feat: UI 추가 텍스트 영역 variable 추가
This commit is contained in:
@@ -189,9 +189,9 @@ RectTransform:
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@@ -758,6 +758,43 @@ MonoBehaviour:
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@@ -2338,15 +2375,144 @@ MonoBehaviour:
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@@ -2809,6 +2975,140 @@ RectTransform:
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m_AnchorMax: {x: 1, y: 0.5}
|
||||
m_AnchoredPosition: {x: 0, y: 40}
|
||||
m_SizeDelta: {x: 0, y: 80}
|
||||
m_AnchorMin: {x: 0, y: 0}
|
||||
m_AnchorMax: {x: 0, y: 0}
|
||||
m_AnchoredPosition: {x: 0, y: 0}
|
||||
m_SizeDelta: {x: 330, y: 70}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!1 &6345784611267699658
|
||||
GameObject:
|
||||
@@ -4021,10 +4349,10 @@ RectTransform:
|
||||
- {fileID: 8398661479095614665}
|
||||
m_Father: {fileID: 3138144651501150505}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 0.5}
|
||||
m_AnchorMax: {x: 1, y: 0.5}
|
||||
m_AnchoredPosition: {x: 0, y: -40}
|
||||
m_SizeDelta: {x: 0, y: 80}
|
||||
m_AnchorMin: {x: 0, y: 0}
|
||||
m_AnchorMax: {x: 0, y: 0}
|
||||
m_AnchoredPosition: {x: 0, y: 0}
|
||||
m_SizeDelta: {x: 330, y: 70}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!1 &6707303380091965083
|
||||
GameObject:
|
||||
|
||||
@@ -17,13 +17,13 @@ namespace TON
|
||||
public GameObject retryModal;
|
||||
public GameObject homeModal;
|
||||
|
||||
public TextMeshProUGUI title;
|
||||
public TextMeshProUGUI goldReward;
|
||||
public TextMeshProUGUI expReward;
|
||||
public TextMeshProUGUI wave;
|
||||
public TextMeshProUGUI playTime;
|
||||
public TextMeshProUGUI score;
|
||||
public GameObject levelUpText;
|
||||
[SerializeField] private TextMeshProUGUI title;
|
||||
[SerializeField] private TextMeshProUGUI goldReward;
|
||||
[SerializeField] private TextMeshProUGUI expReward;
|
||||
[SerializeField] private TextMeshProUGUI wave;
|
||||
[SerializeField] private TextMeshProUGUI playTime;
|
||||
[SerializeField] private TextMeshProUGUI score;
|
||||
[SerializeField] private GameObject levelUpText;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
|
||||
@@ -9,33 +9,24 @@ namespace TON
|
||||
{
|
||||
public class LobbyUI : UIBase
|
||||
{
|
||||
[SerializeField]
|
||||
private TextMeshProUGUI characterName;
|
||||
[SerializeField]
|
||||
private TextMeshProUGUI characterLevel;
|
||||
[SerializeField]
|
||||
private TextMeshProUGUI characterHp;
|
||||
[SerializeField]
|
||||
private TextMeshProUGUI characterMp;
|
||||
[SerializeField]
|
||||
private TextMeshProUGUI characterAttck;
|
||||
[SerializeField]
|
||||
private TextMeshProUGUI characterDefence;
|
||||
[SerializeField]
|
||||
private TextMeshProUGUI characterCritical;
|
||||
[SerializeField] private TextMeshProUGUI characterName;
|
||||
[SerializeField] private TextMeshProUGUI characterLevel;
|
||||
[SerializeField] private TextMeshProUGUI characterHp;
|
||||
[SerializeField] private TextMeshProUGUI characterMp;
|
||||
[SerializeField] private TextMeshProUGUI characterAttck;
|
||||
[SerializeField] private TextMeshProUGUI characterDefence;
|
||||
[SerializeField] private TextMeshProUGUI characterCritical;
|
||||
|
||||
public List<string> stageList = new List<string> { "STG001", "STG002", "STG003", "STG004" };
|
||||
|
||||
public List<LobbyUI_StagePage> stagePages = new List<LobbyUI_StagePage>();
|
||||
public GameObject stagePagePrefab;
|
||||
public Transform stagePageGroup;
|
||||
// 스테이지 클리어 기록 텍스트
|
||||
[SerializeField] private TextMeshProUGUI wave;
|
||||
[SerializeField] private TextMeshProUGUI playTime;
|
||||
[SerializeField] private TextMeshProUGUI score;
|
||||
|
||||
public GameObject emptyHeartAlert;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
SetCharacterData();
|
||||
// SetStageData();
|
||||
}
|
||||
|
||||
private void SetCharacterData()
|
||||
@@ -54,38 +45,6 @@ namespace TON
|
||||
characterCritical.text = $"{player.critical}";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 스테이지를 1개로 변경하여 해당 메소드 사용하지 않음
|
||||
/// </summary>
|
||||
private void SetStageData()
|
||||
{
|
||||
if (stagePages.Count > 0)
|
||||
{
|
||||
foreach (var stagePage in stagePages)
|
||||
{
|
||||
Destroy(stagePage.gameObject);
|
||||
}
|
||||
stagePages.Clear();
|
||||
}
|
||||
|
||||
|
||||
for (int i = 0; i < stageList.Count; i++)
|
||||
{
|
||||
string stageId = stageList[i];
|
||||
GameObject stagePageObject = Instantiate(stagePagePrefab, stagePageGroup);
|
||||
LobbyUI_StagePage stagePage = stagePageObject.GetComponent<LobbyUI_StagePage>();
|
||||
stagePageObject.SetActive(true);
|
||||
// stagePage.Initalize(stageId, i);
|
||||
stagePages.Add(stagePage);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnClickChangeStageButton()
|
||||
{
|
||||
// 스테이지 입장 popupUI 비활성화
|
||||
stagePages.ForEach(page => page.GetComponent<LobbyUI_StagePage>().OnClickStageChangeButton());
|
||||
}
|
||||
|
||||
public void OnClickStageButton()
|
||||
{
|
||||
// 스테이지 입장 UI 활성화
|
||||
@@ -112,7 +71,6 @@ namespace TON
|
||||
// 입장 시 하트 소모
|
||||
HeartDataManager.Singleton.UseHeart();
|
||||
|
||||
OnClickChangeStageButton();
|
||||
Main.Singleton.ChangeScene(SceneType.Stage);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user