스킬 정보 매핑 로직 1차 추가
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@@ -1,11 +1,31 @@
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using System.Collections;
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using System.Collections.Generic;
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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 SkillInformationItem : MonoBehaviour
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{
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[SerializeField]
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SerializableDictionary<string, Sprite> imageSprites = new SerializableDictionary<string, Sprite>();
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public Image skillImage;
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public TextMeshProUGUI skillName;
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public TextMeshProUGUI skillDamage;
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public TextMeshProUGUI skillCooltime;
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public TextMeshProUGUI skillReqMp;
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public TextMeshProUGUI skillReqLv;
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public void Initalize(SkillData skillData)
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{
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skillName.text = skillData.name;
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skillDamage.text = $"{skillData.damage}";
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skillCooltime.text = $"{skillData.coolDown}";
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skillReqMp.text = $"{skillData.mpConsumption}";
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skillReqLv.text = $"{skillData.requiredLevel}";
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}
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}
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}
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@@ -28,7 +28,10 @@ namespace TON
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for (int i = 0; i < skillDatas.Count; i++)
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{
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SkillData skillData = skillDatas[i];
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RectTransform rectTransform = Instantiate(uiPrefab, scrollRect.content).GetComponent<RectTransform>();
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GameObject skillInfoItem = Instantiate(uiPrefab, scrollRect.content);
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skillInfoItem.GetComponent<SkillInformationItem>().Initalize(skillData);
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RectTransform rectTransform = skillInfoItem.GetComponent<RectTransform>();
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uiPrefabList.Add(rectTransform);
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uiPrefabList[i].anchoredPosition = new Vector2(0f, -y);
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