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

@@ -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
{
}
}
}
}