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m_AnchoredPosition: {x: -100, y: 0} + m_AnchoredPosition: {x: -80, y: 0} m_SizeDelta: {x: 550, y: 100} m_Pivot: {x: 1, y: 0.5} --- !u!114 &5021670431844709229 diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/CharacterBase.cs b/Gameton-06/Assets/Gameton/Scripts/Character/CharacterBase.cs index 8c01d1b2..c4b5d0f7 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Character/CharacterBase.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Character/CharacterBase.cs @@ -28,6 +28,9 @@ namespace TON private VariableJoystick joystick; public Rigidbody2D rb; + public event System.Action OnHPChanged; + public event System.Action OnSPChanged; + public void Start() { @@ -35,7 +38,6 @@ namespace TON joystick = ControllerUI.Instance.joystick; ControllerUI.Instance.linkedCharactor = this; - attackCollider.EnableCollider(false); // 기본 공격 Enable 비활성화 Initialize(); @@ -49,6 +51,9 @@ namespace TON currentHP = maxHP = playerData.hp; currentSP = maxSP = playerData.mp; + + OnHPChanged?.Invoke(currentHP, maxHP); + OnSPChanged?.Invoke(currentSP, maxSP); } @@ -170,6 +175,14 @@ namespace TON public void SkillAttack(string skillId) { + SkillBase skillBase = SkillDataManager.Singleton.GetSkillInstance(skillId); + // 스킬을 사용할 수 있는 스킬포인트가 있는지 판단 + // 스킬 포인트가 부족하다면 스킬을 수행하지 못함 + if (currentSP < skillBase.SkillData.mpConsumption) return; + + currentSP -= skillBase.SkillData.mpConsumption; + OnSPChanged?.Invoke(currentSP, maxSP); + // 스킬 매니저에서 스킬을 쏠 수 있는지 여부를 판단 bool canExecute = SkillDataManager.Singleton.CanExecuteSkill(skillId); if (canExecute) @@ -189,6 +202,8 @@ namespace TON currentHP -= damage; currentHP = Mathf.Clamp(currentHP, 0, maxHP); + OnHPChanged?.Invoke(currentHP, maxHP); + // 체력이 0 아래로 떨어지고 현 상태가 IsAlive 일때만 동작하도록 함 if (currentHP <= 0f && prevHP > 0) { diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/PlayerSpawner.cs b/Gameton-06/Assets/Gameton/Scripts/Character/PlayerSpawner.cs index 8a6387d5..b9c60d65 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Character/PlayerSpawner.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Character/PlayerSpawner.cs @@ -6,46 +6,40 @@ namespace TON { public class PlayerSpawner { - public static void SpawnPlayerCharacter() + public static bool SpawnPlayerCharacter() { List playerDatas = PlayerDataManager.Singleton.playersData; // 저장된 인덱스 가져오기 int selectedIndex = PlayerPrefs.GetInt("SelectedPlayerIndex", 0); - // 인덱스가 범위를 벗어나지 않는지 확인 if (selectedIndex < 0 || selectedIndex >= playerDatas.Count) { Debug.LogError($"Invalid player index: {selectedIndex}"); - return; + return false; } - string prefabName = playerDatas[selectedIndex].type == "b" ? "TON.Player_B" : "TON.Player_W"; // Resources에서 프리팹 로드 GameObject characterPrefab = Resources.Load($"Player/{prefabName}"); if (characterPrefab == null) { Debug.LogError($"Failed to load character prefab: {playerDatas[selectedIndex].type}"); - return; + return false; } - // TON.Player 오브젝트 찾기 GameObject playerObj = GameObject.Find("TON.Player"); if (playerObj == null) { Debug.LogError("TON.Player not found in the scene!"); - return; + return false; } - // 기존 플레이어 제거 (필요 시) foreach (Transform child in playerObj.transform) { GameObject.Destroy(child.gameObject); } - // 캐릭터 프리팹을 TON.Player 위치에 배치 GameObject playerInstance = GameObject.Instantiate(characterPrefab, playerObj.transform.position, Quaternion.identity); playerInstance.transform.SetParent(playerObj.transform); - // 카메라가 새 플레이어를 따라가도록 설정 CameraFollow cameraFollow = GameObject.FindObjectOfType(); if (cameraFollow != null) @@ -55,7 +49,10 @@ namespace TON else { Debug.LogError("No CameraFollow script found in the scene!"); + return false; } + + return true; } } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Common/AssetManager.cs b/Gameton-06/Assets/Gameton/Scripts/Common/AssetManager.cs index 3172b934..279571f1 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Common/AssetManager.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Common/AssetManager.cs @@ -5,6 +5,15 @@ using UnityEngine; namespace TON { + public enum FaceStatue + { + Idle, + Angry, + Sad, + Oh, + Smile + } + public class AssetManager : SingletonBase { @@ -19,10 +28,10 @@ namespace TON return LoadAsset($"UI/Skill Icon/skill_icon_{skillId}", out result); } - public bool LoadPlayerIcon(string playerType, out Sprite result) + public bool LoadPlayerIcon(string playerType, FaceStatue status, out Sprite result) { var playerColor = playerType == "b" ? "Black" : "White"; - return LoadAsset($"UI/Player/{playerColor}_Cat", out result); + return LoadAsset($"Player/Character Face/{playerColor}_{status}", out result); } public bool LoadStageIcon(string stageId, out Sprite result) diff --git a/Gameton-06/Assets/Gameton/Scripts/Common/Main.cs b/Gameton-06/Assets/Gameton/Scripts/Common/Main.cs index 4c6ac6aa..ba3ac5c1 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Common/Main.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Common/Main.cs @@ -76,7 +76,6 @@ namespace TON private IEnumerator ChangeScene(System.Action onSceneChangeCompletedCallback = null) where T : SceneBase { UIManager.Show(UIList.LoadingUI); - yield return new WaitForSeconds(3f); isSceneChangeProgress = true; diff --git a/Gameton-06/Assets/Gameton/Scripts/Scenes/StageScene.cs b/Gameton-06/Assets/Gameton/Scripts/Scenes/StageScene.cs index 4eea6fb9..24179431 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Scenes/StageScene.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Scenes/StageScene.cs @@ -42,10 +42,17 @@ namespace TON } // 선택된 캐릭터에 맞는 오브젝트를 생성하거나 적용하는 코드 작성 - PlayerSpawner.SpawnPlayerCharacter(); + if (!PlayerSpawner.SpawnPlayerCharacter()) + { + Debug.LogError("Failed to spawn player character!"); + // 에러 UI를 표시하거나 씬을 다시 로드하는 등의 처리 + // UIManager.Show(UIList.ErrorUI); + // 또는 SceneManager.LoadScene("ErrorScene"); 등 + yield break; + } + SkillDataManager.Singleton.Initalize(); StageManager.Singleton.StartStage(stageId); - UIManager.Show(UIList.IngameUI); UIManager.Show(UIList.OptionUI); UIManager.Show(UIList.ControllerUI); diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/ControllerUI_SkillButton.cs b/Gameton-06/Assets/Gameton/Scripts/UI/ControllerUI_SkillButton.cs index b6e647ce..90db9cb3 100644 --- a/Gameton-06/Assets/Gameton/Scripts/UI/ControllerUI_SkillButton.cs +++ b/Gameton-06/Assets/Gameton/Scripts/UI/ControllerUI_SkillButton.cs @@ -43,9 +43,18 @@ namespace TON private void UpdateCooldownUI() { + if (coolTimeText == null || coolTimeDimd == null) + { + return; // UI가 삭제되었으면 업데이트 중단 + } + coolTimeText.gameObject.SetActive(skillBase.CurrentCoolDown > 0); // 남은 쿨타임이 있을 때만 표시 - coolTimeText.text = $"{skillBase.CurrentCoolDown: 0}s"; // 정수 초단위 표시 - coolTimeDimd.fillAmount = skillBase.CurrentCoolDown / skillBase.SkillCoolDown; // 1 → 0 으로 감소 + + if (coolTimeText.IsActive()) + { + coolTimeText.text = $"{skillBase.CurrentCoolDown: 0}s"; // 정수 초단위 표시 + coolTimeDimd.fillAmount = skillBase.CurrentCoolDown / skillBase.SkillCoolDown; // 1 → 0 으로 감소 + } } void Update() diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/IngameUI.cs b/Gameton-06/Assets/Gameton/Scripts/UI/IngameUI.cs index 01fd8220..d5078d64 100644 --- a/Gameton-06/Assets/Gameton/Scripts/UI/IngameUI.cs +++ b/Gameton-06/Assets/Gameton/Scripts/UI/IngameUI.cs @@ -2,6 +2,7 @@ using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; +using UnityEngine.Assertions; using UnityEngine.UI; namespace TON @@ -10,32 +11,75 @@ namespace TON { public static IngameUI Instance => UIManager.Singleton.GetUI(UIList.IngameUI); + public Image characterImage; public Image hpBar; public Image spBar; - public TextMeshProUGUI hpText; - public TextMeshProUGUI spText; + public TextMeshProUGUI stageText; + public TextMeshProUGUI monsterHp; + public Image monsterHpBar; + public Image monsterImage; - public void SetHP(float current, float max) + + private string playerType; + + [SerializeField] private CharacterBase character; + + + private void OnEnable() + { + character = GameObject.FindWithTag("Player").GetComponent(); + playerType = PlayerDataManager.Singleton.player.type; + + if (character != null) + { + character.OnHPChanged += UpdateHPBar; + character.OnSPChanged += UpdateSPBar; + } + + // UI가 활성화될 때 저장된 값들로 업데이트 + RefreshUI(); + } + + private void OnDisable() + { + if (character != null) + { + character.OnHPChanged -= UpdateHPBar; + character.OnSPChanged -= UpdateSPBar; + } + } + + private void UpdateHPBar(float current, float max) { hpBar.fillAmount = current / max; - hpText.text = $"{current:0} / {max: 0}"; } - public void SetSP(float current, float max) + private void UpdateSPBar(float current, float max) { spBar.fillAmount = current / max; - spText.text = $"{current:0} / {max: 0}"; } - - - public void OnPressPauseButton() + public void SetPlayerImage(string type) { - UIManager.Show(UIList.PauseUI); + playerType = type; + if (gameObject.activeInHierarchy) + { + UpdatePlayerImage(); + } + } - // 게임 일시 정지 - Time.timeScale = 0f; + private void RefreshUI() + { + if (!string.IsNullOrEmpty(playerType)) UpdatePlayerImage(); + } + + private void UpdatePlayerImage() + { + if (AssetManager.Singleton.LoadPlayerIcon(playerType, FaceStatue.Idle, out Sprite result)) + { + characterImage.sprite = result; + } } } diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/LobbyUI.cs b/Gameton-06/Assets/Gameton/Scripts/UI/LobbyUI.cs index e97aedbf..bd9fd5b3 100644 --- a/Gameton-06/Assets/Gameton/Scripts/UI/LobbyUI.cs +++ b/Gameton-06/Assets/Gameton/Scripts/UI/LobbyUI.cs @@ -40,7 +40,7 @@ namespace TON PlayerData player = PlayerDataManager.Singleton.player; Image playerObj = GameObject.Find("TON.Player").GetComponent(); - playerObj.sprite = AssetManager.Singleton.LoadPlayerIcon(player.type, out Sprite playerImage) ? playerImage : null; + playerObj.sprite = AssetManager.Singleton.LoadPlayerIcon(player.type, FaceStatue.Idle, out Sprite playerImage) ? playerImage : null; characterName.text = player.name; characterHp.text = $"{player.hp}";