refator : Controller 스킬 버튼 로드 및 스킬 투사체 & ObjectPool 분리

This commit is contained in:
aube.lee
2025-02-11 00:26:00 +09:00
parent 3cfa9040bf
commit cdc7cbae56
12 changed files with 231 additions and 502 deletions

View File

@@ -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();
}
}
}

View File

@@ -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
}
}

View File

@@ -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);