로직 수정

This commit is contained in:
aube.lee
2025-02-11 10:20:48 +09:00
parent 18a27aa3e1
commit 7bea4520c5
10 changed files with 315 additions and 229 deletions

View File

@@ -3,7 +3,7 @@
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View File

@@ -23,7 +23,7 @@
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View File

@@ -19,6 +19,7 @@ namespace TON
SetSkillInstances(); SetSkillInstances();
// TODO: player skill data 초기화[셋팅] // TODO: player skill data 초기화[셋팅]
// 예시) 1,4,5번 스킬을 EquippedSkills에 추가 // 예시) 1,4,5번 스킬을 EquippedSkills에 추가
GetActiveSkillInstance();
} }
private void Update() private void Update()
@@ -32,6 +33,11 @@ namespace TON
private void LoadSkillData() private void LoadSkillData()
{ {
if (skillDatas != null)
{
skillDatas.Clear();
}
skillDatas = JSONLoader.LoadFromResources<List<SkillData>>("Skill"); skillDatas = JSONLoader.LoadFromResources<List<SkillData>>("Skill");
if (skillDatas == null) if (skillDatas == null)
{ {
@@ -66,12 +72,24 @@ namespace TON
} }
// 스킬 슬롯에 적용해야하는 스킬 리스트 리턴 // 스킬 슬롯에 적용해야하는 스킬 리스트 리턴
public List<SkillBase> GetEquippedSkills()
{
return equippedSkills;
}
// 스킬 슬롯에 적용될 스킬 리스트 초기화 및 업데이트에 사용
public List<SkillBase> GetActiveSkillInstance() public List<SkillBase> GetActiveSkillInstance()
{ {
if (equippedSkills != null)
{
equippedSkills.Clear();
}
foreach (SkillData skill in skillDatas) foreach (SkillData skill in skillDatas)
{ {
if (skill.slotNumber == 1 || skill.slotNumber == 2 || skill.slotNumber == 3) if (skill.slotNumber == 1 || skill.slotNumber == 2 || skill.slotNumber == 3)
{ {
Debug.Log("GetActiveSkillInstance() : " + skill.id);
equippedSkills.Add(skillInstances.GetValueOrDefault(skill.id)); equippedSkills.Add(skillInstances.GetValueOrDefault(skill.id));
} }
} }

View File

@@ -38,7 +38,7 @@ namespace TON
} }
// 스킬 버튼을 생성 // 스킬 버튼을 생성
List<SkillBase> activatedSkills = SkillDataManager.Singleton.GetActiveSkillInstance(); List<SkillBase> activatedSkills = SkillDataManager.Singleton.GetEquippedSkills();
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)
{ {
ControllerUI_SkillButton newSkillButton = Instantiate(skillButtonPrefab, skillButtonGroup); ControllerUI_SkillButton newSkillButton = Instantiate(skillButtonPrefab, skillButtonGroup);

View File

@@ -8,12 +8,46 @@ namespace TON
{ {
public static SkillSettingUI Instance => UIManager.Singleton.GetUI<SkillSettingUI>(UIList.SkillSettingUI); public static SkillSettingUI Instance => UIManager.Singleton.GetUI<SkillSettingUI>(UIList.SkillSettingUI);
public List<SkillSettingUI_SkillSlot> slots; public Transform skillSlotGroup;
public SkillSettingUI_SkillSlot skillSlotPrefab;
public List<SkillSettingUI_SkillSlot> createSkillSlots = new List<SkillSettingUI_SkillSlot>();
public void Start() public void Start()
{ {
SetSkillSlots();
} }
private void SetSkillSlots()
{
// 이미 기존에 UI가 생성되어 있다면 삭제
if (createSkillSlots.Count > 0)
{
foreach (var button in createSkillSlots)
{
Destroy(button.gameObject);
}
createSkillSlots.Clear();
}
// 스킬 버튼을 생성
List<SkillBase> activatedSkills = SkillDataManager.Singleton.GetEquippedSkills();
for (int i = 0; i < 3; i++)
{
SkillSettingUI_SkillSlot newSkillSlot = Instantiate(skillSlotPrefab, skillSlotGroup);
newSkillSlot.gameObject.SetActive(true);
if (i < activatedSkills.Count) // 해당 인덱스에 활성화된 스킬이 있을 경우
{
newSkillSlot.Initalize(activatedSkills[i].SkillData.id);
}
else
{
// 복제 됐을때 기본 상태가 잠금 상태
}
createSkillSlots.Add(newSkillSlot);
}
}
} }
} }

View File

@@ -1,6 +1,7 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.UI; using UnityEngine.UI;
namespace TON namespace TON
@@ -9,21 +10,25 @@ namespace TON
{ {
public GameObject skillImage; public GameObject skillImage;
public GameObject lockerImage; public GameObject lockerImage;
public GameObject selectedState;
public void Initalize() public void Initalize(string skillId)
{ {
// 스킬 이미지 세팅하기 // 스킬 이미지 세팅하기
// skillImage = GetComponent<GameObject>(); Assert.IsTrue(AssetManager.Singleton.LoadSkillIcon(skillId, out Sprite loadedSkillImage));
skillImage.SetActive(true);
skillImage.GetComponent<Image>().sprite = loadedSkillImage;
lockerImage.SetActive(false);
} }
public void SelectedSlot() public void SelectedSlot()
{ {
lockerImage.SetActive(true); selectedState.SetActive(true);
} }
public void UnselectedSlot() public void UnselectedSlot()
{ {
lockerImage.SetActive(false); selectedState.SetActive(false);
} }
} }
} }