refator : Controller 스킬 버튼 로드 및 스킬 투사체 & ObjectPool 분리
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PlayerDataManager.Singleton.SetCurrentUserData();
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// HeartDataManager.Singleton.();
|
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List<SkillData> skillDatas = SkillDataManager.Singleton.skillDatas;
|
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SkillDataManager.Singleton.SetSkillInstances();
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SkillDataManager.Singleton.Initalize();
|
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// TODO : Custom Order After System Load
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// UIManager.Show<IngameUI>(UIList.IngameUI);
|
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// UIManager.Show<LobbyUI>(UIList.LobbyUI);
|
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UIManager.Show<ControllerUI>(UIList.ControllerUI);
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// ControllerUI.Instance.Initalize();
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ControllerUI.Instance.Initalize();
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// UIManager.Show<IngameOptionUI>(UIList.IngameOptionUI);
|
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// UIManager.Show<CharaterCreateUI>(UIList.CharaterCreateUI);
|
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// UIManager.Show<TitleUI>(UIList.TitleUI);
|
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|
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58
Gameton-06/Assets/Gameton/Scripts/Skill/Projectile.cs
Normal file
58
Gameton-06/Assets/Gameton/Scripts/Skill/Projectile.cs
Normal file
@@ -0,0 +1,58 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TON
|
||||
{
|
||||
[System.Serializable]
|
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public class Projectile : PoolAble
|
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{
|
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public PlayerData playerData;
|
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|
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public float destoryTime = 2f;
|
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private float activatedTime = 0f; // 경과 시간 저장 변수
|
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|
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private DamageCalculator damageCalculator = new DamageCalculator();
|
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private float damage;
|
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|
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public void Init(float damage)
|
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{
|
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this.damage = damage;
|
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playerData = PlayerDataManager.Singleton.player;
|
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}
|
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void OnEnable()
|
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{
|
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activatedTime = Time.time;
|
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}
|
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private void Update()
|
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{
|
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if (Time.time - activatedTime >= destoryTime)
|
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{
|
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ReleaseObject();
|
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}
|
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}
|
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|
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private void OnTriggerEnter2D(Collider2D collision)
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{
|
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if (collision.CompareTag("Monster")) // 적과 충돌 시 제거
|
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{
|
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// 기본 데미지 계산
|
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// TODO: 장비 공격력 반영 필요
|
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// float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, playerData.equipmentAttack, playerData.defensivePower);
|
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|
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// 몬스터 방어력
|
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float monsterDefencePower = collision.GetComponent<MonsterBase>().defencePower;
|
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float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower * this.damage, 0, monsterDefencePower);
|
||||
|
||||
// 치명타 적용
|
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damage = damageCalculator.ApplyCriticalDamage(damage);
|
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collision.GetComponent<IDamage>().ApplyDamage(damage);
|
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ReleaseObject();
|
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}
|
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}
|
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|
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}
|
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}
|
||||
|
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11
Gameton-06/Assets/Gameton/Scripts/Skill/Projectile.cs.meta
Normal file
11
Gameton-06/Assets/Gameton/Scripts/Skill/Projectile.cs.meta
Normal file
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|
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namespace TON
|
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{
|
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[System.Serializable]
|
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public class SkillBase : PoolAble
|
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public class SkillBase
|
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{
|
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public float SkillCoolDown => SkillData.coolDown;
|
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public float CurrentCoolDown { get; protected set; }
|
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public SkillData SkillData { get; private set; }
|
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public PlayerData playerData;
|
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|
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private DamageCalculator damageCalculator = new DamageCalculator();
|
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|
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private float elapsedTime = 0f; // 경과 시간 저장 변수
|
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public float destoryTime = 2f;
|
||||
|
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|
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public void Init(SkillData skillData)
|
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public SkillBase(SkillData skillData)
|
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{
|
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SkillData = skillData;
|
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playerData = PlayerDataManager.Singleton.player;
|
||||
}
|
||||
|
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void OnEnable()
|
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{
|
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elapsedTime = 0f;
|
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}
|
||||
|
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public void InvokeExcuteSkill()
|
||||
{
|
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InvokeRepeating(nameof(ExecuteSkill), 0f, 1f); // 즉시 실행 후 1초 간격 반복
|
||||
}
|
||||
|
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void ExecuteSkill()
|
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{
|
||||
if (elapsedTime >= destoryTime)
|
||||
{
|
||||
CancelInvoke(nameof(ExecuteSkill)); // 반복 중지
|
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ReleaseObject();
|
||||
return;
|
||||
}
|
||||
|
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Debug.Log("SkillBase:: " + SkillData.name);
|
||||
UpdateSkill(Time.deltaTime);
|
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elapsedTime += 1.0f;
|
||||
}
|
||||
|
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void OnDisable()
|
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{
|
||||
CancelInvoke(nameof(ExecuteSkill)); // 오브젝트 비활성화 시 중지
|
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CurrentCoolDown = 0f;
|
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}
|
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public float SkillCoolDown => SkillData.coolDown;
|
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[field: SerializeField] public SkillData SkillData { get; private set; }
|
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[field: SerializeField] public float CurrentCoolDown { get; protected set; }
|
||||
|
||||
|
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void Update()
|
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{
|
||||
|
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|
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}
|
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public System.Action OnSkillExecuted;
|
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public event System.Action OnCooldownCompleted;
|
||||
|
||||
public void SetCurrentCoolDown()
|
||||
{
|
||||
@@ -68,30 +27,16 @@ namespace TON
|
||||
|
||||
public void UpdateSkill(float deltaTime)
|
||||
{
|
||||
float before = CurrentCoolDown;
|
||||
CurrentCoolDown -= deltaTime;
|
||||
CurrentCoolDown = Mathf.Max(0, CurrentCoolDown);
|
||||
}
|
||||
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
if (collision.CompareTag("Monster")) // 적과 충돌 시 제거
|
||||
if (before > 0f && CurrentCoolDown <= 0f)
|
||||
{
|
||||
// 기본 데미지 계산
|
||||
// TODO: 장비 공격력 반영 필요
|
||||
// float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, playerData.equipmentAttack, playerData.defensivePower);
|
||||
|
||||
// 몬스터 방어력
|
||||
float monsterDefencePower = collision.GetComponent<MonsterBase>().defencePower;
|
||||
float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower * SkillData.damage, 0, monsterDefencePower);
|
||||
|
||||
// 치명타 적용
|
||||
damage = damageCalculator.ApplyCriticalDamage(damage);
|
||||
collision.GetComponent<IDamage>().ApplyDamage(damage);
|
||||
ReleaseObject();
|
||||
OnCooldownCompleted?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9407c2d7c54dec74eac0fe37da48ef1d
|
||||
guid: a10f8442459597342bf9e524b0942f34
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Assertions;
|
||||
|
||||
namespace TON
|
||||
{
|
||||
@@ -9,10 +10,24 @@ namespace TON
|
||||
public List<SkillData> skillDatas { get; private set; }
|
||||
public SerializableDictionary<string, SkillBase> skillInstances { get; private set; }
|
||||
|
||||
protected override void Awake()
|
||||
private List<SkillBase> equippedSkills = new List<SkillBase>();
|
||||
|
||||
|
||||
public void Initalize()
|
||||
{
|
||||
base.Awake();
|
||||
LoadSkillData();
|
||||
SetSkillInstances();
|
||||
// TODO: player skill data 초기화[셋팅]
|
||||
// 예시) 1,4,5번 스킬을 EquippedSkills에 추가
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
// 씬이 인게임일때만 돌게 조건 추가 (stage 이름을 가지고 잇을대?)
|
||||
foreach (var skill in equippedSkills)
|
||||
{
|
||||
UpdateSkillCoolDown(skill.SkillData.id);
|
||||
}
|
||||
}
|
||||
|
||||
private void LoadSkillData()
|
||||
@@ -30,11 +45,10 @@ namespace TON
|
||||
// skillData를 skillBase로 치환
|
||||
foreach (var skillData in skillDatas)
|
||||
{
|
||||
skillInstances.Add(skillData.id, InitSkillData(skillData));
|
||||
skillInstances.Add(skillData.id, new SkillBase(skillData));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// 스킬 슬롯에 배치할 수 있는 스킬 수 리턴하는 메소드
|
||||
public int GetActiveSkillCount()
|
||||
{
|
||||
@@ -54,16 +68,14 @@ namespace TON
|
||||
// 스킬 슬롯에 적용해야하는 스킬 리스트 리턴
|
||||
public List<SkillBase> GetActiveSkillInstance()
|
||||
{
|
||||
List<SkillBase> filteredSkills = new List<SkillBase>();
|
||||
|
||||
foreach (SkillData skill in skillDatas)
|
||||
{
|
||||
if (skill.slotNumber == 1 || skill.slotNumber == 2 || skill.slotNumber == 3)
|
||||
{
|
||||
filteredSkills.Add(skillInstances.GetValueOrDefault(skill.id));
|
||||
equippedSkills.Add(skillInstances.GetValueOrDefault(skill.id));
|
||||
}
|
||||
}
|
||||
return filteredSkills;
|
||||
return equippedSkills;
|
||||
}
|
||||
|
||||
// 스킬 쿨타임 설정하는 메소드
|
||||
@@ -97,46 +109,39 @@ namespace TON
|
||||
}
|
||||
}
|
||||
|
||||
// 스킬의 쿨타임 및 파괴 로직 실행 메소드
|
||||
public void InvokeExcuteSkill(string skillId)
|
||||
{
|
||||
if (skillInstances.TryGetValue(skillId, out SkillBase skill))
|
||||
{
|
||||
skill.InvokeExcuteSkill();
|
||||
}
|
||||
}
|
||||
|
||||
// 스킬 발사(생성) 메소드 추가
|
||||
public void ExecuteSkill(string skillId, Transform firePoint, float lastDirection)
|
||||
{
|
||||
// 스킬 생성
|
||||
GameObject skill = ObjectPoolManager.Instance.GetEffect(skillId);
|
||||
GameObject effectGameObject = ObjectPoolManager.Instance.GetEffect(skillId);
|
||||
Projectile projectile = effectGameObject.GetComponent<Projectile>();
|
||||
SkillBase targetSkillBase = GetSkillData(skillId);
|
||||
targetSkillBase.SetCurrentCoolDown();
|
||||
|
||||
skill.transform.SetPositionAndRotation(firePoint.position, firePoint.rotation);
|
||||
projectile.Init(targetSkillBase.SkillData.damage);
|
||||
|
||||
effectGameObject.transform.SetPositionAndRotation(firePoint.position, firePoint.rotation);
|
||||
|
||||
// 🔥 스킬 방향 반전
|
||||
var bulletScale = skill.transform.localScale;
|
||||
var bulletScale = effectGameObject.transform.localScale;
|
||||
bulletScale.x = Mathf.Abs(bulletScale.x) * lastDirection;
|
||||
skill.transform.localScale = bulletScale;
|
||||
effectGameObject.transform.localScale = bulletScale;
|
||||
|
||||
// 스킬 이동 방향 설정
|
||||
Rigidbody2D skillRb = skill.GetComponent<Rigidbody2D>();
|
||||
Rigidbody2D skillRb = effectGameObject.GetComponent<Rigidbody2D>();
|
||||
skillRb.velocity = new Vector2(lastDirection * 5f, 0f);
|
||||
|
||||
|
||||
InvokeExcuteSkill(skillId);
|
||||
targetSkillBase.OnSkillExecuted?.Invoke();
|
||||
}
|
||||
|
||||
private SkillBase InitSkillData(SkillData skillData)
|
||||
{
|
||||
SkillBase skill = gameObject.AddComponent<SkillBase>();
|
||||
skill.Init(skillData);
|
||||
return skill;
|
||||
}
|
||||
|
||||
|
||||
public SkillBase GetSkillData(string skillId)
|
||||
{
|
||||
return skillInstances.GetValueOrDefault(skillId);
|
||||
// 스킬 베이스가 null일때 방어로직 추가
|
||||
SkillBase result = skillInstances.GetValueOrDefault(skillId);
|
||||
Assert.IsNotNull(result, "SkillDataManager.ExecuteSkill() : targetSkillBase is null");
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,45 +15,45 @@ namespace TON
|
||||
public VariableJoystick joystick;
|
||||
public CharacterBase linkedCharactor { get; set; }
|
||||
|
||||
public Button[] buttons; // UI 버튼 (3개)
|
||||
|
||||
[SerializeField]
|
||||
private SerializableDictionary<int, ControllerUI_SkillButton> skillButtons;
|
||||
private SerializableDictionary<string, SkillBase> skillInstances;
|
||||
private List<SkillData> skillDatas;
|
||||
private List<SkillBase> skillBases;
|
||||
public Transform skillButtonGroup;
|
||||
public ControllerUI_SkillButton skillButtonPrefab;
|
||||
private List<ControllerUI_SkillButton> createdSkillButtons = new List<ControllerUI_SkillButton>();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
skillButtonPrefab.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public void Initalize()
|
||||
{
|
||||
int characterLevel = PlayerDataManager.Singleton.player.level;
|
||||
skillInstances = SkillDataManager.Singleton.skillInstances;
|
||||
|
||||
// 내가 사용할 스킬은 스킬 매니저에서 가져오게 변경
|
||||
|
||||
if (skillInstances != null)
|
||||
// 이미 기존에 UI가 생성되어 있다면 삭제
|
||||
if (createdSkillButtons.Count > 0)
|
||||
{
|
||||
int skillSlotCount = SkillDataManager.Singleton.GetActiveSkillCount();
|
||||
List<SkillBase> skillList = SkillDataManager.Singleton.GetActiveSkillInstance();
|
||||
|
||||
// 버튼 설정
|
||||
for (int i = 0; i < buttons.Length; i++)
|
||||
foreach (var button in createdSkillButtons)
|
||||
{
|
||||
if (i < skillSlotCount)
|
||||
{
|
||||
buttons[i].interactable = true; // 사용 가능
|
||||
SkillBase skillData = skillList.Find(skill => skill.SkillData.slotNumber == i + 1);
|
||||
skillButtons[i].Initalize(skillData);
|
||||
}
|
||||
else
|
||||
{
|
||||
buttons[i].interactable = false; // 사용 불가
|
||||
}
|
||||
Destroy(button.gameObject);
|
||||
}
|
||||
createdSkillButtons.Clear();
|
||||
}
|
||||
else
|
||||
|
||||
// 스킬 버튼을 생성
|
||||
List<SkillBase> activatedSkills = SkillDataManager.Singleton.GetActiveSkillInstance();
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
Debug.LogError("스킬 정보 로드 오류 발생");
|
||||
ControllerUI_SkillButton newSkillButton = Instantiate(skillButtonPrefab, skillButtonGroup);
|
||||
newSkillButton.gameObject.SetActive(true);
|
||||
|
||||
if (i < activatedSkills.Count) // 해당 인덱스에 활성화된 스킬이 있을 경우
|
||||
{
|
||||
newSkillButton.Initalize(activatedSkills[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 복제 됐을때 기본 상태가 잠금 상태
|
||||
}
|
||||
|
||||
createdSkillButtons.Add(newSkillButton);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -70,13 +70,7 @@ namespace TON
|
||||
public void OnClickSkillButton(ControllerUI_SkillButton button)
|
||||
{
|
||||
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();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -2,6 +2,7 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Assertions;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace TON
|
||||
@@ -13,51 +14,43 @@ namespace TON
|
||||
[SerializeField] private GameObject skillIcon;
|
||||
[SerializeField] private GameObject lockImage;
|
||||
|
||||
[SerializeField]
|
||||
private SerializableDictionary<string, Sprite> skillSprite = new SerializableDictionary<string, Sprite>();
|
||||
|
||||
public float currentCoolDown;
|
||||
public SkillBase skillBase;
|
||||
|
||||
|
||||
public void Initalize(SkillBase skillData)
|
||||
{
|
||||
if (skillData != null)
|
||||
{
|
||||
skillData.OnSkillExecuted -= OnSkillExecuted;
|
||||
// skillData.OnCooldownCompleted -= OnCooldownCompleted;
|
||||
}
|
||||
|
||||
skillBase = skillData;
|
||||
skillData.OnSkillExecuted += OnSkillExecuted;
|
||||
// skillData.OnCooldownCompleted += OnCooldownCompleted;
|
||||
|
||||
skillIcon.SetActive(true);
|
||||
skillIcon.GetComponent<Image>().sprite = skillSprite.GetValueOrDefault(skillBase.SkillData.id, null);
|
||||
|
||||
Assert.IsTrue(AssetManager.Singleton.LoadSkillIcon(skillBase.SkillData.id, out Sprite loadedSkillImage));
|
||||
skillIcon.GetComponent<Image>().sprite = loadedSkillImage;
|
||||
lockImage.SetActive(false);
|
||||
}
|
||||
|
||||
public void SetCoolTime()
|
||||
private void OnSkillExecuted()
|
||||
{
|
||||
SkillDataManager.Singleton.SetCoolTime(skillBase.SkillData.id);
|
||||
if (skillBase.CurrentCoolDown <= 0)
|
||||
{
|
||||
// 현재 스킬의 스킬 쿨다운 값을 설정
|
||||
skillBase.SetCurrentCoolDown();
|
||||
currentCoolDown = skillBase.CurrentCoolDown;
|
||||
UpdateCooldownUI();
|
||||
}
|
||||
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
|
||||
coolTimeText.gameObject.SetActive(skillBase.CurrentCoolDown > 0); // 남은 쿨타임이 있을 때만 표시
|
||||
coolTimeText.text = $"{skillBase.CurrentCoolDown: 0}s"; // 정수 초단위 표시
|
||||
coolTimeDimd.fillAmount = skillBase.CurrentCoolDown / skillBase.SkillCoolDown; // 1 → 0 으로 감소
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (currentCoolDown > 0)
|
||||
{
|
||||
SkillDataManager.Singleton.UpdateSkillCoolDown(skillBase.SkillData.id); // 남은 쿨타임 감소
|
||||
UpdateCooldownUI(); // UI 업데이트
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
}
|
||||
UpdateCooldownUI(); // UI 업데이트
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -1,13 +1,21 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace TON
|
||||
{
|
||||
public class SkillSettingUI_SkillSlot : MonoBehaviour
|
||||
{
|
||||
public GameObject skillImage;
|
||||
public GameObject lockerImage;
|
||||
|
||||
public void Initalize()
|
||||
{
|
||||
// 스킬 이미지 세팅하기
|
||||
// skillImage = GetComponent<GameObject>();
|
||||
}
|
||||
|
||||
public void SelectedSlot()
|
||||
{
|
||||
lockerImage.SetActive(true);
|
||||
|
||||
Reference in New Issue
Block a user