feat: 하트 시스템 정상 동작 하도록 변경

This commit is contained in:
aube.lee
2025-02-26 21:06:30 +09:00
parent 11639c0f47
commit c0f4ace138
5 changed files with 1616 additions and 1290 deletions

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View File

@@ -12,7 +12,7 @@ namespace TON
public HeartData currentHeartData { get; private set; } public HeartData currentHeartData { get; private set; }
private int characterId; private int characterId;
public int maxHearts = 3; public int maxHearts = 5;
public int heartRechargeTime = 360; // 하트 충전 시간 6분 public int heartRechargeTime = 360; // 하트 충전 시간 6분
public int GetCurrentHearts() => currentHeartData.currentHearts; public int GetCurrentHearts() => currentHeartData.currentHearts;

View File

@@ -13,6 +13,7 @@ namespace TON
public Sprite fullHeartSprite; // 채워진 하트 public Sprite fullHeartSprite; // 채워진 하트
public Sprite emptyHeartSprite; // 빈 하트 public Sprite emptyHeartSprite; // 빈 하트
public TextMeshProUGUI timerText; // 하트 충전 타이머 UI public TextMeshProUGUI timerText; // 하트 충전 타이머 UI
public GameObject overHeartText; // 하트 충전 타이머 UI
private void OnEnable() private void OnEnable()
@@ -33,6 +34,16 @@ namespace TON
{ {
heartImages[i].sprite = (i < currentHearts) ? fullHeartSprite : emptyHeartSprite; heartImages[i].sprite = (i < currentHearts) ? fullHeartSprite : emptyHeartSprite;
} }
if (currentHearts > HeartDataManager.Singleton.maxHearts)
{
overHeartText.SetActive(true);
overHeartText.GetComponent<TextMeshProUGUI>().text = $"+ {currentHearts - HeartDataManager.Singleton.maxHearts}";
}
else
{
overHeartText.SetActive(false);
}
} }
private void UpdateTimer() private void UpdateTimer()

View File

@@ -12,6 +12,8 @@ namespace TON
[SerializeField] [SerializeField]
private TextMeshProUGUI characterName; private TextMeshProUGUI characterName;
[SerializeField] [SerializeField]
private TextMeshProUGUI characterLevel;
[SerializeField]
private TextMeshProUGUI characterHp; private TextMeshProUGUI characterHp;
[SerializeField] [SerializeField]
private TextMeshProUGUI characterMp; private TextMeshProUGUI characterMp;
@@ -28,6 +30,8 @@ namespace TON
public GameObject stagePagePrefab; public GameObject stagePagePrefab;
public Transform stagePageGroup; public Transform stagePageGroup;
public GameObject emptyHeartAlert;
private void Start() private void Start()
{ {
SetCharacterData(); SetCharacterData();
@@ -44,6 +48,7 @@ namespace TON
characterName.text = player.name; characterName.text = player.name;
characterHp.text = $"{player.hp}"; characterHp.text = $"{player.hp}";
characterMp.text = $"{player.mp}"; characterMp.text = $"{player.mp}";
characterLevel.text = $"Lv {player.level}";
characterAttck.text = $"{player.attackPower}"; characterAttck.text = $"{player.attackPower}";
characterDefence.text = $"{player.defensivePower}"; characterDefence.text = $"{player.defensivePower}";
characterCritical.text = $"{player.critical}"; characterCritical.text = $"{player.critical}";
@@ -94,22 +99,28 @@ namespace TON
public void OnClickStagePlayButton() public void OnClickStagePlayButton()
{ {
// FIXME: 개발 편의를 위해 스테이지 입장시 하트 소모 로직 주석처리 // 가지고 있는 하트가 없다면 입장 불가
// // 가지고 있는 하트가 없다면 입장 불가 if (HeartDataManager.Singleton.GetCurrentHearts() < 1)
// if (HeartDataManager.Singleton.GetCurrentHearts() < 1) {
// { // 입장 불가 modal 출력
// // TODO: 입장 불가 modal 출력 emptyHeartAlert.SetActive(true);
// Debug.Log("보유한 하트 없음"); // 입장 불가 modal 1초 후 숨김
// return; Invoke(nameof(EnactiveAlert), 1f);
// } return;
}
// // 입장 시 하트 소모 // 입장 시 하트 소모
// HeartDataManager.Singleton.UseHeart(); HeartDataManager.Singleton.UseHeart();
OnClickChangeStageButton(); OnClickChangeStageButton();
Main.Singleton.ChangeScene(SceneType.Stage); Main.Singleton.ChangeScene(SceneType.Stage);
} }
private void EnactiveAlert()
{
emptyHeartAlert.SetActive(true);
}
public void OnClickSkillSettingButton() public void OnClickSkillSettingButton()
{ {
UIManager.Show<SkillSettingUI>(UIList.SkillSettingUI); UIManager.Show<SkillSettingUI>(UIList.SkillSettingUI);