feat: Lobby ui 작업 1차

This commit is contained in:
aube.lee
2025-02-14 21:56:50 +09:00
parent 340617071a
commit c54ab55c5a
15 changed files with 1904 additions and 1058 deletions

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -23,5 +24,10 @@ namespace TON
var playerColor = playerType == "b" ? "Black" : "White";
return LoadAsset<Sprite>($"UI/Player/{playerColor}_Cat", out result);
}
public bool LoadStageIcon(string stageId, out Sprite result)
{
return LoadAsset<Sprite>($"UI/Stage/stage_{stageId}", out result);
}
}
}

View File

@@ -8,6 +8,9 @@ namespace TON
public class StageManager : SingletonBase<StageManager>
{
public List<StageClearData> stageClearDatas { get; private set; }
[SerializeField]
public SerializableDictionary<string, StageClearData> bestStageClearDict = new SerializableDictionary<string, StageClearData>();
private float stageStartTime; // 스테이지 시작 시간
private string stageId; // 스테이지 아이디
@@ -15,6 +18,7 @@ namespace TON
public void Initialize()
{
LoadStageClearData();
SetStageClearDataList();
}
private void LoadStageClearData()
@@ -29,6 +33,39 @@ namespace TON
}
}
private void SetStageClearDataList()
{
string characterId = PlayerDataManager.Singleton.player.id;
foreach (var data in stageClearDatas)
{
if (data.characterId != characterId)
{
continue;
}
// 만약 현재 stageId가 딕셔너리에 없거나, 기존 값보다 starRating이 높다면 업데이트
if (!bestStageClearDict.ContainsKey(data.stageId) || bestStageClearDict[data.stageId].starRating < data.starRating)
{
bestStageClearDict[data.stageId] = data;
}
}
// 필터링된 결과를 새로운 리스트에 저장
List<StageClearData> filteredList = new List<StageClearData>();
foreach (var entry in bestStageClearDict)
{
filteredList.Add(entry.Value);
}
// 결과 출력
foreach (var data in filteredList)
{
Debug.Log($"StageID: {data.stageId}, StarRating: {data.starRating}, ID: {data.id}");
}
}
private void SaveStageClearData()
{
Assert.IsTrue(JSONLoader.SaveUpdatedJsonToPersistentData(stageClearDatas, "stageClear"));

View File

@@ -22,7 +22,18 @@ namespace TON
[SerializeField]
private TextMeshProUGUI characterCritical;
public List<string> stageList = new List<string> { "STG001", "STG002", "STG003", "STG004" };
public LobbyUI_StagePage stagePagePrefab;
public Transform stagePageGroup;
private void Start()
{
SetCharacterData();
SetStageData();
}
private void SetCharacterData()
{
PlayerData player = PlayerDataManager.Singleton.player;
@@ -37,11 +48,32 @@ namespace TON
characterCritical.text = $"{player.critical}";
}
public void OnClickStageEntryButton()
private void SetStageData()
{
stageList.ForEach(stageId =>
{
LobbyUI_StagePage stagePage = Instantiate(stagePagePrefab, stagePageGroup);
stagePage.Initalize(stageId);
});
}
public void OnClickChangeStageButton()
{
// TODO: 스테이지 입장 popupUI 비활성화
}
public void OnClickStageButton()
{
// TODO: 스테이지 선택 UI 활성화
}
public void OnClickStagePlayButton()
{
UIManager.Hide<LobbyUI>(UIList.LobbyUI);
UIManager.Show<StageEntryUI>(UIList.StageEntryUI);
// TODO: 선택된 스테이지 아이디 불러오기
// 선택한 스테이지 아이디 활용 필요
Main.Singleton.ChangeScene(SceneType.Stage);
}
public void OnClickSkillSettingButton()

View File

@@ -1,11 +1,63 @@
using System.Collections;
using System.Collections.Generic;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.UI;
namespace TON
{
public class LobbyUI_StagePage : MonoBehaviour
{
public Button stageEntryButton;
public GameObject stageImage;
public GameObject starPoint;
public GameObject stageEntryUI;
public GameObject lockState;
private string stageId;
public StageClearData stageClearData;
public void Initalize(string stageId)
{
this.stageId = stageId;
if (stageId == "STG001")
{
lockState.SetActive(false);
}
SerializableDictionary<string, StageClearData> bestStageClearDict = StageManager.Singleton.bestStageClearDict;
stageClearData = bestStageClearDict.GetValueOrDefault(stageId, null);
SetStageImage();
// 스테이지 슬롯에 스테이지 클리어 정보가 있는 경우
if (stageClearData != null) // 스테이지 슬롯에 별점이 지정된 경우
{
// for (int i = 0; i < starCount; i++)
// {
// starPoint.transform.GetChild(i).gameObject.SetActive(true);
// }
}
else
{
// 이전 스테이지가 클리어되지 않아 진입할 수 없는 경우
stageEntryButton.interactable = false;
}
}
private void SetStageImage()
{
Assert.IsTrue(AssetManager.Singleton.LoadStageIcon(stageId, out Sprite loadedStageImage));
stageImage.GetComponent<Image>().sprite = loadedStageImage;
stageImage.SetActive(true);
}
public void OnClickStageButton()
{
stageEntryUI.SetActive(true);
}
}
}