This commit is contained in:
Mingu Kim
2025-02-04 23:50:10 +09:00
37 changed files with 1831 additions and 1015 deletions

View File

@@ -7,6 +7,7 @@ namespace TON
public class DarknessBall : PoolAble
{
private float elapsedTime; // 경과 시간 저장 변수
public float destoryTime = 2f;
void OnEnable()
{
@@ -18,7 +19,7 @@ namespace TON
elapsedTime += Time.deltaTime; // 경과 시간 누적
// 2초가 지나면 오브젝트 풀에 반환
if (elapsedTime >= 2f)
if (elapsedTime >= destoryTime)
{
ReleaseObject();
}

View File

@@ -7,8 +7,8 @@ namespace TON
{
public class FireBall : PoolAble
{
private float elapsedTime; // 경과 시간 저장 변수
public float destoryTime = 2f;
void OnEnable()
{
@@ -20,7 +20,7 @@ namespace TON
elapsedTime += Time.deltaTime; // 경과 시간 누적
// 2초가 지나면 오브젝트 풀에 반환
if (elapsedTime >= 2f)
if (elapsedTime >= destoryTime)
{
ReleaseObject();
}

View File

@@ -7,6 +7,7 @@ namespace TON
public class IceBall : PoolAble
{
private float elapsedTime; // 경과 시간 저장 변수
public float destoryTime = 2f;
void OnEnable()
{
@@ -18,7 +19,7 @@ namespace TON
elapsedTime += Time.deltaTime; // 경과 시간 누적
// 2초가 지나면 오브젝트 풀에 반환
if (elapsedTime >= 2f)
if (elapsedTime >= destoryTime)
{
ReleaseObject();
}

View File

@@ -49,8 +49,9 @@ namespace TON
// TODO : Custom Order After System Load
UIManager.Show<IngameUI>(UIList.IngameUI);
UIManager.Show<ControllerUI>(UIList.ControllerUI);
// UIManager.Show<IngameUI>(UIList.IngameUI);
UIManager.Show<LobbyUI>(UIList.LobbyUI);
// UIManager.Show<ControllerUI>(UIList.ControllerUI);
UIManager.Show<IngameOptionUI>(UIList.IngameOptionUI);
// UIManager.Show<CharaterSelectUI>(UIList.CharaterSelectUI);

View File

@@ -0,0 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
[System.Serializable]
public class SkillData
{
public int characterId;
public int id;
public int mp;
public float damage;
public int cooltime;
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ceb094546f5f41047bee44a58756e6de
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -17,6 +17,7 @@ namespace TON
public void SetCharaterData(Sprite image, string name, int i)
{
character_image.sprite = image;
character_image.enabled = true;
charater_name.text = name;
index = i;
}

View File

@@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace TON
{
@@ -12,10 +13,18 @@ namespace TON
UIManager.Show<IngameOptionUI>(UIList.IngameOptionUI);
}
// Update is called once per frame
void Update()
public void OnClickOptionButton()
{
Scene activeScene = UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene();
if (activeScene.name.Equals("Lobby"))
{
//
}
else if (activeScene.name.StartsWith("Stage"))
{
//
}
}
}
}

View File

@@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
@@ -8,11 +9,16 @@ namespace TON
public class LobbyUI : UIBase
{
public SerializableDictionary<string, Sprite> playerImages;
[SerializeField]
private TextMeshProUGUI characterName;
private void Start()
{
Image playerObj = GameObject.Find("TON.Player").GetComponent<Image>();
PlayerData player = PlayerDataManager.Singleton.player;
playerObj.sprite = playerImages.GetValueOrDefault(player.type);
characterName.text = player.name;
}
public void OnClickStageEntryButton()

View File

@@ -24,7 +24,12 @@ namespace TON
else
{
// 캐릭터가 있다면 내 캐릭터 목록에서 선택할 수 있도록 함
UIManager.Show<CharaterSelectUI>(UIList.CharaterSelectUI);
// UIManager.Show<CharaterSelectUI>(UIList.CharaterSelectUI);
// select 요소는 나중에 인게임 화면으로 바로 전환
PlayerPrefs.SetInt("SelectedPlayerIndex", 0);
PlayerDataManager.Singleton.SetCurrentUserData();
Main.Singleton?.ChangeScene(SceneType.Lobby);
}
}