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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() { diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/LobbyUI.cs b/Gameton-06/Assets/Gameton/Scripts/UI/LobbyUI.cs index 06b870b1..d1e4cbde 100644 --- a/Gameton-06/Assets/Gameton/Scripts/UI/LobbyUI.cs +++ b/Gameton-06/Assets/Gameton/Scripts/UI/LobbyUI.cs @@ -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 stageList = new List { "STG001", "STG002", "STG003", "STG004" }; - - public List stagePages = new List(); - 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}"; } - /// - /// 스테이지를 1개로 변경하여 해당 메소드 사용하지 않음 - /// - 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(); - stagePageObject.SetActive(true); - // stagePage.Initalize(stageId, i); - stagePages.Add(stagePage); - } - } - - public void OnClickChangeStageButton() - { - // 스테이지 입장 popupUI 비활성화 - stagePages.ForEach(page => page.GetComponent().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); }