This commit is contained in:
uparupa95
2025-02-19 14:22:42 +09:00
31 changed files with 1745 additions and 145 deletions

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View File

@@ -28,6 +28,9 @@ namespace TON
private VariableJoystick joystick; private VariableJoystick joystick;
public Rigidbody2D rb; public Rigidbody2D rb;
public event System.Action<float, float> OnHPChanged;
public event System.Action<float, float> OnSPChanged;
public void Start() public void Start()
{ {
@@ -35,7 +38,6 @@ namespace TON
joystick = ControllerUI.Instance.joystick; joystick = ControllerUI.Instance.joystick;
ControllerUI.Instance.linkedCharactor = this; ControllerUI.Instance.linkedCharactor = this;
attackCollider.EnableCollider(false); // 기본 공격 Enable 비활성화 attackCollider.EnableCollider(false); // 기본 공격 Enable 비활성화
Initialize(); Initialize();
@@ -49,6 +51,9 @@ namespace TON
currentHP = maxHP = playerData.hp; currentHP = maxHP = playerData.hp;
currentSP = maxSP = playerData.mp; currentSP = maxSP = playerData.mp;
OnHPChanged?.Invoke(currentHP, maxHP);
OnSPChanged?.Invoke(currentSP, maxSP);
} }
@@ -170,6 +175,14 @@ namespace TON
public void SkillAttack(string skillId) 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 // 스킬 매니저에서 스킬을 쏠 수 있는지 여부를 판단
bool canExecute = SkillDataManager.Singleton.CanExecuteSkill(skillId); bool canExecute = SkillDataManager.Singleton.CanExecuteSkill(skillId);
if (canExecute) if (canExecute)
@@ -189,6 +202,8 @@ namespace TON
currentHP -= damage; currentHP -= damage;
currentHP = Mathf.Clamp(currentHP, 0, maxHP); currentHP = Mathf.Clamp(currentHP, 0, maxHP);
OnHPChanged?.Invoke(currentHP, maxHP);
// 체력이 0 아래로 떨어지고 현 상태가 IsAlive 일때만 동작하도록 함 // 체력이 0 아래로 떨어지고 현 상태가 IsAlive 일때만 동작하도록 함
if (currentHP <= 0f && prevHP > 0) if (currentHP <= 0f && prevHP > 0)
{ {

View File

@@ -6,46 +6,40 @@ namespace TON
{ {
public class PlayerSpawner public class PlayerSpawner
{ {
public static void SpawnPlayerCharacter() public static bool SpawnPlayerCharacter()
{ {
List<PlayerData> playerDatas = PlayerDataManager.Singleton.playersData; List<PlayerData> playerDatas = PlayerDataManager.Singleton.playersData;
// 저장된 인덱스 가져오기 // 저장된 인덱스 가져오기
int selectedIndex = PlayerPrefs.GetInt("SelectedPlayerIndex", 0); int selectedIndex = PlayerPrefs.GetInt("SelectedPlayerIndex", 0);
// 인덱스가 범위를 벗어나지 않는지 확인 // 인덱스가 범위를 벗어나지 않는지 확인
if (selectedIndex < 0 || selectedIndex >= playerDatas.Count) if (selectedIndex < 0 || selectedIndex >= playerDatas.Count)
{ {
Debug.LogError($"Invalid player index: {selectedIndex}"); Debug.LogError($"Invalid player index: {selectedIndex}");
return; return false;
} }
string prefabName = playerDatas[selectedIndex].type == "b" ? "TON.Player_B" : "TON.Player_W"; string prefabName = playerDatas[selectedIndex].type == "b" ? "TON.Player_B" : "TON.Player_W";
// Resources에서 프리팹 로드 // Resources에서 프리팹 로드
GameObject characterPrefab = Resources.Load<GameObject>($"Player/{prefabName}"); GameObject characterPrefab = Resources.Load<GameObject>($"Player/{prefabName}");
if (characterPrefab == null) if (characterPrefab == null)
{ {
Debug.LogError($"Failed to load character prefab: {playerDatas[selectedIndex].type}"); Debug.LogError($"Failed to load character prefab: {playerDatas[selectedIndex].type}");
return; return false;
} }
// TON.Player 오브젝트 찾기 // TON.Player 오브젝트 찾기
GameObject playerObj = GameObject.Find("TON.Player"); GameObject playerObj = GameObject.Find("TON.Player");
if (playerObj == null) if (playerObj == null)
{ {
Debug.LogError("TON.Player not found in the scene!"); Debug.LogError("TON.Player not found in the scene!");
return; return false;
} }
// 기존 플레이어 제거 (필요 시) // 기존 플레이어 제거 (필요 시)
foreach (Transform child in playerObj.transform) foreach (Transform child in playerObj.transform)
{ {
GameObject.Destroy(child.gameObject); GameObject.Destroy(child.gameObject);
} }
// 캐릭터 프리팹을 TON.Player 위치에 배치 // 캐릭터 프리팹을 TON.Player 위치에 배치
GameObject playerInstance = GameObject.Instantiate(characterPrefab, playerObj.transform.position, Quaternion.identity); GameObject playerInstance = GameObject.Instantiate(characterPrefab, playerObj.transform.position, Quaternion.identity);
playerInstance.transform.SetParent(playerObj.transform); playerInstance.transform.SetParent(playerObj.transform);
// 카메라가 새 플레이어를 따라가도록 설정 // 카메라가 새 플레이어를 따라가도록 설정
CameraFollow cameraFollow = GameObject.FindObjectOfType<CameraFollow>(); CameraFollow cameraFollow = GameObject.FindObjectOfType<CameraFollow>();
if (cameraFollow != null) if (cameraFollow != null)
@@ -55,7 +49,10 @@ namespace TON
else else
{ {
Debug.LogError("No CameraFollow script found in the scene!"); Debug.LogError("No CameraFollow script found in the scene!");
return false;
} }
return true;
} }
} }
} }

View File

@@ -5,6 +5,15 @@ using UnityEngine;
namespace TON namespace TON
{ {
public enum FaceStatue
{
Idle,
Angry,
Sad,
Oh,
Smile
}
public class AssetManager : SingletonBase<AssetManager> public class AssetManager : SingletonBase<AssetManager>
{ {
@@ -19,10 +28,10 @@ namespace TON
return LoadAsset<Sprite>($"UI/Skill Icon/skill_icon_{skillId}", out result); return LoadAsset<Sprite>($"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"; var playerColor = playerType == "b" ? "Black" : "White";
return LoadAsset<Sprite>($"UI/Player/{playerColor}_Cat", out result); return LoadAsset<Sprite>($"Player/Character Face/{playerColor}_{status}", out result);
} }
public bool LoadStageIcon(string stageId, out Sprite result) public bool LoadStageIcon(string stageId, out Sprite result)

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@@ -76,7 +76,6 @@ namespace TON
private IEnumerator ChangeScene<T>(System.Action onSceneChangeCompletedCallback = null) where T : SceneBase private IEnumerator ChangeScene<T>(System.Action onSceneChangeCompletedCallback = null) where T : SceneBase
{ {
UIManager.Show<LoadingUI>(UIList.LoadingUI); UIManager.Show<LoadingUI>(UIList.LoadingUI);
yield return new WaitForSeconds(3f);
isSceneChangeProgress = true; isSceneChangeProgress = true;

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@@ -42,10 +42,17 @@ namespace TON
} }
// 선택된 캐릭터에 맞는 오브젝트를 생성하거나 적용하는 코드 작성 // 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<ErrorUI>(UIList.ErrorUI);
// 또는 SceneManager.LoadScene("ErrorScene"); 등
yield break;
}
SkillDataManager.Singleton.Initalize(); SkillDataManager.Singleton.Initalize();
StageManager.Singleton.StartStage(stageId); StageManager.Singleton.StartStage(stageId);
UIManager.Show<IngameUI>(UIList.IngameUI); UIManager.Show<IngameUI>(UIList.IngameUI);
UIManager.Show<OptionUI>(UIList.OptionUI); UIManager.Show<OptionUI>(UIList.OptionUI);
UIManager.Show<ControllerUI>(UIList.ControllerUI); UIManager.Show<ControllerUI>(UIList.ControllerUI);

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@@ -43,10 +43,19 @@ namespace TON
private void UpdateCooldownUI() 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.gameObject.SetActive(skillBase.CurrentCoolDown > 0); // 남은 쿨타임이 있을 때만 표시
if (coolTimeText.IsActive())
{
coolTimeText.text = $"{skillBase.CurrentCoolDown: 0}s"; // 정수 초단위 표시 coolTimeText.text = $"{skillBase.CurrentCoolDown: 0}s"; // 정수 초단위 표시
coolTimeDimd.fillAmount = skillBase.CurrentCoolDown / skillBase.SkillCoolDown; // 1 → 0 으로 감소 coolTimeDimd.fillAmount = skillBase.CurrentCoolDown / skillBase.SkillCoolDown; // 1 → 0 으로 감소
} }
}
void Update() void Update()
{ {

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@@ -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 +11,75 @@ 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;
public void SetHP(float current, float max)
private string playerType;
[SerializeField] private CharacterBase character;
private void OnEnable()
{
character = GameObject.FindWithTag("Player").GetComponent<CharacterBase>();
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; 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; spBar.fillAmount = current / max;
spText.text = $"{current:0} / {max: 0}";
} }
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 (!string.IsNullOrEmpty(playerType)) UpdatePlayerImage();
}
private void UpdatePlayerImage()
{
if (AssetManager.Singleton.LoadPlayerIcon(playerType, FaceStatue.Idle, out Sprite result))
{
characterImage.sprite = result;
}
} }
} }

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@@ -40,7 +40,7 @@ namespace TON
PlayerData player = PlayerDataManager.Singleton.player; PlayerData player = PlayerDataManager.Singleton.player;
Image playerObj = GameObject.Find("TON.Player").GetComponent<Image>(); Image playerObj = GameObject.Find("TON.Player").GetComponent<Image>();
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; characterName.text = player.name;
characterHp.text = $"{player.hp}"; characterHp.text = $"{player.hp}";