feat: 캐릭터 인게임 UI 로직 적용

This commit is contained in:
aube.lee
2025-02-19 11:31:08 +09:00
parent f04af2276b
commit 9d6e11a367
4 changed files with 640 additions and 63 deletions

View File

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View File

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View File

@@ -15,5 +15,12 @@ namespace TON
linkedCharactor = GetComponent<CharacterBase>(); linkedCharactor = GetComponent<CharacterBase>();
} }
private void Start()
{
IngameUI.Instance.SetHP(linkedCharactor.currentHP, linkedCharactor.maxHP);
IngameUI.Instance.SetSP(linkedCharactor.currentSP, linkedCharactor.maxSP);
IngameUI.Instance.SetPlayerImage(PlayerDataManager.Singleton.player.type);
}
} }
} }

View File

@@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.UI; using UnityEngine.UI;
namespace TON namespace TON
@@ -10,32 +11,70 @@ namespace TON
{ {
public static IngameUI Instance => UIManager.Singleton.GetUI<IngameUI>(UIList.IngameUI); public static IngameUI Instance => UIManager.Singleton.GetUI<IngameUI>(UIList.IngameUI);
public Image characterImage;
public Image hpBar; public Image hpBar;
public Image spBar; public Image spBar;
public TextMeshProUGUI hpText; public TextMeshProUGUI stageText;
public TextMeshProUGUI spText; public TextMeshProUGUI monsterHp;
public Image monsterHpBar;
public Image monsterImage;
private float currentHP;
private float maxHP;
private float currentSP;
private float maxSP;
private string playerType;
private void OnEnable()
{
// UI가 활성화될 때 저장된 값들로 업데이트
RefreshUI();
}
public void SetHP(float current, float max) public void SetHP(float current, float max)
{ {
hpBar.fillAmount = current / max; currentHP = current;
hpText.text = $"{current:0} / {max: 0}"; maxHP = max;
if (gameObject.activeInHierarchy)
{
hpBar.fillAmount = current / max;
}
} }
public void SetSP(float current, float max) public void SetSP(float current, float max)
{ {
spBar.fillAmount = current / max; currentSP = current;
spText.text = $"{current:0} / {max: 0}"; maxSP = max;
if (gameObject.activeInHierarchy)
{
spBar.fillAmount = current / max;
}
} }
public void SetPlayerImage(string type)
public void OnPressPauseButton()
{ {
UIManager.Show<PauseUI>(UIList.PauseUI); playerType = type;
if (gameObject.activeInHierarchy)
{
UpdatePlayerImage();
}
}
// 게임 일시 정지 private void RefreshUI()
Time.timeScale = 0f; {
if (maxHP > 0) SetHP(currentHP, maxHP);
if (maxSP > 0) SetSP(currentSP, maxSP);
if (!string.IsNullOrEmpty(playerType)) UpdatePlayerImage();
}
private void UpdatePlayerImage()
{
if (AssetManager.Singleton.LoadPlayerIcon(playerType, FaceStatue.Idle, out Sprite result))
{
characterImage.sprite = result;
}
} }
} }