스킬 컨트롤러 부분 테스트 작업

This commit is contained in:
aube.lee
2025-02-09 12:23:18 +09:00
parent 07ea289cd9
commit b9a7d02027
31 changed files with 323 additions and 316 deletions

View File

@@ -19,30 +19,30 @@ namespace TON
[SerializeField]
private SerializableDictionary<int, ControllerUI_SkillButton> skillButtons;
private SerializableDictionary<string, SkillBase> skillInstances;
private List<SkillData> skillDatas;
private List<SkillBase> skillBases;
public void Initalize()
{
int characterLevel = PlayerDataManager.Singleton.player.level;
skillDatas = SkillDataManager.Singleton.skillDatas;
skillInstances = SkillDataManager.Singleton.skillInstances;
if (skillDatas != null)
// 내가 사용할 스킬은 스킬 매니저에서 가져오게 변경
if (skillInstances != null)
{
// 사용 가능한 스킬 필터링 (캐릭터 레벨보다 필요 레벨이 낮거나 같은 것만)
List<SkillData> availableSkills = skillDatas
.Where(skill => skill.requiredLevel <= characterLevel)
.OrderBy(skill => skill.requiredLevel) // 필요 레벨이 낮은 순으로 정렬
.Take(3) // 최대 3개 선택
.ToList();
int skillSlotCount = SkillDataManager.Singleton.GetActiveSkillCount();
List<SkillBase> skillList = SkillDataManager.Singleton.GetActiveSkillInstance();
// 버튼 설정
for (int i = 0; i < buttons.Length; i++)
{
if (i < availableSkills.Count)
if (i < skillSlotCount)
{
buttons[i].interactable = true; // 사용 가능
SkillData skillData = skillDatas.Find(skill => skill.slotNumber == i + 1);
SkillBase skillData = skillList.Find(skill => skill.SkillData.slotNumber == i + 1);
skillButtons[i].Initalize(skillData);
}
else
@@ -55,8 +55,6 @@ namespace TON
{
Debug.LogError("스킬 정보 로드 오류 발생");
}
}
public void OnClickJumpButton()
@@ -71,10 +69,14 @@ namespace TON
public void OnClickSkillButton(ControllerUI_SkillButton button)
{
linkedCharactor.SkillAttack(button.skillId);
SkillData skillData = skillDatas.Find(skill => skill.id == button.skillId);
button.SetCoolTime(skillData.coolDown);
bool skillAttack = linkedCharactor.SkillAttack(button.skillBase.SkillData.id);
// skill Attack 이 true 일때 만 쿨타임 흘러가게끔
if (skillAttack)
{
// SkillData skillData = skillDatas.Find(skill => skill.id == button.skillId);
button.SetCoolTime();
}
}
}

View File

@@ -8,7 +8,6 @@ namespace TON
{
public class ControllerUI_SkillButton : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI coolTimeText;
[SerializeField] private Image coolTimeDimd;
[SerializeField] private GameObject skillIcon;
@@ -17,61 +16,49 @@ namespace TON
[SerializeField]
private SerializableDictionary<string, Sprite> skillSprite = new SerializableDictionary<string, Sprite>();
public string skillId;
public float maxCooldown;
public float currentCoolDown;
public SkillBase skillBase;
public void Initalize(SkillData skillData)
public void Initalize(SkillBase skillData)
{
skillId = skillData.id;
maxCooldown = skillData.coolDown;
InitSkillData(skillData);
skillBase = skillData;
skillIcon.SetActive(true);
skillIcon.GetComponent<Image>().sprite = skillSprite.GetValueOrDefault(skillData.id, null);
skillIcon.GetComponent<Image>().sprite = skillSprite.GetValueOrDefault(skillBase.SkillData.id, null);
lockImage.SetActive(false);
}
public void SetCoolTime(float remain)
public void SetCoolTime()
{
coolTimeText.gameObject.SetActive(remain > 0f);
coolTimeText.text = $"{Mathf.CeilToInt(remain)}s";
coolTimeDimd.fillAmount = remain / maxCooldown;
}
private SkillBase InitSkillData(SkillData skillData)
{
switch (skillData.id)
SkillDataManager.Singleton.SetCoolTime(skillBase.SkillData.id);
if (skillBase.CurrentCoolDown <= 0)
{
case "K0001":
var fireBall = gameObject.AddComponent<FireBall>();
fireBall.Init(skillData);
return fireBall;
case "K0002":
var iceBall = gameObject.AddComponent<IceBall>();
iceBall.Init(skillData);
return iceBall;
case "K0003":
return null;
case "K0004":
return null;
case "K0005":
return null;
case "K0006":
return null;
case "K0007":
return null;
case "K0008":
return null;
default:
return null;
// 현재 스킬의 스킬 쿨다운 값을 설정
skillBase.SetCurrentCoolDown();
currentCoolDown = skillBase.CurrentCoolDown;
UpdateCooldownUI();
}
}
private void UpdateCooldownUI()
{
coolTimeText.gameObject.SetActive(currentCoolDown > 0); // 남은 쿨타임이 있을 때만 표시
coolTimeText.text = $"{Mathf.CeilToInt(currentCoolDown)}s"; // 정수 초단위 표시
coolTimeDimd.fillAmount = currentCoolDown / skillBase.SkillData.coolDown; // 1 → 0 으로 감소
}
void Update()
{
if (currentCoolDown > 0)
{
SkillDataManager.Singleton.UpdateSkillCoolDown(skillBase.SkillData.id); // 남은 쿨타임 감소
UpdateCooldownUI(); // UI 업데이트
}
else
{
}
}
}
}