fix: 아이콘이 정상적으로 출력되지 않는 오류 수정
This commit is contained in:
		@@ -11,7 +11,7 @@ GameObject:
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@@ -550,14 +550,14 @@ MonoBehaviour:
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        m_MethodName: OnClickSkillButton
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@@ -566,7 +566,7 @@ MonoBehaviour:
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@@ -582,6 +582,7 @@ MonoBehaviour:
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GameObject:
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@@ -1479,7 +1479,7 @@ GameObject:
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@@ -161,7 +161,7 @@ GameObject:
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@@ -239,7 +239,7 @@ MonoBehaviour:
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@@ -168,7 +168,7 @@ MonoBehaviour:
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@@ -865,7 +865,7 @@ MonoBehaviour:
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@@ -1327,7 +1327,7 @@ RectTransform:
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@@ -97,7 +97,7 @@ namespace TON
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                // UpdateUI();
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            });
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        }
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        public void UseGold(int amount, System.Action<bool> callback)
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        public void UseGold(int amount, System.Action<bool> callback = null)
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        {
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            if (goldAmount - amount < 0)
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            {
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@@ -1,12 +1,12 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.UI;
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using UnityEngine;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace TON
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{
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    public class ControllerUI_ItemButton : MonoBehaviour
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    public class PotionButtonItem : MonoBehaviour
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    {
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        [SerializeField] private TextMeshProUGUI coolTimeText;
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        [SerializeField] private Image coolTimeDimd;
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@@ -1,5 +1,5 @@
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@@ -7,7 +7,7 @@ using UnityEngine.UI;
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namespace TON
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{
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    public class ControllerUI_SkillButton : MonoBehaviour
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    public class SkillButtonItem : MonoBehaviour
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    {
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        [SerializeField] private TextMeshProUGUI coolTimeText;
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        [SerializeField] private Image coolTimeDimd;
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@@ -63,6 +63,5 @@ namespace TON
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        {
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            UpdateCooldownUI(); // UI 업데이트
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        }
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    }
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}
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@@ -1,5 +1,5 @@
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@@ -6,7 +6,7 @@ using UnityEngine.UI;
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namespace TON
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{
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    public class SkillSettingUI_SkillSlot : MonoBehaviour
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    public class SkillSettingSlot : MonoBehaviour
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    {
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		||||
        public GameObject skillImage;
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        public GameObject lockerImage;
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@@ -1,9 +1,7 @@
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		||||
using System.Collections;
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		||||
using System.Collections.Generic;
 | 
			
		||||
using System.Linq;
 | 
			
		||||
using TMPro;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
using UnityEngine.EventSystems;
 | 
			
		||||
using UnityEngine.UI;
 | 
			
		||||
 | 
			
		||||
namespace TON
 | 
			
		||||
@@ -18,11 +16,11 @@ namespace TON
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        public Transform skillButtonGroup;
 | 
			
		||||
        public ControllerUI_SkillButton skillButtonPrefab;
 | 
			
		||||
        private List<ControllerUI_SkillButton> createdSkillButtons = new List<ControllerUI_SkillButton>();
 | 
			
		||||
        public SkillButtonItem skillButtonPrefab;
 | 
			
		||||
        private List<SkillButtonItem> createdSkillButtons = new List<SkillButtonItem>();
 | 
			
		||||
 | 
			
		||||
        public UserItemData userItem { get; private set; } = new UserItemData();
 | 
			
		||||
        // 보유 포션 수량 
 | 
			
		||||
        // 보유 포션 수량
 | 
			
		||||
        [SerializeField] private TextMeshProUGUI hpPotionCount;
 | 
			
		||||
        [SerializeField] private TextMeshProUGUI mpPotionCount;
 | 
			
		||||
 | 
			
		||||
@@ -30,7 +28,7 @@ namespace TON
 | 
			
		||||
        private int hpPotion = 0;
 | 
			
		||||
        private int mpPotion = 0;
 | 
			
		||||
 | 
			
		||||
        public List<ControllerUI_ItemButton> itemButtons = new List<ControllerUI_ItemButton>();
 | 
			
		||||
        public List<PotionButtonItem> itemButtons = new List<PotionButtonItem>();
 | 
			
		||||
 | 
			
		||||
        private void OnEnable()
 | 
			
		||||
        {
 | 
			
		||||
@@ -60,7 +58,7 @@ namespace TON
 | 
			
		||||
            List<SkillBase> activatedSkills = SkillDataManager.Singleton.GetEquippedSkills();
 | 
			
		||||
            for (int i = 0; i < 3; i++)
 | 
			
		||||
            {
 | 
			
		||||
                ControllerUI_SkillButton newSkillButton = Instantiate(skillButtonPrefab, skillButtonGroup);
 | 
			
		||||
                SkillButtonItem newSkillButton = Instantiate(skillButtonPrefab, skillButtonGroup);
 | 
			
		||||
                newSkillButton.gameObject.SetActive(true);
 | 
			
		||||
 | 
			
		||||
                if (i < activatedSkills.Count) // 해당 인덱스에 활성화된 스킬이 있을 경우
 | 
			
		||||
@@ -69,7 +67,7 @@ namespace TON
 | 
			
		||||
                }
 | 
			
		||||
                else
 | 
			
		||||
                {
 | 
			
		||||
                    // 복제 됐을때 기본 상태가 잠금 상태 
 | 
			
		||||
                    // 복제 됐을때 기본 상태가 잠금 상태
 | 
			
		||||
                    newSkillButton.GetComponent<Button>().interactable = false;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
@@ -141,7 +139,7 @@ namespace TON
 | 
			
		||||
            linkedCharactor.Attack();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public void OnClickSkillButton(ControllerUI_SkillButton button)
 | 
			
		||||
        public void OnClickSkillButton(SkillButtonItem button)
 | 
			
		||||
        {
 | 
			
		||||
            linkedCharactor.SkillAttack(button.skillBase.SkillData.id);
 | 
			
		||||
        }
 | 
			
		||||
 
 | 
			
		||||
@@ -1,4 +1,3 @@
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using TMPro;
 | 
			
		||||
@@ -8,7 +7,7 @@ using UnityEngine.UI;
 | 
			
		||||
 | 
			
		||||
namespace TON
 | 
			
		||||
{
 | 
			
		||||
    public class RankingUI_RankBox : MonoBehaviour
 | 
			
		||||
    public class RankBoxItem : MonoBehaviour
 | 
			
		||||
    {
 | 
			
		||||
        [SerializeField] private GameObject rankBoxImage;
 | 
			
		||||
        [SerializeField] private GameObject pawImage;
 | 
			
		||||
@@ -1,5 +1,5 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 35c94c75c6e511048b4a77d3682e1f85
 | 
			
		||||
guid: 4d47caa84e9a090419eb82f5e455a86d
 | 
			
		||||
MonoImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  serializedVersion: 2
 | 
			
		||||
@@ -13,9 +13,9 @@ namespace TON
 | 
			
		||||
 | 
			
		||||
        // 전체 랭킹 리스트를 스크롤 형식으로 구현하기 위함
 | 
			
		||||
        public ScrollRect scrollRect;
 | 
			
		||||
        public RankingUI_RankBox rankBoxPrefab;
 | 
			
		||||
        public RankBoxItem rankBoxPrefab;
 | 
			
		||||
        public List<RectTransform> uiPrefabList = new List<RectTransform>();
 | 
			
		||||
        public List<RankingUI_RankBox> createRankList = new List<RankingUI_RankBox>();
 | 
			
		||||
        public List<RankBoxItem> createRankList = new List<RankBoxItem>();
 | 
			
		||||
 | 
			
		||||
        [SerializeField] private GameObject errorPopup;
 | 
			
		||||
        [SerializeField] private GameObject pawImage;
 | 
			
		||||
@@ -76,7 +76,7 @@ namespace TON
 | 
			
		||||
            for (int i = 0; i < rankList.Count; i++)
 | 
			
		||||
            {
 | 
			
		||||
                ClearData clearData = rankList[i];
 | 
			
		||||
                RankingUI_RankBox rankBox = Instantiate(rankBoxPrefab, scrollRect.content);
 | 
			
		||||
                RankBoxItem rankBox = Instantiate(rankBoxPrefab, scrollRect.content);
 | 
			
		||||
 | 
			
		||||
                rankBox.gameObject.SetActive(true);
 | 
			
		||||
                rankBox.Initalize(i + 1, clearData);
 | 
			
		||||
 
 | 
			
		||||
@@ -12,8 +12,8 @@ namespace TON
 | 
			
		||||
 | 
			
		||||
        // 사용할 스킬 슬롯 3개 매핑을 위한 변수
 | 
			
		||||
        public Transform skillSlotGroup;
 | 
			
		||||
        public SkillSettingUI_SkillSlot skillSlotPrefab;
 | 
			
		||||
        public List<SkillSettingUI_SkillSlot> createSkillSlots = new List<SkillSettingUI_SkillSlot>();
 | 
			
		||||
        public SkillSettingSlot skillSlotPrefab;
 | 
			
		||||
        public List<SkillSettingSlot> createSkillSlots = new List<SkillSettingSlot>();
 | 
			
		||||
 | 
			
		||||
        // 전체 스킬 리스트를 스크롤 형식으로 구현하기 위함
 | 
			
		||||
        public ScrollRect scrollRect;
 | 
			
		||||
@@ -73,7 +73,7 @@ namespace TON
 | 
			
		||||
 | 
			
		||||
            for (int i = 0; i < 3; i++)
 | 
			
		||||
            {
 | 
			
		||||
                SkillSettingUI_SkillSlot newSkillSlot = Instantiate(skillSlotPrefab, skillSlotGroup);
 | 
			
		||||
                SkillSettingSlot newSkillSlot = Instantiate(skillSlotPrefab, skillSlotGroup);
 | 
			
		||||
                newSkillSlot.gameObject.SetActive(true);
 | 
			
		||||
 | 
			
		||||
                if (skillMap.TryGetValue(i, out SkillBase skill))
 | 
			
		||||
@@ -144,7 +144,7 @@ namespace TON
 | 
			
		||||
        public void OnClickSkillSlot()
 | 
			
		||||
        {
 | 
			
		||||
            GameObject selectedSlotGameObject = EventSystem.current.currentSelectedGameObject;
 | 
			
		||||
            SkillSettingUI_SkillSlot selectedSlot = selectedSlotGameObject.GetComponent<SkillSettingUI_SkillSlot>();
 | 
			
		||||
            SkillSettingSlot selectedSlot = selectedSlotGameObject.GetComponent<SkillSettingSlot>();
 | 
			
		||||
 | 
			
		||||
            selectedSlotIndex = selectedSlot.SelectedSlot();
 | 
			
		||||
            for (int i = 0; i < 3; i++)
 | 
			
		||||
@@ -201,7 +201,7 @@ namespace TON
 | 
			
		||||
        IEnumerator CloseButtonDelay()
 | 
			
		||||
        {
 | 
			
		||||
            yield return new WaitForSeconds(0.2f); // 0.2초 대기
 | 
			
		||||
            
 | 
			
		||||
 | 
			
		||||
            UIManager.Hide<SkillSettingUI>(UIList.SkillSettingUI);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user