feat: 하트 시스템 정상 동작 하도록 변경
This commit is contained in:
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File diff suppressed because it is too large
Load Diff
@@ -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;
|
||||||
|
|||||||
@@ -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()
|
||||||
|
|||||||
@@ -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);
|
||||||
|
|||||||
Reference in New Issue
Block a user